Exiting game or black screen will reset your settings
This has happened to me multiple times, whenever I leave from a game or once the game's over I get a black screen and then have to reset the game, but the issues that once restarting the game the game acts like this it's first time booting up. Immediately playing the two cutscenes the game War and the Pacific attack) then the game takes you to the settings, after going through that the game has deliberately reseted your settings and it keeps doing that every time. This bug needs to be fixed ASAP.12Views0likes1CommentProxy chat should remain Red Sec only
Now before you all raise your torches and pitchforks at me i do wanna say i strongly bealive that the cons are bigger then pros lets start with the cons posetives from 8. Onwards oh and i allready know that some of you will say just turn it off for you read argument 3. Un necessery toxsicity you all take this game way too seriusly based on what i get read in the chat this would just triple all the bitching and moaning which allready about 90% i get to read Languege barriers i feel like this isint an issue if you live like in region that has just few langueges but here my god we got many langueges and many languege groups there is just gonna be folks yelling someting that they speak natively do most know english yes but there is lairs to it take me for exsample i can read english and understand it but my spoken english is just trash😆 Even if you would turn it off you teacnicly put yourself at disadvantage since you would hear enemy squads Hot mics there is gonna be plenty of folks who wont even notice that their mics are on then spawing on squad mates/team mates trying to do flanks or otherwise just exposing their posetions Distractive stuff such as folks with music Ai doing the monitoring some of you probably have allready heard of some folks getting banned for even mildly poking at their team or enemys like that guy who claimed he got banned for calling his team cowards Why in earth would you even want enemys know where you are at Now to posetives i suppose kinda better team communicaition assuming that the languege barrier wouldent get in the way Feel of community? New friends Custom Portal expirences with friends and thats about it is there someting im missing? Or am i just old man yelling at clouds sigh if this really has to happen then i suggest making it team based feel free to prove me wrongAttack Helicopter — Killing Machine. Mobile Anti-Aircraft Unit That Never Gets
Dear DICE Team, I am writing this because it is painful to keep playing like this. The Attack Helicopter is a true killing machine — powerful radar, strong weapons, can strike and retreat, and always receives attention and adjustments patch after patch. Meanwhile, the Mobile Anti-Air vehicle is left behind, forgotten, and placed at a clear disadvantage every single match. The imbalance is obvious: - Missiles lock-on too slowly while helicopters attack and leave before we can respond - Missiles sometimes fly straight into the ground instead of climbing toward the helicopter - Thermal smoke blocks OUR vision completely — we lose sight of the very targets we are supposed to stop - Helicopters have "below radar" protection, flares, and countermeasures that reload fast — we barely have anything to reliably counter them - We send videos, screenshots, and detailed feedback over and over — yet nothing truly changes Infantry gets updates. Helicopters get fine-tuning. Every other vehicle gets looked at and improved. But Mobile Anti-Air? It stays broken, weak, and neglected. I have to ask — why is it like this? Why does everyone else get balance love and improvements, while Mobile Anti-Air players are just ignored? Do DICE truly hate this vehicle and the players who choose to use it? Is it so hard to give us the same fairness you give to pilots? We don't ask to overpower everything — we ask for equality. We ask to be able to defend our team without being an easy target from above. Please stop leaving Mobile Anti-Air behind. Respectfully,117Views3likes20CommentsPlay PvE or PvP: Solo Start with Bots
This thread is for the person who is tired of matchmaking. For the person who is tired of joining rounds mid-game. For the person who is tired of having their party break at the end of matches and needing to leave games and recreate their party with their friends. For the person who is tired of playing attacker or defender over and over. For the person who is tired of playing maps in a random order. For the person who misses options and game modes that used to be in Battlefield games. For the person who is tired of sweats, or for the person who doesn't mind sweats. Every one of these experiences can be hosted and started with just one person. There is no need to queue up and wait for 4, 12, or 20 players to join. Each experience can be enjoyed with no other humans or as an experience that is full with only humans. Each one will fill with bots, as necessary, and then the bots will be replaced as humans join. You can either search for the experiences using the titles provided, or search for the experience code listed (the easier method). Other Creators: "RUSH | 100 player - PVE + solo start with bots V9" : Provided by animattic. 11NMT Battlefield Owners: "Casual Conquest..." : Solo-start (of course!) large scale conquest that is a faithful reproduction of the real thing, except with the ability to play against bots and level up your skill. Vehicles respawn quickly to get you back in the action. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZH6YV "Casual PvE Conquest..." : Similar to above, except all the humans are on one team and the infantry bots only target within a certain distance based on their class. 13M4C "Night Conquest..." : Conquest experiences like the previous, but at night. One is just the night maps as they are available to us. Another one is daylight maps with dark and blue filters, to mimic a full moon night or dusk. Another is night maps with a green NVG effect applied to give a more raw and gritty NVG effect that automatically switches on shortly after deploying. And the final one is night maps with actual NVG goggles, but they are only really useful in certain dark areas due to the amount of light in the current night maps. Night Conquest: 1XTQA Moon light/dusk (fake night): ZMQMZ NVG (automatic) gritty fake NVG filter all the time: ZNT41 Night with NVG goggles (toggle on) real NVG that is only useful in some areas: ZMBXX "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the blowing snow. ZGQ1G "Dust Storm Conquest..." : Just like Casual Conquest, but all the maps are played in a giant eerie dust storm. ZVCK7 "BF4 in BF6" : Casual conquest in Operation Firestorm, but with a twist. It's BF4. The assault class can revive and heal teammates. The recon class has a spawn beacon. The color tone is a bit warmer. Movement speed is slowed down. Projectile speed is slowed down. Headshot damage is increased. And body damage is decreased. ZVEHH "Heat of Battle..." : A bright and saturated version of conquest where a variety of colored flares appear each time someone spawns, kills, dies, or takes damage. This allows you to have the normal fun experience but also see and appreciate the battle playing out around you. It creates a broad heat map of activity; keep moving if you don't want to give away your position. ZTBJ1 "Beach Invasion": Play the classic beach invasion experience. As attacker, your goal is to simply capture the objective without running out of time, as defenders try to push you back. Scripted events occur as the battle progresses, shifting who has the upper hand. 1XNJJ "Large Vehicle TDM..." : Classic conquest maps with vehicles and everything, but no objectives. The only objective is to get to the top of the scoreboard, be on the winning team, have a sweet KDR, or have a killer streak. Bots backfill to maintain 26 players per team. ZMSS7 "Cairo Chaos..." : Siege of Cairo with a new twist. One street. One objective. 28 vs 28. A ton of cover has been added, plus a couple buildings for snipers to oversee the battlefield. Use of ladders to increase verticality and sustain the crazy number of players is encouraged. ZPQ25 "Hardcore Team Deathmatch - Small Maps - Bot Fill" : A rotation of small infantry maps with Hardcore settings. Experience the experience that EA forgot how to provide. Tons of fun and action! YKBXU "4vs4 Elimination..." : A classic elimination game mode, made up of multiple rounds within the same match, where you get one life per round, switch sides after a couple of wins, and the first team to 4 rounds won wins the match. Bots backfill as necessary. 1YHR7 "4vs4 Search and Destroy..." : A classic elimination game mode, same as 'Elimination', except 2 MCOMs are added and the attackers may destroy one in order to end the round. Bots backfill as necessary. 1YKGF Free to Play: "Little Bird TDM..." : A TDM server where the primary weapon is the Little Bird. The bots move around, fly, and don't just stand in one spot and wait for you to kill them. Players spawn randomly in empty Little Birds up to half the map away, or designated spawn points, in order to keep spawns unpredictable and reduce issues with spawn killing. ZTPWV "REDSEC Casual Conquest...": Casual conquest for people who haven't purchased BF6. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZVSWK "REDSEC Winter Casual Conquest...": Same as above, but in the blowing snow. ZUCXE "REDSEC Dusk Casual Conquest...": Casual conquest, but with an afternoon lighting effect. ZUDCQ "REDSEC NVG Night Casual Conquest...": Same as casual conquest, but using night maps. All players are given NVG goggles that they can toggle on, and are given resupply pouches to refill their NVG goggles. ZUDD5 "Golf Course - King of the Hill - Clubhouse" : One objective at the top of the hill at the club house, with each side spawning on either side of the club house hill. Attackers try to advance up the hill and take control of the clubhouse, while defenders try to pick them off. Spawns are naturally protected by the map layout, with some additional protection provided. A sniper outpost is added in the form of a broken highway nearby. Hardcore: Z6ZFK Standard core: ZAEF4 "REDSEC - Team Deathmatch" : Golf Course, Tech Sector, and Marina map rotation of Team Deathmatch. Golf Course features the same design you see above. Deathmatch AI has a purpose and you will see them on a mission. Infantry-friendly vehicles are provided. Hardcore: Z3Q8X Standard core: Z91ZJ "Golf Course - Custom Bots - Infantry Conquest" : 20 v 20 infantry conquest at golf course with many objectives in close proximity. This is what we used to call "conquest small". This is the chaos some people crave. It is essentially "King of the Hill" described above, except with 4 more objectives. Hardcore: ZC34V Standard: ZC2RY "Friends vs Friends F2P TDM with Team Switching" : 20 vs 20 TDM to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or turn bots on or off. Host it with a password if you don't want randoms to join. ZG383 "Friends vs Friends F2P Infantry Conquest with Team Switching" : 20 vs 20 conquest small at golf course to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or to turn bots on or off. Host it with a password if you don't want randoms to join. ZGGTZ Please, if you are only looking for a PvE experience -- alone or with friends -- host the experiences with a password so that you can play with as many friends as you want, instead of kicking unwanted players who randomly join. Being kicked for randomly joining someone's hosted experience is not a good feeling. Note: "Free to Play" is subject to EA's wishes. Free-to-play experiences are hosted on REDSEC maps which were provided to players for free, but EA could revoke free-to-play access of those maps at any time. Additionally, amount of XP awarded and whether weapon unlocks or challenge progression is awarded is completely at the will of EA. Here are some very short demo videos. YouTube: NVG Demo YouTube: Conquest at Night and Bots being a Menace YouTube: Custom Golf Coarse Map Layout YouTube: Conquest Bot Play Go easy on me with the last one. My piloting was awful, but the purpose is to see that bot teammates jump in as gunner, are helpful, will heal, revive, and throw down ammo, and the bots keep activity going around the entire map. Thanks to utilizing these experiences, my piloting is now much better. Here are some images. Thank you for your time! ... oh... and we are all learning together! Ask for help or share your expertise. We all need eachother!8.9KViews35likes143Commentspost-1.4.3.0 hotfix issues
Sniper rifle range-zero HUD element gone, so if you change zero you cannot see the range you have selected, only visible if the rangefinder is equipped Bot-behavior in Boats can cause bots to start spinning around in circles with the patrol-boat (at least that one, possibly RHIB as well), and they just spin for long periods of time before they eventually abandon the boat and start swimming to the shore LTLM-II (SOFLAM) will project the 3D model of the ground-placement for the SOFLAM in the ADS of the SOFLAM, putting a giant SOFLAM on the skybox, and if at 12x magnification the projected model of the SOFLAM will turn everything where it is projected blurry as well. Water-droplet effect on screen will show on the SOFLAM while ADS EOD Bot will damage itself while using the stun-grenade launcher Optics MGO and QMK optics while equipped can often spawn in as the R4T 2.00x optic in their place MGO and QMK optics not accessible after unlocking until the game is restarted MGO optic model too far away from screen giving it unintentionally too good situational awareness around the optic (as if a low zoom group optic) for the magnification-level class of optics in its group, and making its reticle-text unreadable MGO optic is supposed to have a red dot in the middle of its reticle, but has a red crosshair"+" MGO amplifies recoil more than other optics in the same group-class of magnification levels (even more aggressively than x5.00 optics) while QMK does not have this same issue luckily Silencers (and possibly other muzzle devices) disappearing from weapons they're equipped to, leaving the weapons with them "equipped" by not actually being on the weapon after spawned in with, only having a barrel with nothing on the end of it without any of the silencer effect (reverting to unsilenced audio and behavior) "no grenade icon" bug is back, where the pulsing marker for grenades does not appear, and especially if passing the player This is just what I've discovered so far, vastly more issues than before the hotfix10Views0likes0CommentsBring Back South American REDSEC Ranked Servers
Please, we really need South American servers for REDSEC Ranked. There are clearly enough active players in South America to support regional ranked servers. I don’t understand why the South American ranked servers were removed. Please bring them back. Playing with 120–190 ms ping puts South American players at a huge disadvantage. Please reconsider this decision. Thank you.Fell through map at the start of the game
Mode: Multiplayer - Rush Map: Railway to Golmund Immediately at the start of the game, i spawned normally then suddenly I was falling under the map. Looks like an endless fall. As long as i'm under playable area, i'm not out of bounds. Also I see no available tag applicable to this issue Game just ended and i just let it fall and see if i would hit something and i didn't, luckily we won.58Views2likes3CommentsThe Cheating Fix Nobody Wants to Actually Implement
Cheating in online games isn't a detection problem, it's an identity problem. Anti-cheat vendors keep playing whack-a-mole with kernel drivers and behavior heuristics because they're trying to solve "is this specific process cheating" instead of "is this a real, accountable human." Flip the problem and it gets a lot smaller. The system: Verified accounts only. To play ranked/competitive servers, you need an account tied to a mobile number and a real email provider — no Gmail, no Hotmail/Outlook, no throwaway domains. Use a provider that requires ID-backed signup or a paid domain, so burner accounts cost real money and real effort to make. Device-bound certificate. Once verified, the game client issues a digital certificate tied to that install — hardware ID plus account. This certificate is what the server checks, not just a login token. Server-side auth gate. Game servers reject any connection that doesn't present a valid, verified certificate. No cert, no join. This happens at the network/auth layer, before matchmaking, before the anti-cheat kernel driver even has to do anything. Ban = actually banned. Because the account is tied to a phone number and a real identity trail, a ban follows the person, not just the hardware ID. Rebuying the game or reinstalling Windows doesn't get you back in — you need a new verified phone number and a new legitimate email, which raises the cost of re-offending dramatically. Why it works faster than software-based anti-cheat: current anti-cheat is reactive — it detects a cheat, cheat devs patch around it, repeat forever. This is preventative — it doesn't care what software you're running, it cares whether you're a verified, accountable person. A cheater who gets banned can't just spin up a new Gmail and be back in five minutes. A few honest caveats worth flagging, since "fixed in a month" is the part that won't survive contact with reality: Phone verification has a black market already — SMS-verification bypass services exist for pennies per number, and cheaters/gold-farmers already use them at scale for other platforms. It raises the cost, it doesn't kill the supply. Privacy and regulatory pushback — tying gameplay to a real phone number is a significant data-collection ask, and in places like the EU it runs into GDPR questions about necessity and proportionality. Legit players get burned — people who share a household, use work-issued email domains, live somewhere with unreliable mobile carriers, or just don't want their gamertag linkable to their real number will have real friction. It doesn't stop the actual cheat vector — device-bound certs authenticate the account, not the client integrity. A verified, real-identity player can still run an aimbot; you've made cheaters more identifiable and bannable, not literally undetected. The one gaming platform who has the balls to do this will show cheating will be wiped out in 3 months maybe less .220Views7likes17Comments