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NEW BATTLEFIELD 6 MAP: TSURU REEF
The biggest all-out battleground yet in Battlefield 6. Enter a sprawling island chain dense with luxury bungalows, tropical vegetation, and jagged cliff edges. Engage in naval combat across the surrounding ocean, or utilize land and air vehicles to take it to the max. With support for all modes, this archipelago is the ultimate theater of war.
RANKED BATTLE ROYALE RETURNS IN REDSEC
The next season of Ranked Battle Royale has docked into the marina, bringing with it a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end.
NEW BATTLEFIELD 6 | REDSEC MECHANIC: DYNAMIC WAVE SYSTEM
Master the seas and battle over the hostile ocean with the new wave system, a unique gameplay mechanic bringing dynamic naval warfare to the front line. Navigate high-stakes marine assaults or use the tide to strategically disrupt enemy lines of sight.
NEW BATTLEFIELD 6 | REDSEC VEHICLES
Naval vehicles have reached the shore. Weave through the waves with the 7.7m NSW RHIB, an agile high-speed boat mounted with a machine gun to take out any threat. The new RCB-90 patrol boat is a tank on water; a heavily armored assault vessel built for commanding the coastline. The ultimate weapons to turn the tide.
NEW BATTLEFIELD 6 | REDSEC WEAPONS
EF88: A bullpup assault rifle with an Australian twist, built for precision and efficiency. Best suited for mid-long range combat situations, use it to strike down enemy forces at a distance.
BROD 3: Aim and adapt. An aggressive, versatile carbine with the ability to support a variety of calibers, a useful ally in close-range combat.
VSSM: Low volume. High damage. A Designated Marksman Rifle with an integrated suppressor and subsonic ammo, ideal for going undetected. With the option of going fully automatic, it can eliminate threats with both speed and stealth.
NATO thought the War of 2027 was over. They were wrong.
Pax Armata, decentralized with Warlords around the globe, are commandeering critical supply lines to put NATO in a stranglehold. Their next target? Offshore US bases in the Pacific and the Fort Lyndon coastline.
Rally the squad, it’s time to dominate land, sea, and sky on the Pacific Front.
Battlefield 6 and REDSEC Season 4 begins on July 21 at 4 a.m. PT (12 p.m. UTC) with the return of Naval Warfare and the debut of a brand-new map for the franchise: Tsuru Reef.The required Season 4 update (Game Update 1.4.1.0) for Battlefield 6 and REDSEC will also introduce hundreds of gameplay improvements, fixes, and individual updates including:Water Gameplay Improvements
Player Movement and Combat Polish
Vehicle and Water Interaction Updates
UI, HUD and Menu Clarity
Portal Creator Updates
Audio Improvements
REDSEC and Ranked Battle Royale Polish
Ready to turn the tides of war?
Naval Warfare has been a critical component to the Battlefield franchise. Beyond capturing the massive scale of war, it’s also one of the elements of the rock, paper, scissors dynamic that help fuel the series’ most incredible moments.
In Season 4 for Battlefield 6, naval vehicles will return to Multiplayer across two new maps: Tsuru Reef, a brand-new map to be available at launch, and Wake Island, a franchise icon returning later in the season. Ahead of Naval Warfare’s grand re-entry, here’s how you can leave the competition in your wake, starting with an overview of these new features:HIGH EXPLOSIVE: High-damage explosive that explodes on impact, similar to the Support Gadget Portable Mortar shell. Meant for direct, accurate fire.
AIRBURST: Explodes in proximity to enemy vehicles or hitting surfaces. Deals less damage over a wider radius compared to High Explosive.
GUIDED: Lock-on mortars against land and sea vehicles. Perfect for ensuring targeted attacks, albeit with the chance to miss if defensive measures (such as IR Smoke) are deployed.
SMOKE: Creates a large smoke cloud upon impact. Excellent strategic tool for concealing movements, including for allies advancing on the shorelines.
ILLUMINATION: Parachutes down at the apex and pings enemies - both infantry and vehicles - on the minimap during its descent. Aim high and near areas where enemies may be hiding or moving towards.
RIDE THE WAVES. Expect open waters to toss boats around thanks to dynamic waves; use them as cover to conceal movements or block incoming fire.
MIND THE MOTION OF THE OCEAN. Adjust your aim according to how the water moves underneath your vessel. It may take practice, but predicting ebbs and flows is key to accurate fire!
STALLING IS SURRENDERING. Boats take time to move again after stopping. Keep your navalcraft moving; even small circles help you avoid a slow restart and enemy attacks.
CUSTOMIZE AND PULVERIZE. With multiple mortar options and available torpedoes, levelling up the RCB-90 Patrol Boat allows you to become a versatile threat, both directly against infantry, land, sea, and air vehicles, as well as indirectly through smoke and intel gathering tools.
RHIB FOR RAPID MOVEMENTS. The smaller 7.7M NSW RHIB is built to quickly maneuver through waterways: use it to chart a course for a deadly flank around landlocked enemies.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.This article may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.To celebrate the upcoming launch of Season 4, we are currently doing a collaborative Hunt on the Battlefield Discord server, allowing you to unlock sneak peeks into Season 4.
Read the intercept each day, find the correct answer and help the community reach the designated threshold. Collaboration will be key.
Join our Discord server and participate in #hunt-the-carrier channel. Guess the (1) word and go for it!
Participating and having at least 2 correct answers will grant you the Eagle's Stare dog tag, available in-game.
Hunt the Carrier will run up until July 20, for the last intercept.
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war.
At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live.
Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT
Naval Combat & New Gameplay System
Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore.
New Map
Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare.
New Vehicles
RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water.
7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast.
New Weapons & Attachments
BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat.
EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat.
VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth.
Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons.
New REDSEC Content
Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina.
Battle Pass
Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea.
Battlefield Pro
Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4.
Major Updates for 1.4.1.0
Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal.
Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay.
Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation.
UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed.
Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing.
Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play.
REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow.
CHANGELOG
PLAYER:
Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting.
Sliding no longer retriggers when the crouch hold input remains held after an initial slide.
Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground.
Soldier visual effects while swimming and resurfacing have been updated
Spawning on a squad mate in crouch stance now deploys you in crouch stance as well.
The soldier no longer slowly blends into position after mounting an object in the world.
Weapon attachments are now less likely to appear floating when using soldier skins.
Zipline and flash effect animations now behave as intended while spectated in first-person.
Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water.
Aim assist now fully supports enemy targets while they are swimming.
Fall damage is now slightly reduced when falling into shallow water.
Parachutes now deploy as expected when nearing the water surface.
Players can now drag and revive squad mates in water.
Players can now spawn on squad mates who are swimming in deep water.
VEHICLES:
Helicopter rotor wash now affects vegetation more realistically.
Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes.
The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved.
Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning.
GADGETS:
Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear.
Launchers that discard their tubes now continue to reload even if they are no longer the active weapon.
RPG detonations underwater no longer create dirt impact effects.
The EOD Bot Arm and the Sledgehammer can no longer be used while swimming.
The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs.
The Sledgehammer can no longer be used for quick swings while swimming.
WEAPONS:
Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3.
Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater.
SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater.
MAPS & MODES:
Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck.
Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb.
Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects.
UI & HUD:
Battle Pass points and path text no longer overlap on the End of Round screen.
Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out.
Category icons now appear correctly in the Challenges menu during gameplay.
Challenge reward icons now appear correctly when unlocked during gameplay.
Corrected a typo in the description for the “Mercy Stroke” weapon package.
Improved the readability of the Anti-cheat watermark.
Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive.
Increased the size of the bomb icon in the Obliteration game mode HUD.
Interior map details now appear correctly on the minimap.
Kill indicators now expand outwards and fade out faster, reducing how long they remain in view.
Magazine attachment indicator alignment has been improved when customising the M/60.
Magazine attachment indicator alignment has been improved when customising the SL9.
Main menu tiles now remain visible as intended when returning to the menu after a match.
Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped.
Muzzle attachment UI alignment has been improved when customising the Vz.61.
PP-19 weapon tags now appear correctly in the front end.
Resolved an occasional client-side crash that could occur when the tutorial system updated.
Responding to “Quick Message” notifications no longer also triggers in-game actions.
Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay.
Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen.
Reward icons now appear correctly in in-game challenge completion notifications.
Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page.
Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights.
Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it.
The “Backwoods Battler” character skin now displays the correct icon artwork.
The “Chemical Agent” character skin now displays the correct icon artwork.
The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time.
The Challenges button has been removed from the in-game attachment screen to prevent UI overlap.
The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate.
The filter selection on the Season Stats page no longer resets when switching between seasons.
The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying.
The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen.
Tutorial prompts no longer remain on screen after redeploying or being eliminated.
SETTINGS:
Add support for NVIDIA DLSS Multi Frame Generation x5, x6.
Add support for NVIDIA DLSS Dynamic Multi Frame Generation.
Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation.
Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game.
The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section.
PORTAL:
A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors.
Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences.
Added missing help text for Impulse blocks in the Rules Editor.
Added support for the “IsClosed” property on Waypoint Paths.
Added the “GetPlayer” and “GetVehicle” functions.
Additional Season 3 weapons, attachments, and gadget have been added to Portal.
Andy’s Custom Breakthrough Template has been added to the SDK.
Corrected errors that could occur when publishing the Moving Platform Example.
“Create Custom Mode” now generates the files needed for “Import from File”.
“GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle.
HQ team colours now display correctly.
“IsCurrentMap” now works correctly for remotely hosted games.
Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options.
“SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums.
The “ForceBombDrop” action can no longer be used when there is no bomb carrier.
The “mod.GetSpawner” function now accepts arguments correctly.
The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly.
The Railway to Golmud train capture point now follows the train correctly on the map.
AUDIO:
Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration.
Added female soldier voice-over lines for drowning and surfacing.
Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration.
Added new Season 4 Battle Pass radio station music.
Added new soldier voice-over lines after breaching and resurfacing from underwater.
Commander voice-over now plays as intended during Overtime in Obliteration.
Corrected a phasing issue with stationary launcher audio while aiming down sights.
Improved audio responsiveness for sea vehicles moving through waves.
Improved audio responsiveness for stationary turret movement.
Third-person death efforts from underwater soldiers can no longer be heard by other players.
Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds.
AI:
With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles.
Bots can now swim and will move towards shore after ending up in water.
Bots can now use boats to navigate to objectives.
Bots can now use land vehicles to cross rivers and very shallow water.
Bots no longer eliminate themselves after falling into certain pools on Eastwood.
Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers.
Bots no longer take all available boats at the start of new rounds, leaving boats available for players.
Bots now abandon boats that become beached.
Bots will now respond to “Request Pick-Up” requests while navigating boats.
REDSEC PLAYER:
Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning.
“Squad Wipe” score events now trigger correctly after eliminating an enemy squad.
UI & HUD:
In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale.
Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale.
Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly.
Squad colours now display correctly on the Gauntlet End of Round screen.
The Tactical Armory can now be pinged correctly in Battle Royale.
AUDIO:
The Handler briefing now plays as intended during the Battle Royale insertion cinematic.
The Handler no longer warns players who are underground about parachuting enemies nearby.
COMPETITIVE:
“End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity.
“End of Round” RP progress now displays correctly when a player’s RP value drops below zero.
Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale.
Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed.
Updated “End of Round” RP tally animations to improve scoring clarity.
Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale.
VEHICLES:
The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes.
WEAPONS:
M320A1
Level 2 Grenadier Trait
Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2.
Reduced the M320A1 HE maximum ammunition increase from 5 to 4.
Level 3 Cluster Munitions Trait
Reduced the number of submunitions created from 6 to 3.
Reduced submunition maximum blast damage from 30 to 20.
Reduced submunition blast radius from 2m to 1.5m.
Reduced maximum damage distance from 0.6m to 0.3m.
Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location.
Adjusted submunition bounce behaviour to further reduce clustering after impact.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Naval Warfare Returns in Season 4
Tsuru Reef
Battlefield 6 Today
What Players are Enjoying Right Now
Season 3 by the Numbers
Community Experiences Worth Trying
Built Together With Community Feedback
Combat
Quality of Life
Play Your Way
Ranked Battle Royale
More To Come
Welcome Back
Hey everyone,
As we prepare for Season 4, we wanted to take a moment to reflect on how Battlefield 6 has evolved since launch.
Over the past several months, Battlefield 6 has grown into a broader, more varied experience than it was at launch. The game now features 15 multiplayer maps, up from 9 at launch, alongside 58 weapons, new vehicles, returning modes, seasonal events, and community-created ways to play.
That growth has been shaped directly by your feedback across our community channels, through Battlefield Labs, and by how you play the game. One of the clearest examples has been map variety, where we've seen both community conversations and player surveys reflect a positive shift as battlefields like Railway to Golmud and Cairo Bazaar have expanded the ways you can play.
With Season 4 landing on July 21, we're building on that momentum through the addition of Naval Warfare, the introduction of Tsuru Reef, the return of Wake Island later in the season, and more updates shaped by your feedback.
If it’s been a while since your last deployment, there’s never been a better time to jump back in.
Season 4 expands Battlefield’s all-out warfare with the return of Naval Warfare, introducing an all-new lineup of naval vehicles designed specifically for combat across open water.
These new boats expand Battlefield's combined arms sandbox, introducing new tactical opportunities throughout every match. Supporting Naval Warfare is an all-new dynamic wave system that changes how battles play out on the water, bringing another compelling element to naval combat.
Battlefield has always been about player choice. Some battlefields are designed around fast-paced infantry combat, while others provide room to maneuver, make use of vehicles, and approach objectives from different angles. Naval Warfare builds on that philosophy by expanding how players can approach every engagement.
Together with Tsuru Reef, Naval Warfare brings Battlefield's signature land, sea, and air combat together into one experience. If you haven’t seen our action-packed Season 4 Gameplay Trailer, make sure to check it out here. We'll also be taking a closer look at Naval Warfare and how to use the new naval vehicles in the days ahead.
Launching alongside Season 4, Tsuru Reef is a brand-new battlefield built around Naval Warfare and Battlefield's signature combined arms gameplay. Designed to support combat across land, sea, and air, Tsuru Reef offers a variety of ways to approach every match. As one of our largest battlefields, it gives players more room to maneuver, open up new flanking opportunities, coordinate vehicle pushes, and choose how they want to tackle each objective. Whether you're taking the fight onto the water or leading the charge on land, Tsuru Reef is designed to create memorable Battlefield moments while giving you the freedom to play your way.
We'll be sharing a dedicated look at Tsuru Reef before Season 4 launches, exploring the map's layout, design philosophy, and the new opportunities it creates for players.
Let’s take a moment to look back at how Battlefield 6 has evolved over the past several months.
We've expanded the fight between NATO and Pax Armata with new maps like Railway to Golmud and Cairo Bazaar while continuing to refine the overall experience based on your feedback. With these additions, we've seen community sentiment around our maps improve significantly through our Discord surveys as players continue discovering experiences that match their preferred playstyle.
Data results from open Community Surveys shared on the official Discord.
Today, Battlefield 6 features an expansive arsenal of weapons alongside a growing roster of vehicles, whether that's taking to the skies in the Little Bird or racing across the battlefield on the dirt bike. Combined with new modes, Community Experiences, seasonal events, and Ranked Battle Royale, Battlefield 6 offers more variety than ever before.
With Season 4 just around the corner, Battlefield 6 will continue to expand with new weapons, vehicles, maps, and experiences.
One of the best parts of every game update is seeing how quickly we see you find new ways to create unforgettable moments.
One of the biggest conversations following our latest update has been around the improvements to gunplay and netcode. Across our community channels, many of you have been highlighting the more predictable recoil, stronger weapon identity, and more responsive firefights. We've also seen positive discussion around the return of limb damage multipliers, with many players feeling that engagements now reward accuracy and weapon mastery while remaining approachable for new players.
Since the start of Season 3 through July 2nd, here’s what you’ve been up to on the battlefield. All figures represent combined gameplay hours across all players.
Railway to Golmud quickly became Battlefield 6’s most-played map during Season 3, with players spending over 16 million hours battling across its large-scale sandbox. That’s nearly 2.5x the playtime of the next most-played map, Contaminated, which continues to be a favorite from Season 2.
Cairo Bazaar, despite arriving midway through Season 3, has already accumulated more than 5.7 million hours of gameplay as players continue jumping into its fast-paced infantry combat.
The return of Obliteration has generated more than 413 million hours of explosive gameplay, showing just how enthusiastically the community has welcomed its return.
Ranked Battle Royale has already surpassed 1 billion gameplay hours, with competitors continuing to climb the ladder and earn their place among Battlefield’s best.
The M16A4 became Battlefield 6’s most-deployed weapon, with more than twice the deployments of any other weapon in the game.
The race for the most-played mode has never been closer. Throughout Season 3, Conquest, Breakthrough, and Battle Royale all rank within roughly 200 million player gameplay hours of one another, showing just how diverse our community is.
Beyond the numbers, we've loved seeing the incredible moments you've been sharing across the Battlefield community. Here are a few highlights we’ve been enjoying:
A surprise launcher takedown on Railway to Golmud:
https://www.reddit.com/r/Battlefield6/comments/1uf25tj/you_miss_100_of_the_shots_you_dont_take/
The dream shotgun flank on Cairo Bazaar:
https://www.reddit.com/r/Battlefield6/comments/1u44qls/dream_shotgun_flank_on_bazaar/
When medics don't cooperate... improvise:
https://www.reddit.com/r/Battlefield/comments/1upx3qf/dumb_medics_wont_give_you_ammo_try_this/
A clutch Ranked Battle Royale win:
https://www.reddit.com/r/Battlefield_REDSEC/comments/1ua2h72/clutching_a_ranked_win_last_man_alive/
Of course, we also can’t forget about our Portal creators and community. If you’re looking for something a bit different, below are a few community-created experiences that players have been thoroughly enjoying recently. Be sure to check them out!
Night Ops Conquest
Created by: Andy6170
Experience Code: 1XVU6
Nighttime has fallen over the Battlefield, so prepare your night vision and get ready for some interaction in the darkness!
Siege Of St. Mere
Created by: mfnboomstick
Experience Code: ZSS9W
A Pax Armata Warlord, having taken over the riverside town of Saint Mere and nearby missile facility, offers a challenge to NATO: a face-off, with no air support.
Strike at Karkand
Created by: EIGuimaraes
Experience Code: ZVEE4
After Egypt betrayed the Middle Eastern Coalition by joining NATO forces, the Middle Eastern Coalition joined forces with Pax Armata to defend a crucial region: Karkand
ViperStudiosAndy’s Custom Breakthrough Template
Community creator ViperStudiosAndy, known for his Custom Conquest template already in the SDK, has created a Custom Breakthrough template that has become a favorite among Portal creators. To recognize his contribution, we're bringing it to the Battlefield 6 SDK.
The ready-made Custom Breakthrough template will be available to everyone at the launch of Season 4. It will initially ship with an earlier version and be updated to Andy's V3 later in the season.
Want to try it now?
Breakthrough Template: zfxyv
Night Ops Breakthrough: 1ytr3
If you'd like to build your own Custom Breakthrough experience using the latest V3 version, head over to Andy's template page for more information:
https://bfportal.gg/experiences/custom-breakthrough-template/
We're continually inspired by the creativity coming from the Battlefield community, and we can't wait to see what you'll build and discover next. If you want to share an experience you enjoyed a lot or one you built yourself and would like others to try out, join our official Discord server and share your experience in our Portal section!
Battlefield 6 continues to evolve through the conversations we have with you. From Battlefield Labs through every season since launch, your feedback has helped shape our priorities, and many of the improvements introduced throughout live service began with discussions across our community channels.
One of our biggest areas of focus throughout live service has been Battlefield's core combat experience.
Across multiple seasons, we've refined weapon handling, improved hit registration and netcode, enhanced soldier visibility, and updated movement responsiveness to help every firefight feel more consistent, predictable, and rewarding.
Our latest update in Season 3 marked another major step forward for Battlefield's gunplay. We introduced significant changes designed to create a more intuitive gunplay experience while continuing to reward skill-based play and weapon mastery.
It's been fantastic to see so many of you already sharing positive feedback around these improvements, and we'll continue monitoring gameplay data alongside your feedback as we evaluate future opportunities to further improve Battlefield's combat.
Beyond combat, we've continued refining many of the systems that support your overall Battlefield experience.
Progression has been one of our biggest areas of focus throughout live service, with significant improvements introduced during Season 2 based on your feedback. Based on your feedback, we've made progression faster and more rewarding by increasing XP opportunities, simplifying challenges, and helping players unlock meaningful weapons, gadgets, and attachments earlier in their journey. Today, players progress through the Battle Pass more than 2.5 times faster on average than they did during Season 1, while Hardware Mastery improvements help unlock primary weapon attachments roughly 50% faster across all weapon categories.
Alongside progression, we've continued improving menus and other quality-of-life systems to help you spend less time configuring your experience and more time playing Battlefield.
We'll continue monitoring gameplay data alongside your feedback as we look for new opportunities to improve quality-of-life systems throughout Season 4.
One of our goals has always been to give players more freedom in how they experience Battlefield. That philosophy extends to our battlefield design. Not every map is intended to play the same way, and that's by design.
If fast-paced infantry combat with constant action is your preferred way to play, maps such as Hagental Base, Siege of Cairo, and Cairo Bazaar deliver close-quarters engagements with limited vehicle presence.
If you enjoy Battlefield's large-scale sandbox, maps like Mirak Valley, Contaminated, Railway to Golmud, and the upcoming Tsuru Reef offer more space to maneuver, coordinate vehicle pushes, flank opposing teams, and give you more opportunities to plan your next move.
No matter how you enjoy Battlefield, we want there to be an experience that's right for you. Beyond Multiplayer and REDSEC, Portal and Community Experiences continue to expand what’s possible by giving players new ways to create and play together.
Whether you're returning to continue your climb or jumping into Ranked Battle Royale for the first time, Season 4 marks the beginning of a new competitive season, giving competitors a fresh opportunity to climb the ladder.
As the new season starts, ranks will reset based on your Season 3 performance, and rewards will be distributed according to your final placement in Season 3. Alongside the new season, we're introducing additional refinements to the Ranked experience.
For a full breakdown of the Season 4 Ranked Battle Royale changes, including rank resets, rewards, progression, and gameplay updates, be sure to check out our dedicated Ranked Battle Royale article.
Ranked Battle Royale will continue as part of our Battlefield Labs in Live approach, where your feedback and gameplay help shape future improvements to the experience.
Season 4 doesn't stop there.
Later in the season, Wake Island returns to Battlefield 6, bringing one of the franchise's most iconic battlefields back for a new generation of Battlefield players. Alongside new content, we'll continue sharing gameplay updates, community events, and more details on what’s still to come throughout Season 4.
We're also looking forward to continuing the conversation with you. Keep an eye out for our next Battlefield Community Q&A after Season 4 launches, where we'll be answering your questions and talking about the topics that matter most to you.
Whether it’s been weeks or months since your last deployment, Season 4 is a great time to jump back in.
Battlefield 6 has grown significantly since launch through new content, gameplay improvements, and continued collaboration with our community. We can’t wait to see the new moments you’ll create.
Battlefield is at its best when we're building it together with you. Your feedback continues to shape what we work on next, helping us understand what's working well, where we should continue improving, and how Battlefield 6 can keep evolving.
Please continue to share any issues on our EA forums. Join the Battlefield Discord to squad up with other players, chat with the community, participate in community events and giveaways, and visit our website for the latest news, guides, and seasonal insights.
See you on the Battlefield.
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
As Battlefield 6 continues to grow, we're making an update to how some previous Battle Pass content will return in future seasons.
We've heard from players who want more opportunities to earn or own cosmetics they may have missed, while also keeping each season exciting to participate in as it happens. With that in mind, starting in Season 4, we'll begin bringing back select items from previous Battle Passes as in-game store items and bundles.
Eligible items will return no sooner than three months after their original Battle Pass has ended. This gives players who participate during the season an initial period of time before select content may become available again.
Not all Battle Pass content will return: Battle Pass Instant Unlocks, BF Pro Instant Unlocks, and items from the Ultimate and Prestige Paths will remain exclusive to their original season and won't be made available again. Please note that the exact timing, availability, and selection of returning items may change over time and are not guaranteed.
Our goal is to ensure players who jump in each season receive the greatest experience from new content as it's released, while still giving others a chance to pick up cosmetics they may have missed later on. As Battlefield 6 evolves, we'll continue to review how previous content is made available and will make adjustments where it makes sense for both the game and our community.
Thank you for continuing to play Battlefield 6 and for being part of our community.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Hello everyone,
We’re always looking for ways to improve how we support and engage players across our community spaces, including Steam Discussions.
We would like your help with this 9-question survey. The survey is focused on understanding your experience with the Battlefield 6 Steam Discussions community space, including:
What you expect when visiting Steam Discussions
How helpful and informative you find the space
What kinds of support or communication matter most to you
How satisfied you are with the overall experience
Your feedback will help us better understand what players want from the Steam Discussions experience and how we can continue improving communication and support for the community.
The survey is completely voluntary and should only take a few minutes to complete. We appreciate anyone who takes the time to share their thoughts.
Thanks for helping us make the Battlefield 6 community experience better for everyone.
Hey Soldier,
May was the end of Season 2 and start of Season 3, and with it came ranked play to Battlefield 6.
In our previous April update, May was starting at 4.68% but has now settled to 4.81%. Refer to our January update, where we discussed how MIR updates to understand these shifts in more detail.
We’ve previously covered that, leading up to Season 3 launch, we were working on new detections and features and holding onto them to go live with its launch to maximize their impact. And you can see that reflected below in the MIR over the month of May. You can also see when cheat developers started to pivot to new techniques and create new circumventions we are presently warring with, specifically around spoofing or emulating compliance with the TPM 2.0 requirement.
These were not new techniques, and while we were aware of them and monitoring their uses, we had allowed them originally due to some reported difficulties encountered by legitimate players. These were originally not at fault of their own, but due to the features' implementation on specific motherboards by their manufacturers. We had already been working with motherboard manufacturers that hadn’t implemented the feature completely since launch to fix those issues, and all presently known issues are now resolved.
So in light of this recent pivot, we are removing those allowances and will enforce full TPM 2.0 compliance and want to be transparent about this decision. This change will affect ~1.24% of currently active accounts, and we’ve confirmed that the majority are using these techniques maliciously to circumvent anticheat checks and requirements. But we know there are still some legitimate players in the mix who still need to update their BIOS to get the fixes made by their motherboard manufacturers. So we will be publishing articles as well as enabling pop-up warnings by the anticheat to give direction to those users before we flip the switch, and while we are not giving a specific date just yet, it’s going to be soon.
May: Results & Impact
Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.
In May, MIR started at 4.81%. This continued on a slow increase till peaking at 5.61% on the 11th. We had been holding back on several new features we’ve talked about in our Season 3 Update, and turned everything on right as Ranked landed on the 12th. These worked very well, and you can see that they pushed MIR down to a low of 3.14% on the 19th. This was when we observed the majority of cheat developers switching over to spoofing or emulating TPM compliance, as discussed above. Presently, this has allowed them to get around some of these new features. Since then, MIR has slowly climbed through the end of May, when it was at 5.09% as of writing this update.
Through May, EA Javelin Anti-Cheat prevented 218,695 attempts to cheat or tamper with the game before they could impact matches. This increase was most likely due to the increased activity of cheat developers and cheaters attempting to compromise ranked matches. We are presently still tracking a total of 110 (+11) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 101 (+10) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91.81%).
Keep it fair out there - see you on the Battlefield.
BF_SledgeHammer
ONE FREE WEEK OF ALL-OUT WARFARE
Now until July 6, experience 5 modes and 4 maps, including Cairo Bazaar and Tactical Obliteration, during the Battlefield 6 Free Trial. Squad up and drop into the award-winning Multiplayer for a limited-time through Battlefield REDSEC
The high stakes iconic multiplayer experience returns with a new level of intensity, plus one free week of all-out warfare.
NEW BATTLEFIELD 6 MODE: TACTICAL OBLITERATION With smaller teams and focused gunfights, Tactical Obliteration is a relentless and cutthroat chase for the bomb carrier in its purest form. In Tactical Obliteration, it’s up to every squad member to get the bomb, escort their carrier to the detonation site, and obliterate the enemy. NEW REDSEC MODE: CASUAL BATTLE ROYALE This is every squad’s best entry point into Battlefield’s iconic Battle Royale. Fast and casual with additional bot players—made for everyone. NEW BATTLEFIELD 6 | REDSEC EVENT: WET WORK A brand new Battlefield event where every player has a target on their back. Filled with cutthroat missions, objectives, and high-stakes situations across Multiplayer & REDSEC game modes, where players must hunt or be hunted. Assemble your arsenal, identify your target, begin the manhunt. NEW BATTLEFIELD 6 | REDSEC HARDWARE EOD Bot Arm - New Melee Weapon: This high-explosive bomb-defusing machine lends its hand to every squad to dispatch the enemy at close-range.
On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes.
At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon. Battlefield 6 Free Trial
From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment.
NEW CONTENT
Wet Work Event Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt.
New Mode
Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy.
New Battle Royale Mode
Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad.
New Melee Weapon
EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements.
Major Updates for 1.3.3.0
New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial.
Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently.
Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover.
Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles.
REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight.
UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance.
Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish.
CHANGELOG
PLAYER:
Dummy Targets no longer slide into place when entering the Firing Range.
Firing Range now includes an additional target at 5m for testing close-quarters weapon damage.
First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat.
Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should.
Soldier rotation now behaves correctly when changing stance while dragging a downed teammate.
The Briefing Screen camera now centres correctly at the start of a round.
Weapons no longer disappear in first-person after being revived.
Netcode-specific Improvements
Blood effects no longer appear on screen from shots that did not hit the player.
Client hit confirmations now display faster when receiving damage.
Damage corrections have been reduced by improving how client damage is matched with the server.
Damage feedback is no longer delayed when taking damage from multiple sources at the same time.
Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover.
Death timing is now more responsive in dense combat situations.
Netgraph and connection icons no longer freeze when experiencing rubberbanding.
Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies.
Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions.
Network TimeNudge now recovers faster after performance spikes, with reduced spike severity.
The client game clock now synchronises with the server more quickly after poor CPU performance.
Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering.
VEHICLES:
Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2.
ATPs now reset team ownership correctly when nearby friendlies are downed.
Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets.
Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain.
Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again.
Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x.
Emergency Repair Pause On Damage timer increased from 1 to 2 seconds.
Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit.
Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures.
Projectile Intercept System activation time reduced to 0.55 seconds.
Radio selection now works correctly when using a controller.
RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters.
The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits.
Main Battle Tanks
MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets.
MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m.
MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters.
Infantry Fighting Vehicles
IFV AP Shell initial velocity increased from 375 to 445 metres per second.
IFV AP Shells now pierce the Projectile Intercept System.
IFV AP Shells rate of fire increased from 120 to 160 rounds per minute.
IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters.
Mobile Anti-Air Vehicle
Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200.
General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130.
High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets.
High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%.
Thermal Smoke
Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage.
Thermal Smoke no longer removes C-4 Explosives.
Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits.
GADGETS:
Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended.
LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying.
M320A1 SMK and M320A1 THRM icons now display optics in the correct position.
M84 Flashbangs no longer deal damage to gadgets.
Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person.
Shell impacts from Mortars and JAGM strikes are now visible on the Big Map.
The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade.
The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed.
The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo.
TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby.
WEAPONS:
Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values.
Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values.
L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles.
M2010 5-round magazine now sits correctly in third-person view.
M45A1 and Vz.61 sidearms now use Subsonic Ammo by default.
M87A1 magazine tubes no longer become invisible in third-person view.
Speedloader attachments now play the correct animation in third-person view.
The Extended Fast Magazine on the L115 now uses the correct 3D asset.
The PP-19 no longer clips through the character model while in the Loadout screen.
The Taclight-Hip icon now displays correctly.
Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood.
Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value.
USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies.
Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession.
Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground.
AK-205
AK-205 314mm Fluted Barrel icon now better reflects the attachment model.
AK-205 barrel icons now display correctly.
AK-205 ergonomic attachments now correctly update weapon stat values.
M16A4
M16A4 Carry Handle Iron Sight naming now displays correctly.
M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly.
M16A4 Flip-Up Iron Sight naming now displays correctly.
M16A4 single-fire behaviour in third-person now ejects one shell casing per shot.
M16A4 third-person reload animations now correctly press the magazine catch and release.
RPK-74M
RPK-74M Ballistic Tip attachment cost set to 20.
RPK-74M soldier finger animation now behaves correctly after firing a single shot.
RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips.
RPK-74M third-person prone pose no longer clips the hand through the magazine.
Bolt-Action Rifles Sweet Spot
Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse.
L115 sweet spot range decreased from 120-175m to 100-133m.
M2010 ESR sweet spot range decreased from 75-120m to 75-100m.
PSR sweet spot range decreased from 100-150m to 90-120m.
SV-98 sweet spot range decreased from 54-90m to 54-75m.
WEAPON BALLISTIC CHANGES:
To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim.
Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo.
Muzzle Velocity reduced for most primary weapons.
Muzzle Velocity Adjustments:
ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%)
LMR27: Decreased from 880 m/s to 800 m/s (-9.09%)
SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%)
SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%)
TR7: Decreased from 648 m/s to 604 m/s (-6.79%)
NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%)
M417A2: Decreased from 600 m/s to 560 m/s (-6.67%)
M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%)
CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%)
M240L: Decreased from 630 m/s to 590 m/s (-6.35%)
M4A1: Decreased from 630 m/s to 590 m/s (-6.35%)
VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%)
SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%)
GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%)
RPKM: Decreased from 670 m/s to 630 m/s (-5.97%)
M123K: Decreased from 670 m/s to 630 m/s (-5.97%)
M433: Decreased from 670 m/s to 630 m/s (-5.97%)
SGX: Decreased from 402 m/s to 378 m/s (-5.97%)
QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%)
DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%)
M/60: Decreased from 720 m/s to 680 m/s (-5.56%)
AK4D: Decreased from 720 m/s to 680 m/s (-5.56%)
PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%)
M16A4: Decreased from 720 m/s to 680 m/s (-5.56%)
SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%)
PSR: Decreased from 720 m/s to 680 m/s (-5.56%)
SV-98: Decreased from 720 m/s to 680 m/s (-5.56%)
L115: Decreased from 703 m/s to 664 m/s (-5.55%)
L110: Decreased from 780 m/s to 740 m/s (-5.13%)
B36A4: Decreased from 780 m/s to 740 m/s (-5.13%)
M277: Decreased from 624 m/s to 592 m/s (-5.13%)
PP-19: Decreased from 468 m/s to 444 m/s (-5.13%)
M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%)
SVDM: Decreased from 800 m/s to 760 m/s (-5.00%)
GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%)
M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%)
Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%)
M250: Decreased from 760 m/s to 724 m/s (-4.74%)
Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%)
USG-90: Decreased from 570 m/s to 543 m/s (-4.74%)
SL9: Decreased from 510 m/s to 486 m/s (-4.71%)
L85A3: Decreased from 814 m/s to 778 m/s (-4.42%)
UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%)
SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%)
PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%)
VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%)
AK-205: Decreased from 737 m/s to 708 m/s (-3.93%)
KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%)
RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%)
KV9: Increased from 348 m/s to 362 m/s (+4.02%)
RECOIL CONSISTENCY CHANGES:
We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics.
Recoil Variation Adjustments:
TR-7: Decreased from 47.1° to 40.8° (-13.4%)
AK4D: Decreased from 25.4° to 20.0° (-21.3%)
NVO-228E: Decreased from 36.8° to 28.9° (-21.5%)
VCR-2: Decreased from 64.9° to 50.3° (-22.5%)
M433: Decreased from 50.9° to 41.4° (-18.7%)
M16A4: Decreased from 46.4° to 37.5° (-19.2%)
B36A4: Decreased from 37.4° to 28.0° (-25.1%)
L85A3: Decreased from 29.4° to 22.8° (-22.4%)
SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%)
KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%)
M417A2: Decreased from 19.8° to 15.4° (-22.2%)
SG 553R: Decreased from 43.3° to 35.8° (-17.3%)
SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%)
M277: Decreased from 39.4° to 34.4° (-12.7%)
M4A1: Decreased from 37.9° to 30.7° (-19.0%)
GRT-BC: Decreased from 31.2° to 26.1° (-16.3%)
QBZ-192: Decreased from 23.5° to 19.9° (-15.3%)
AK-205: Decreased from 7.8° to 7.4° (-5.1%)
RPKM: Decreased from 22.7° to 17.5° (-22.9%)
DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%)
KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%)
RPK-74M: Decreased from 18.9° to 16.1° (-14.8%)
M121 A2: Decreased from 39.5° to 31.8° (-19.5%)
M240L: Decreased from 41.8° to 34.5° (-17.5%)
M/60: Decreased from 38.8° to 29.9° (-22.9%)
M250: Decreased from 39.7° to 35.9° (-9.6%)
M123K: Decreased from 55.9° to 47.7° (-14.7%)
L110: Decreased from 39.4° to 31.0° (-21.3%)
SCW-10: Decreased from 35.0° to 33.5° (-4.3%)
UMG-40: Decreased from 17.4° to 13.0° (-25.3%)
KV9: Decreased from 57.6° to 50.0° (-13.2%)
CZ3A1: Decreased from 59.1° to 50.8° (-14.0%)
SGX: Decreased from 39.8° to 31.7° (-20.4%)
PW5A3: Decreased from 33.2° to 28.3° (-14.8%)
PP-19: Decreased from 21.4° to 18.0° (-15.9%)
SL9: Decreased from 16.2° to 13.0° (-19.8%)
USG-90: Decreased from 42.8° to 35.5° (-17.1%)
PW7A2: Decreased from 33.3° to 27.8° (-16.5%)
VZ. 61: Decreased from 20.8° to 18.4° (-11.5%)
Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill.
Damage Multipliers
To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms. This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso. In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight. To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments.
Automatic Weapons Damage Multipliers:
Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type)
Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x
Stomach: Decreased from 1x to 0.84x
Limbs: Decreased from 1x to 0.84x
DMRs Damage Multipliers:
Head: Unchanged (1.34x, 1.5x, 1.75x)
Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x
Stomach: Decreased from 1x to 0.91x
Limbs: Decreased from 1x to 0.91x
Sniper Rifles Damage Multipliers:
Head: Unchanged (1.75x)
Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x
Stomach: Decreased from 0.8x to 0.67x
Limbs: Decreased from 0.8x to 0.67x
Weapon Dispersion
Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery.
Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges.
Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth.
On average, dispersion growth has increased by 14%.
Weapons with the highest damage output can receive up to a 22% dispersion increase.
Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms.
MAPS & MODES:
Capture points can now be pinged correctly.
M-COM “Destroyed Support” events now trigger correctly.
Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill.
Obliteration Bomb objectives no longer become trapped under debris piles.
Obliteration now backfills with Bots to populate the server and meet game start criteria.
Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo.
Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby.
Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress.
Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active.
Updated the Automated Anti-Air range to be consistent across all maps.
Water no longer flickers when viewed from a distance.
PROGRESSION:
Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen.
Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective.
UI & HUD:
“Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open.
Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play.
Air vehicle icons now remain visible when aircraft are at a higher altitude than the player.
An Event tab has been added, making it easier to explore event content, track progress, and earn rewards.
Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position.
Battle Pass items now remain correctly framed within the menu.
Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time.
BF Pro challenges can now be tracked as intended.
Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud.
Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations.
Combat areas for flying vehicles now appear correctly when viewed on the Big Map.
Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort.
Cosmetic items now display the correct icons and artwork more reliably.
Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed.
Deploy Screen camera no longer shifts unpredictably when attempting to centre.
Distance limits for displaying nearby medics while downed have been adjusted to 50m.
Enemy icons now appear correctly on the Big Map.
Free Mode Trial tiles now keep their Trial tags after a menu refresh.
Gadgets and melee weapons now appear correctly framed within the Loadouts menu.
Hit indicators no longer appear before a spectated player is seen damaging another player.
Obliteration game mode name now appears correctly in its Custom Search description title.
Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context.
Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S.
Profile tabs now display hover visuals when hovered and focus visuals when focused.
Purchased Battle Pass tier items no longer appear incorrectly locked.
Revive icon opacity for friendlies now applies correctly when zooming.
Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu.
Spotted notifications now continue to appear correctly after a player’s first death.
Sprays now appear correctly in Store bundle previews.
The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence.
The “Getting Revived by” UI text no longer appears compressed.
The crosshair no longer moves unintentionally when swapping weapons while sprinting.
The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages.
The pre-game lobby now displays the player’s selected Training Path.
The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match.
Weapon Charm thumbnails now display with the correct orientation.
World icons no longer use the “When Zooming” opacity setting while not zooming.
SETTINGS:
Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive.
Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight.
PORTAL:
“Core_Stinger_RankUp” music now triggers more reliably and as intended.
“Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3.
“mod.SetPlayerMaxHealth()” error logs now display the correct value.
“MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences.
Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions.
AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn.
Custom Bazaar has been added to the Spatial Editor.
Free Camera has been updated with a new control system.
M-COM functionality and Bomb asset have been added to Obliteration.
Operation Metro community map has been added to the SDK.
Physics Impulse now includes an example and a Readme file.
Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area.
Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle.
Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time.
Screen Effects now support Freeze Max amounts above 200.
Sound Effect feedback now plays when joining a match through the Portal Server Browser.
Text formatting now appears consistently in the Portal Server Browser.
The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects.
The Rules Editor now updates correctly after importing a Blockly JSON file.
The Train on Railway to Golmud now only loads the variant requested by the experience creator.
Third-person camera collision and positioning have been improved.
Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs.
Vehicle Resupply Station has been added to the SDK.
Verified modes have been added for Squad Deathmatch and Team Deathmatch.
AUDIO:
Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle.
Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue.
Defibrillator charge replenishment now has unique sound effects.
Focus sound now plays correctly on the “Select Character” button when using a controller.
Foley audio no longer cuts off when stopping movement.
Land vehicle Doppler and pass-by audio has been improved.
Lopez voice lines no longer reference tanks when other enemy vehicles are present.
Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby.
Navigation sound effects now play correctly when viewing player profiles through the Social menu.
Obliteration urgency music now plays correctly when a match ends by time limit.
Small concrete buildings now provide improved destruction audio feedback.
Small vehicle wreck fire audio now has improved spatialisation.
Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality.
Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession.
Sound effect feedback now plays when joining a match through the Portal Server Browser.
The Defibrillator reload animations now include new audio.
Vehicles no longer randomly play low-health sounds when they should not.
Weapon-to-shoulder movement now has added audio when stopping a sprint.
Wooden surfaces now play the correct sounds when destroyed by a melee weapon.
AI:
Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar.
Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar.
Bots can now use boost when driving cars and tanks.
Bots now recognise parked vehicles as obstacles.
Bots now turn more effectively at speed when driving cars and tanks.
Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars.
REDSEC PLAYER:
Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play.
Ammo and armour plates can now be automatically looted when placed on certain couches.
Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled.
Corrected an issue where ammo and armour plates sometimes had to be manually picked up.
Corrected an issue where weapon drops sometimes were empty.
Improved infantry armour animations during stance transitions, including entering and exiting prone.
Players no longer get stuck interacting with the Antenna during the Signal Decryption mission.
Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning.
Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying.
Second Chance fade transitions are now snappier and better hide redeploy transitions.
Second Chance messages now appear with improved timing and added animations.
Second Chance redeployment and spectating no longer result in a black screen.
Second Chance respawn sequences now play at the player’s upcoming spawn location.
Squads redeploying through Second Chance after a squad wipe now spawn together more reliably.
Teams redeploying through Second Chance now redeploy together more reliably.
The “Tank Hunter” mission can now be attempted more than once per match.
Thermite Charges can no longer be picked up after sabotaging armoured vehicles.
CALL-INS:
Updated airstrike call-ins to correctly display their replenishment state before being equipped.
Updated the Missile Strike Package inventory display to show the correct number of uses to the player.
GADGETS:
Grenade Launchers and explosives can no longer open Safes in Battle Royale.
MAP:
Lighting has been improved to address visual glitches across the Downtown area.
Psygas now appears as intended in the Downtown layout in Gauntlet.
REDSEC missions have been removed from the “Defense Testing Complex 3” area.
The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area.
UI & HUD:
Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale.
Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open.
PP-19 loot and upgrade feed entries now display the correct SMG icon.
The Compass UI now correctly shows the presence of shooting enemies in Battle Royale.
Updated several Contract and Counter Mission icons.
COMPETITIVE:
Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards.
Ranked screen season visuals now show the active game mode and no longer display the arbitrary year.
Several Ranked Camo cosmetics have been moved to categories that better fit their style.
The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”.
Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
*Requires Battlefield REDSEC on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.
Hey Soldier,
Looks like this one is coming in late, seems it got lost in transit to you out here on the front lines.
April marked the later half of Season 2 and we continued with our strategy focusing on building up new features and detections for Season 3 as the ecosystem evolved. We did release a few sets of targeted detections against specific cheats as MIR neared 5% but were still focused on building up new detections and finishing features to go live with Season 3. The result was a still fairly stable MIR but at a higher level than the prior month overall.
In our previous update we were seeing April starting at 2.97% but has now settled to 2.39%. Refer to our January update where we discussed how MIR updates automatically to reflect those developments as they occur to effectively shift alongside the evolving threat landscape and maintain an accurate view of how many matches were highly likely to have been impacted by at least one cheater.
April: Results & Impact
Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.
In April, MIR started at 2.39%. This continued on a slow increase till peaking at 4.95% on the 19th. There was some decline after this due to some shifts in the cheat dev landscape but began to increase again near the end of April, eventually ending at 4.68% as of this update.
Through April, EA Javelin Anti-Cheat prevented 168,568 attempts to cheat or tamper with the game before they could impact matches. Previously we called out that 116 of the 226 threats we track have been offline long enough to be considered inactive or have given up, and as such are not included in our active threat count. We are presently tracking a total of 99 active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 91 are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91%).
Keep it fair out there - see you on the Battlefield.
Gameplay Improvements
Gunplay Changes
Vehicle Updates
Front End Improvements
New Content
Tactical Obliteration
Wet Work Event
REDSEC
Battle Royale
Battle Royale Solos
Ranked Battle Royale
Portal
More to Come
Hey everyone,
Since the launch of the Blastpoint Update, we’ve loved seeing the community jump into the new content and experience a whole new chaos within Battlefield 6.
From the return of Obliteration to the fight for control across Cairo Bazaar, Blastpoint has delivered plenty of memorable moments, clutch plays, and feedback for the teams to dig into. We are continuing to work towards improving the game, with updates to gunplay, vehicles, and more coming your way in the last phase of Season 3 on June 30.
We’re making a broader set of gunplay improvements with the next content update, focused on making infantry combat feel more consistent, readable, and rewarding to master.
These updates enhance several key areas of gunplay, including recoil behavior, dispersion, weapon handling, limb-modifier tuning, bullet velocity, drag, and more. The goal is to further reward good aim, recoil control, shooting technique, and weapon knowledge.
We’re also continuing work on related combat improvements, including soldier visibility and netcode updates that support more consistent moment-to-moment combat readability.
There’s a lot to cover here, so we’ll be sharing a dedicated deep dive into all the changes in a later post. That piece will walk through the design intent behind these changes, what we’re adjusting, and how we expect them to shape combat moving forward.
We’re making a set of vehicle balance updates aimed at improving combat flow across armor, air, anti-air, and infantry counterplay.
Thermal Smoke will be less effective at mitigating incoming damage and will no longer remove C4 when activated. RPG damage is also receiving a slight increase against tanks and helicopters, giving infantry a bit more pressure against vehicle targets.
Additional vehicle tuning includes updates to IFV weapons, Attack Helicopter rockets, Mobile Anti-Air ammo, and more. Full details for all vehicle balance changes will be shared in the upcoming Update Notes.
Automated Anti-Air behavior is also being updated. The AA Station was giving land vehicles too much protection near spawn, which could encourage frustrating spawn camping. To combat this, it is being updated to shoot down fewer projectile types and will no longer retaliate for damage dealt to land vehicles. Retaliation behavior will also time out after 20 seconds instead of continuing indefinitely.
New Clear Orange Dots Button
Building on adjustments made in the Blastpoint Update that addressed “New” Markers reappearing too frequently on previously viewed content, we’re adding a new “Mark All Seen” button to several front-end scenes.
This button will allow players to quickly clear all markers in the following sections respectively:
Loadouts
Battle Pass
Store
Profile
Challenges
Play
We’re continuing to improve these markers so they remain a useful way to discover new content without becoming noise.
New Event Menu
We’re introducing a new Event Menu alongside the new event, Wet Work, which we dig into more in a later section.
This new menu will bring event challenges and rewards together in one place, making it easier to see what’s available, what you can earn, and how to unlock it. The menu will also connect players to relevant Event Modes and Event Store Bundles.
The goal is simple: fewer clicks, clearer rewards, and a better overview of each active event.
XP Booster Quality-of-Life Update
We’re also improving how XP Boosters interact with Match Bonus XP.
Previously, if an XP Booster expired before the end of a match, it could miss out on applying to the Match Bonus awarded at the end of that round.
With this update, XP Boosters will provide a partial XP multiplier to Match Bonus based on the amount of time they were active during the match, even if the booster expires before the match ends.
We’re adding Tactical Obliteration, a smaller, infantry-focused variant following our addition of Obliteration in the Blastpoint Update.
Obliteration has been at its best when the whole lobby is laser focused on the objective, creating a fast, chaotic fight where every push can swing the match. Tactical Obliteration keeps that same objective-driven core, but brings it into a tighter format built around infantry combat, flanking, coordinated attacks, and M-COM counterplay.
In this mode, teams need to destroy two of the enemy’s three M-COMs to win, with shorter match timing, no vehicles, and focused layouts that give squads more room to cut off the Bomb Carrier, set traps around objectives, regroup, and support teammates between pushes.
Tactical Obliteration will be available on four maps at launch: Cairo Bazaar, Iberian Offensive, Empire State, and Siege of Cairo. We’re excited to see the chaos this brings to the Battlefield experience.
The Wet Work Event arrives with Season 3’s High-Value Target Update, bringing a new contract-focused experience across Multiplayer and REDSEC.
During the event, players can pick up Contracts dropped by eliminated enemies and complete mid-match objectives ranging from eliminations and looting Chests to capturing objectives or staying alive.
Whether you’re hunting targets in REDSEC or pushing objectives in Multiplayer, Wet Work is all about taking the contract, staying alive, and finishing the job. We’ll dive deeper into the details of this event in a later post.
Casual Battle Royale
Some of you have been asking for a more casual experience, so we’re bringing Casual Battle Royale, a mode designed for those chill game nights.
This mode will include bots to help create more manageable combat engagements, smoother match flow, and a more approachable environment for players learning the mode, trying new classes and loadouts, or warming up before higher-stakes matches.
Bots are designed to support the overall pacing of the match while still keeping the focus on player-driven encounters. We’ll continue improving their behavior over time and will be watching closely to make sure they support the experience without taking away from what makes Battle Royale exciting. More details on this mode are coming soon.
Chest Resetting
We’re making an update to help address loot scarcity during the middle phase of Battle Royale matches.
When Second Chance is disabled globally in a match, normal Armory Crates, Class Armory Crates, and Tactical Armory Crates will reset and become lootable again.
This means already opened crates can repopulate with items during the mid-game, giving players more opportunities to recover, rearm, and stay in the fight.
New Recon Training Path
We’re adding a new Recon Training Path called “Disruptor” into BR, which is focused on disruption, counter-intel, and shutting down enemy tools.
This Training Path brings two gadgets to BR for the first time: the Hardware Suppression System and the Handheld Jammer. The Hardware Suppression System gives Recon players a defensive option for protecting their squad from nearby electronic and explosive gadgets, with one of its Field Upgrades expanding that utility by allowing it to shoot down enemy UAV call-ins.
The Handheld Jammer gives Recon a more active disruption tool for close-range counter-gadget play. When activated, it can temporarily disrupt enemy equipment within range, creating openings for your squad to push or reposition.
Together, these gadgets give Recon players more ways to deny enemy intel and disrupt gadget-heavy setups, while rewarding smart positioning and timing.
Headhunter Mission Disabled
As a quick follow-up, the Headhunter mission remains disabled in all Battle Royale modes while we continue to fine-tune the experience based on your feedback. We appreciate you helping us shape the mode, and we’re continuing to listen to your thoughts as we work to get it right.
Since the launch of Battle Royale Solos, we’ve been monitoring your feedback and how the mode is playing in live matches.
One early adjustment we made was removing the Traverser Mark 2 from Solos while we review its impact on match balance and the overall experience. Solos has its own pace and pressure compared to squad play, and we wanted to make sure the tools available in the mode supported that experience.
We’ll continue monitoring gameplay, listening to your feedback, and making further adjustments where needed.
The current Ranked Battle Royale season will end on July 14, one week before Season 3 concludes.
Your end-of-season rank will help determine your starting rank when Season 4 begins, as well as the rewards you’ll receive for your performance this season. We’ll share more details on the Ranked Battle Royale season transition, timing, and rewards in a later post.
Cairo Bazaar
Players will be able to create Custom Cairo Bazaar experiences. This smaller map, which focuses on infantry gameplay with limited ground vehicles, is inspired by a Battlefield 3 classic, Grand Bazaar, and we can’t wait to see what the community builds!
Obliteration
The iconic Battlefield 4 Multiplayer experience returns with a new epic evolution, now available in Verified Portal starting June 30.
Obliteration is a battle to destroy enemy M-COMs (Military Communications) using bombs placed neutrally on each map. Both sides must risk everything to get the bomb, escort their carrier to the detonation site, and obliterate the enemy.
Tactical Obliteration
The classic Obliteration mode emphasizes individual squad play through an 8v8 grudge match, available in Verified Portal on June 30.
This competitive, high-stakes experience is meant for squads who mastered coordinated objective play. With only one other squad to rely on, how will your squad step up and blow away the competition?
Squad Deathmatch
Grab a gun and squad up for a fast-paced, close-quarters deathmatch, available in Verified Portal on June 30.
Four squads compete for victory with one simple objective: First to reach the kill target wins.
Team Deathmatch
Pure infantry-focused, high-intensity combat, available in Verified Portal on June 30.
In TDM, the only objective is to take out the enemy. Most kills wins.
Moving Platforms
MovingPlatform is an asset type that drastically improves player interaction with a moving physics body.
One major advantage of the Moving Platform system is that players will no longer experience excessive jittering while riding platforms, allowing gameplay elements such as jump puzzles to feel much smoother and more reliable.
You'll also have control over how your platforms behave through the functions we're providing. Move them up, down, left, or right, or get more creative by having them follow custom paths, including orbital movement.
Vehicle Impulse Function
Vehicle impulse functions enable creators to simulate physics through Blockly or TypeScript in Battlefield 6 and REDSEC.
Physics impulses apply impulse directly to a single vehicle or vehicles in an area, similar to an explosion, with optional damage settings. These impulses can be triggered by proximity (with adjustable range), timers (set on placement or activation), or interactive triggers like volumes, pressure plates, or tripwires.
Bellum1988's Operation Metro
We're bringing Bellum1988’s custom Operation Metro map to the Portal SDK and map rotation, built using the Empire State (Aftermath) map and assets. This gives players access to a popular community-made map that they can explore, customize, and use as a foundation for new creations. This map will also feature baked lighting, delivering higher-quality lighting and visual fidelity.
We’ve seen a notable improvement in balance following recent changes to experiences like Eastwood Escalation, and we want to thank everyone who has continued sharing feedback.
Battlefield is at its best when we’re building it together with you. Your feedback helps us understand where the experience is landing well, where we need to take another look, and where future improvements can make the biggest difference.
Please continue to share any issues on our EA forums. Join the community on the Battlefield Discord and visit our website for the latest news, guides, and seasonal insights.
See you on the Battlefield.
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Game Update 1.3.2.0 arrives on June 9, bringing the Explosive Charge Event to Battlefield 6 alongside new content and improvements, including Cairo Bazaar, the return of Obliteration, the PP-19 SMG, the Handheld Jammer Recon gadget, and a new Battle Pass Bonus Path.
At 09:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
At 12:00 UTC, all content in this update goes live, with Cairo Bazaar, Obliteration, the Explosive Charge Event, new rewards, and new hardware becoming available.
Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, Battle Royale, Gauntlet, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT
Explosive Charge Event
High explosives have been set. Prepare for the blast with the Explosive Charge Event, a limited-time event built around destruction, momentum, and all-out chaos. Every push, pickup, and detonation brings squads closer to pure obliteration.
New Map
Cairo Bazaar: A lively marketplace in the heart of Cairo enters the fight in Game Update 1.3.2.0. Packed with tight alleys, dense streets, and tactical opportunities for high-intensity close-quarters combat, Cairo Bazaar opens from a crowded market into a small city where vehicles patrol the roads and houses line the combat space. On Cairo Bazaar, every squad becomes a merchant of destruction.
New Mode
Obliteration: The iconic Battlefield mode returns with a new evolution. In Obliteration, PAX and NATO fight to control neutral bombs placed across the map and use them to destroy enemy M-COMs. Both sides must risk everything to secure the bomb, escort the carrier, reach the detonation site, and obliterate the enemy.
New Weapon
PP-19: An iconic Battlefield SMG is reborn. Built from a unique predecessor, the PP-19 delivers a modest but dependable close-range option, while still being able to tap into its helical, high-capacity roots through select modifications.
New Recon Gadget
Handheld Jammer: Jam the enemy signal with the Handheld Jammer, a new Recon gadget that disrupts nearby smart and electronic devices for a short period of time.
Battle Royale Solos
Battle Royale Solos returns with updates shaped by feedback from its Battlefield Labs live test. Player count has been reduced from 100 to 80, early ring speed has been increased to keep matches moving, and Main Battle Tanks and Infantry Fighting Vehicles have been removed to create a more balanced experience for players fighting alone.
New Attachments
Cryo: Cryogenically-treated barrel that enables a quick transition to aim down sights (ADS) and improves accuracy during sustained fire.
00 Buck: Standard-penetration shotgun ammunition with increased range and damage per pellet, but fewer pellets per shot.
New Customization Feature
Sprays: Sprays arrive in Blastpoint, giving players a new way to express themselves and leave their mark across the battlefield. Accessible via the Command Wheel, Sprays can be placed on flat, non-destructible surfaces such as indestructible walls and floors. All players will have access to one default Spray at launch, and more Sprays are coming through future progression, events, seasonal content, and Store Bundles.
Battlefield 6 Free Trial
From June 9-15, Battlefield 6 will be free to play for a limited time. Jump into 5 modes across 4 maps, squad up, and experience ultimate all-out warfare with new maps, new modes, new weapons, and the chance to create your next legendary Only in Battlefield moment.
Major Updates for 1.3.2.0
New Content Arrives: The Explosive Charge Event arrives alongside Cairo Bazaar, Obliteration, the PP-19, the Handheld Jammer, and a new Battle Pass Bonus Path that expands the rewards available during the event.
Obliteration Returns: The classic Battlefield mode is back with neutral bombs, enemy M-COMs, and intense squad-driven pushes where both teams fight to secure, escort, and detonate the objective.
Battle Royale and Gauntlet Improvements: Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring have all been updated for a smoother match flow.
Weapons and Attachments Receive a Broad Polish Pass: Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews have all seen further consistency and usability improvements.
Gadgets Receive Further Tuning: LWCMS Portable Mortar, M18 Claymores, MAS 148 Glaive, XFGM-6D Recon Drone, CSB IV EOD Bot, LTLM II PLD, Repair Tool, C-4 Explosives, and missile guidance have all been adjusted to improve reliability, scoring, placement behaviour, and counterplay.
UI, HUD and Front-End Improvements: End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, “New” Markers, Player Cards, and menu animations have all been updated to improve clarity and presentation.
Portal, Audio, Vehicles and Map Enhancements: Portal gains new SDK support, creator tools, Cairo Bazaar for Verified Portal Modes, and Golmud Railway assets, while audio, vehicle behaviour, spawn points, lighting, and map-specific issues receive further polish as well as an updated Custom Conquest Template from ViperStudiosAndy.
CHANGELOG
PLAYER:
Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage.
Logistics Expert in the “Support Fire” Support Training Path now applies to Grenade Launchers as well.
Teammates being revived now detach properly if they are killed during Drag and Revive.
Cancelling Drag and Revive by switching weapons no longer sends the downed player flying.
Death animation behaviour has been improved to reduce cases where soldiers travel further behind cover than intended after being eliminated.
Death animation impulse is now more consistent across 30Hz and 60Hz experiences.
Death animation selection is now more stable, reducing cases where soldiers begin moving in one direction before being corrected in another direction after being eliminated.
Deploying on a friendly player no longer causes the screen to remain fully black in some rare cases.
Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby.
Health state feedback now reacts faster when transitioning between states, such as from alive to Man Down.
Hit effect prediction has been improved to better align blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter.
Lethal damage now transitions soldiers into their death state more consistently.
Lower body rotation now behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud.
Soldiers are no longer pushed away when jumping into a ceiling.
Soldier blood impact effects have been improved for better visibility.
Soldier legs now face the correct direction when turning during Combat Dive.
Soldier visibility filtering now activates reliably after respawning.
Soldier visibility filtering has received a broader pass to improve readability across varied combat environments, including reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog.
Spotting and pinging are now more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke.
VEHICLES:
Dev note: We’re making the Radar System passive for the Attack Helicopter an innate ability, equipped by default on all Attack Helicopters.
To replace it in the passive equipment slot, we’re adding the new Thermal Optics passive, which adds a thermal camera to the gunner seat that is activated when you zoom. This aids gunners with target acquisition and provides a dedicated passive option for pilots who want to focus primarily on their gunner, rather than their rockets.
We’re also introducing two new rocket types for the mobile anti-air in order to improve its flexibility and skill expression.
Air vehicle radar and minimap range have been expanded when radar is available.
All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks.
Ground transports, excluding bikes, now support crawl speed functionality when using keyboard input, similar to tanks.
Increased the Anti-Personnel Shell pellet count for the MBT from 16 to 32.
Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Laser-Guided AA Missiles.
Naming for the PAX Scout Helicopter has been updated to display its correct name, MH-350.
The Attack Helicopter Radar System is now innate, and Thermal Optics have been added
The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons.
ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines.
New secondary weapon options for Mobile Anti-Air
High Velocity Rockets have extremely limited guidance, but are fired rapidly with a higher velocity than other rockets. They require good aim to be effective, but have a higher potential damage output than other options.
Aim Guided Anti-Air Missiles carry smaller payloads than the aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability.
GADGETS:
Dev note: In Season 2, we reduced the velocity and acceleration of the RPG-7V2 in order to make it require more skill in order to hit aircraft with it. This change has been broadly successful, but the trajectory of the projectile could feel unintuitive to players, often causing them to miss at closer ranges. Based on that, we reworked the RPG projectile trajectory and changed the zeroing range.
C-4 detonations triggered with a Drone now award XP.
Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability.
CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM.
CSB IV EOD Bot mines no longer clip into terrain.
Defibrillators now show their charging animation correctly to other players in third-person.
Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP.
Enemy gadgets destroyed with the Repair Tool now award score as intended.
Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed.
Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were.
M18A1 AP Mines no longer damages downed players in Multiplayer.
M18A1 AP Mines trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage.
MAS 148 Glaive missile guidance is now more reliable, including improved tracking at low altitudes. If a missile loses tracking, such as after countermeasures are used, it will now continue towards the target’s last known position.
Reworked the trajectory of the RPG-7V2 Projectile. Zeroing range reduced from 100m to 22m.
The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom.
The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight.
TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving.
Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air.
LWCMS Portable Mortar
Dev Note: Since the start of Season 3, we’ve continued to monitor the Portable Mortar and how it performs in stationary playstyles. With this update, we’re further increasing the risk of staying deployed in one location for too long, making it more important to reposition between volleys and avoid return fire from enemy players. So, make sure to pack up and move before the enemy returns fire.
Health has been reduced from 250 to 50.
Placement animations now end correctly in first and third person when placement is unsuccessful.
Placement no longer causes leg desync in third person.
Portable Mortar play has been adjusted to encourage more mobile deployment and repositioning. It is now easier to fire and relocate, while static placement is more vulnerable and easier to counter.
Replenish time has been increased from 10s to 30s.
The “Enter” prompt radius has been decreased from 1.5m to 1m.
The “Pick Up” prompt radius has been increased from 1.5m minimum to 1m minimum.
The Portable Mortar and Missile Intercept System can no longer be equipped together.
The Portable Mortar and Missile Intercept System can no longer be placed near each other.
WEAPONS:
Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered.
Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes, ensuring the attachment has the intended impact on weapon performance.
Corrected a typo in the LMR27 weapon description.
Corrected an issue where unlocked attachment slots could appear locked in the customisation screen.
Extended Barrels on all weapons now cost 5 points, reduced from 15 points, and no longer provide an aiming down sights time benefit. This change is intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options.
Hand grips on M16A4 underbarrel attachments now display properly.
Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115.
Melee attacks now behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it.
P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload.
RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads.
SS26 aim position has been improved so shots and hit indicators align correctly with the front sight.
Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players.
Tac-Light Hip description text has been updated for the RPK-74M and L115.
The USG-90 alignment has been updated so that it is now centered correctly in the character’s hands on the Character Customisation screen.
Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view.
Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2.
MAPS & MODES:
Explosive gas cylinders now behave as intended on Railway to Golmud.
In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup.
Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base.
Out-of-bounds access using the Assault Ladder has been closed on Hagental Base.
Spawn protection has been expanded on Operation Firestorm to help reduce enemy aircraft pressure near player deployment areas.
Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling.
UI & HUD:
Dev Note: With Update 1.3.2.0, we’re making an initial adjustment to how “New” Markers appear in the Play menu. These markers should now reappear less often on tiles that you have already viewed, helping reduce unnecessary visual noise when moving through the menu.
This is a first step toward improving the overall marker experience. We know repeated “New” Markers have been frustrating, especially when they return to content you have already seen. We’re working on broader improvements for future seasons to significantly reduce how often this happens, and we’re also planning to add a quicker way to clear markers in an upcoming update.
As always, we’ll continue monitoring feedback after release and will keep refining this system to make navigation feel clearer and less disruptive.
Accepting the Voice Chat disclaimer while offline no longer triggers error messages.
Attack and Defend orders can now be cleared when using the ping clear input from the map.
Battle Pass and Store weapon previews now remain centred in their respective menus.
Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options.
Captured points now appear correctly in the top HUD.
Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu.
Challenges widget now stays within the Pause menu screen boundaries.
Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000.
Damaging sniper decoys now show hit indicators, helping reinforce the illusion of hitting a real soldier.
Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession.
Dead players no longer block danger pings or spots.
Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike.
Focused offers in the Store menu now display the appropriate offer tag icons.
Front-end animations have been added for Loadout, Customisation, and Store menus.
Golf Cart now has its own world icon instead of using a generic car icon.
Headshot hit indicators now display correctly when breaking an enemy player’s armour with a headshot.
Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations.
Increased the height of the minimap camera from 400m to 700m for aircraft, expanding their range of view.
Level 3 “Tracker” description on the Hazmat Breacher Training Path has been updated to better communicate its effective range.
Loadouts menu text layout has been improved to prevent overlap.
M16A4 Precision stats now display more accurately and no longer show as 0 in some cases.
M320A1 SMK Smoke gadget sight UI icon alignment has been improved.
Neutral vehicles in team HQs no longer appear twice on the deploy screen.
“New” Markers in the Play menu now reappear on previously viewed tiles less frequently.
Options section navigation button styling now matches Profile → Stats.
Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar.
Player Card icons now display correctly on the End of Round screen.
Quick customisation icons on the deploy screen have been improved for better legibility.
Soldier ordering within the “Strix Raiders” and “Task Force Vector” units has been adjusted to better align with their visual class. Players with these soldiers equipped may see them move to their updated class after the update.
Spectating a soldier who is remote-controlling an CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera.
Spotted enemies now display more reliably when many enemy icons are visible on screen.
The “Devastating Impact” Field Upgrade description now lists the correct value of 25% (instead of 50%).
The Big Map and deploy map now support rendering underground areas.
The Campaign installation status text now displays your install status correctly.
The Challenges End of Round tab now populates correctly after spectating someone.
The Dog Tags menu no longer shows the “GO TO STORE” button when it is not applicable.
The pre-round header is now hidden when viewing class details to prevent text overlap with the map name.
“Top Squad” presentation has been improved and now displays correctly at the End of Round screen.
Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu.
Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience.
YOU vs FOE score now counts Bots correctly.
SETTINGS:
Some changes have been made to improve the consistency and responsiveness of input, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming.
The “Deadzone” menu no longer appears unexpectedly after restarting the game.
The description for 3D Audio settings has been updated to be more accurate.
The “Headphone Width” option description has received a minor spelling correction.
Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu.
PORTAL:
Disclaimer: With this update, some changes may affect existing scripts. After the update goes live, we recommend that players review and test their scripts to ensure everything continues to work as expected.
AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings.
Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits.
Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background.
Cairo Bazaar has been added for Verified Portal Modes.
Disabled HQs no longer appear on the map.
Railway to Golmud assets have been added to the SDK for Portal Custom Experiences.
Importing an experience now refreshes the Blockly editor correctly.
In-game World Icons are now easier to read, with the default icon size set to 64.
MoveObjectOverTime now preserves scaled object visuals properly. Collision volume size was already maintained, and visuals will no longer scale back down to 1.
Optimised images on Portal web to improve performance.
Portal Action “SetMCOMOwner” now only allows Defenders to defuse the bomb as intended.
Portal creators can now reduce one team’s player count to 0 in Custom experiences.
Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events.
Resolved a delay in updating the amplitude of SFX when using mod.PlaySound()
Save messaging is now more consistent and accurate.
Script Converter now includes a reminder message to help prevent unintended changes during conversion.
SDK documentation now includes the music system in the gameplay logic section.
SDK Godot version has been updated from 4.4.1 to 4.6.1.
Spawning an object with scale set to 0 no longer causes a client crash.
Team-specific UI widgets now appear correctly for players who join late.
The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition. This requires matching team and squad sizes.
The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK.
Resolved save errors that occurred when using UTF-8 characters (including emojis and symbols) in script and string attachments.
ViperStudiosAndy Portal Custom Conquest Template
Creator Note: When using Conquest Assault, we recommend turning off TotalControlTicketBleed. Conquest Assault disables the HQ with ObjID 2, which is the default for Team 2. In Update 1.2.3.0, HQs now appear on the map, but disabling HQs does not remove them from the map. Team 2 custom bots will stop spawning if there are no valid positions, while Backfill and Static ignore this and deploy on disabled HQs. When using Conquest Assault, we recommend using a Spatial version without Team 2 HQs to avoid this, or using Custom Bots.
Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working.
Air vehicles can now access the official surrounding combat area.
Andy’s Custom Conquest Template has been updated in the official SDK to version 10.0.
Bots now support the Conquest Assault logic.
Bots will now leave vehicles if they are unable to continue driving.
Complex 3 has been added, with special thanks to Mancour.
Conquest Assault toggle has been added.
Custom out-of-bounds logic has been kept for backward compatibility.
Dirt Bikes have been added to select maps.
Hagental Base has been added.
New Prefab Spatial has been included, containing essentials that can be copied into any map and edited.
Night Vision Goggles toggle has been added for players.
Spatial maps have been updated for the new HQ and Surrounding Combat Area logic.
Starting tickets per team have been added for Conquest Assault.
The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas.
UI no longer flashes when players join.
UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear.
AUDIO:
New behaviours for crawl speed audio have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, as well as a finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours.
Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use.
Spot Ping has been updated with a more recognisable sound, and Squad Ping volume has been slightly increased.
AI:
Corrected an issue where bots were avoiding stationary friendly and neutral vehicles.
REDSEC PLAYER:
Battle Royale Solo Handler voice-over lines have received grammar improvements.
Battle Royale
“Evasion” and “Headhunter” missions now complete correctly when the targeted player is downed.
Failing missions while targeted no longer awards XP or mission completion.
Players no longer jump when accepting missions in Battle Royale.
Fixed wrong loot being awarded in air drop containers as well as air drop containers containing no loot inside.
GADGETS:
Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands.
MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground.
MAP:
AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably.
Airdrop containers now remain stable on mild slopes, improving the looting experience.
Lighting has been improved to address blown-out visuals across the Lighthouse area.
Out-of-bounds access using the Assault Ladder has been closed across the map.
Supply crate fall animations now play correctly without repeating.
Supply drop containers now collide with vehicles as intended.
Battle Royale
Data Drive drops now display the intended game mode message.
High Value Zones have been added to Battle Royale, creating new hotspots where select points of interest are upgraded with higher-value loot at the start of each match. These zones are marked on the map and minimap, with on-screen notifications and distinct loot container visuals to help players identify stronger rewards at a glance.
Insertion helicopters now maintain proper spacing during round start.
Gauntlet
Fast Rope insertion now spawns rope and helicopter meshes correctly.
Heist Caches now spawn in their intended locations.
M-COMs in Gauntlet: Wreckage can now be interacted with from all angles.
Mission objects no longer cause vehicles to move when landing on them.
Tank Containers now close properly when a wrecked vehicle or player is near the container.
Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission’s other scoring criteria.
UI & HUD:
Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant.
Corrected an issue where loot outlines for Safes would sometimes show the incorrect state (open vs close).
Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts.
End of Round Summary colours have been adjusted for Ranked Battle Royale Quads.
Enemy Armour hit indicators in REDSEC are now easier to read when the enemy has low armour remaining.
Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing.
RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached.
The minimap now displays a TRACKED indicator when the player is revealed during missions.
White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened.
World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop.
Battle Royale
Bolt Cutter pickups and drops now display their intended game mode message.
End of Round sequence now preserves the Profile Menu camera correctly.
Mission titles now appear correctly in the Mission Menu.
Picking up the bomb in the Wreckage mission no longer briefly displays a player's name.
Threat Tracker accuracy has been improved for enemy distance to mission objectives.
Gauntlet
Heist base outlines now appear correctly in the Underground POI layout.
AUDIO:
Arming a Bomb in the Demolition mission now plays the correct sound effect.
Battle Royale insertion no longer triggers unintended soldier effort audio.
Missile Strike call-ins in Battle Royale now use the correct voice line.
The menu arrival sound no longer plays when opening the Commorose in Battle Royale.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Season 4: Naval Warfare Returns
Tsuru Reef
Wake Island
2026 Roadmap Updates
Proximity Chat
Server Browser
Platoons
Existing Map Improvements
Multiplayer Ranked
Cairo Bazaar
More from the Discord Q&A
A Part of the Journey
Hey everyone,
In April, we shared our Battlefield 2026 Roadmap, outlining several of the features, improvements, and content updates planned for the rest of the year.
Today, we’re sharing progress on several community-requested features, a first look at how Season 4 expands Battlefield 6 with the arrival of Naval Warfare, and more visibility into where development is headed beyond the next season.
This blog also serves as a recap of our recent Battlefield Discord Live Q&A \, where players had the opportunity to ask questions directly to developers across Battlefield Studios. We received more than 1,000 questions within the first 30 minutes, and the team answered as many as possible during the live session. Thank you to everyone who joined us on Discord!
Our focus remains clear: deliver more of what players have been asking for and keep improving the Battlefield experience alongside the community.
Season 4 marks the arrival of Naval Warfare in Battlefield 6, expanding the fight across land, air, and sea with new maps, vehicles, and gameplay systems.
With Tsuru Reef and Wake Island arriving during the season, players will take the fight across coastal combat spaces built for Battlefield action at scale. These maps are designed to bring naval combat into the core experience while still supporting the combined-arms gameplay players expect from Battlefield.
We’ll have more to share on Naval Warfare, new gameplay systems, and additional Season 4 content ahead of the season’s launch in July. For now, we wanted to share an early look at two of the maps helping set the stage for the season.
Tsuru Reef is built for scale - even larger than Railway to Golmud.
Set across a wide oceanfront combat space, the map brings together island terrain, beach assaults, open water, and areas designed for infantry pressure. Players can expect a mix of vehicle combat and on-foot engagements, with room for boats, aircraft, armor, and squads pushing across key points of control.
The goal with Tsuru Reef is to deliver a Battlefield experience where Naval Warfare is not separate from the rest of the match. It is a part of how teams move, how fights develop, and how players create those unpredictable “only in Battlefield” moments.
We’re also targeting to test Tsuru Reef in Battlefield Labs this month, giving players an early opportunity to experience the map and share feedback ahead of the Season 4 launch in July.
Wake Island returns later in Season 4, reimagined for Battlefield 6.
As one of Battlefield’s most recognizable locations, Wake Island carries a long history for the franchise. For its return, the team is updating the map for the scale, systems, and modern setting of Battlefield 6 while preserving the identity that has made it a fan-favorite across the series.
This version of Wake Island is being built with Naval Warfare in mind. Carrier-based headquarters help frame the fight from both sides of the island, while additional changes to the combat space support naval engagements around the map.
Alongside our Season 4 content, we’re continuing to make progress on the features and improvements outlined in the Battlefield 2026 roadmap.
Several of these updates are tied directly to recurring community requests, including better ways to find and stay in matches, new social features, competitive improvements, and continued map updates.
Proximity Chat is on track to launch late in Season 4 in Battlefield 6 and REDSEC as our first iteration of the feature. As with other live service features, we’ll continue to improve and evolve it with players once it is in your hands.
Its arrival is focused on bringing a new layer of communication and tension into the Battlefield sandbox to create more emergent moments between squads, especially when positioning and awareness are key to how you play.
Server Browser will launch during Season 5, giving players more choice in how they find and join Battlefield matches, as well as build communities in-game.
We’re focused on addressing pain points players have experienced with Server Browsers in previous Battlefield titles. We’re planning for Official servers to be easy to identify, support full progression, and remain supported by regular matchmaking so active matches can continue to be backfilled. We’re also working toward a more persistent match flow where possible, with the goal of keeping more players together across matches while still respecting individual matchmaking choices.
Platoons are arriving during Season 5 and will focus on the foundations of forming a social group in Battlefield 6. Players will be able to create or join Platoons of up to 100 members, easily party up with other members, and represent their Platoons with their tags.
Platoons will also support different join settings with leadership tools to help manage membership. Players who play together with their Platoon will also be able to earn XP bonuses.
Later in Season 5, we are rolling out improvements for Blackwell Fields and New Sobek. These updates are part of our improvements to the live service of Battlefield, using feedback, live data, and continued iteration to make adjustments where they are needed.
Multiplayer Ranked is progressing along following the launch of Ranked Battle Royale in Season 3. We’re continuing to evaluate the right time to bring competitive play to Multiplayer during a future season, with the goal of making sure it launches when the experience is ready.
Cairo Bazaar arrives on June 9 as part of our next Season 3 Content Update. For a closer look at how Grand Bazaar has been reimaged for Battlefield 2026, including map flow, destruction, and developer tips, check out our Cairo Bazaar Developer Map Guide.
Our recent Discord Live Q&A received more than 1,000 questions within the first 30 minutes, and we answered as many as we could during the live session. We’re continuing to review the questions we didn’t get to with teams across Battlefield Studios, and will look for opportunities to address more topics through future Community Updates, Update Notes, and other Battlefield channels.
Some questions in this recap have been edited or combined from their original Discord posts for brevity, clarity, and readability.
Question: When will Jet Loadouts come to the live game? Answer: Jet customization is an important feature for us and something we're working to support in future seasons. We'll have more details later.
Question: Do you have an approximate time for when the reworks of Blackwell Fields and New Sobek City will be released? Answer: We have a team working on these improvements right now. Our plan is to test these changes through BF Labs later this year, with a goal to have the maps in Season 5.
Question: Are you currently reviewing Recon balance or considering adjustments to spotting mechanics in future updates? Answer: Class balance, like most of the core gameplay balance, is something that we're constantly reviewing. With the changes that we've been making to soldier visibility, we will be keeping a close eye on how spotting performs moving forward, which is very tied to the Recon class. We also have some improvements that we're looking at to make it easier to see enemy recon drones as their icons are unintentionally too difficult to see over distances than intended, which will come later in Season 3.
Question: Are there any plans to bring back the ability to throw grenades back? Answer: We've been seeing a lot of feedback around the desire to see the grenade throwback feature come back. We're very interested in trying out this feature again on Battlefield Labs, as we'd like to evaluate how it impacts the core loop and the effectiveness of grenades in general. We don't want to promise it will come back, but we're looking into it.
Question: Can you share an update on when players can expect to see boats in Battlefield 6? Answer: Naval Warfare is arriving in Season 4, so be sure to check out the new season when it launches if you're a fan of boats…
Question: Are there any plans to expand the Casual experience with additional modes in the future? Answer: We always monitor player engagement with these modes, and we see that Casual Breakthrough is appreciated by players. We are adding Casual BR in Season 3 Phase 3 to provide an entry point that is less sweaty for our players inside REDSEC!
Question: Can you share an update on proximity chat? Answer: Yes, we have the first iteration of Proximity Chat coming during Season 4. We are excited to get this feature into your hands and to continue iterating on this feature alongside you. For now, we also wanted to share that there will be mode-specific rules that will define whether enemies can or cannot hear you.
Question: Will proximity chat be available in both REDSEC and Multiplayer modes? Answer: Proximity Chat for both REDSEC and Multiplayer will arrive late in Season 4, as the first iteration before we evolve it with players. There will be mode-specific rules that will define if enemies can or cannot hear you.
Question: Will we get an improved Thermal 3.0 scope or a 4.0 scope? Answer: At the moment, we’re not planning changes to Thermal scopes. The housing is intentionally a bit bulkier - that’s part of the tradeoff for the visibility advantage thermals provide. As for a 4.0 version, there’s nothing to announce right now, but we’re always monitoring feedback and gameplay data around optics balance.
Question: Will we see any more Operations this year? Answer: We are looking at bringing in more Operations in future seasons, as well as bringing back Operation Augur. We will communicate later on the details of which maps and what improvements will be made to the mode.
Question: Are there plans to bring big map-changing revolutions back in future map additions? Answer: We are looking at massive destruction of set pieces in some of the Season 5 maps. Those set-piece destructions will have an impact on some Points of Interest for those maps.
Question: With the introduction of console-only crossplay as a feature of REDSEC Ranked, is the team considering bringing console-only crossplay as an optional setting to the core multiplayer experience, given how frequently it has been requested by console players since BF 2042 and how common it has become in other FPS titles? Answer: We have discussed a "console-only" option, but there are drawbacks to having this, mainly, it adds another matchmaking pool for our players. We do always try to prioritize matching console players with other console players if possible, but will then also allow PC players to join to fill up a server, to avoid long MM time.
Question: Which countries belong to The Coalition that sent Pax Armata to war? Answer: You can see a lot of those countries in the intro cinematic of the SP, like France, Spain, Italy.... Our plan for future Seasons is that the countries behind Pax Armata will take a bigger role. But I won't say more for now…
Question: Are any more aim penalties coming for those who just constantly spam jump? Answer: We don’t have any new aim penalties planned right now. That said, movement and gunplay balance are always under review since they’re core to the gameplay loop, and we're going to be speaking about this extensively in the coming weeks. If we see it becoming a real issue in data or feedback, we’ll take a look.
Question: Will we ever see a MARK ALL AS SEEN button? 🟠 Answer: We are creating a 'Clear all markers’ across several menus coming in Season 3 Phase 3. We have some work we are also targeting for a future season to make logic changes across the game to make the appearance of these less oppressive overall.
Question: What are the expectations for limb multipliers once it is in the live game? Answer: We are looking to reward precision more to achieve the fastest Time To Kill possible with automatic weapons in particular. What that means in practice is that you will still be able to kill a player in close range relatively fast, but for that, you will need to be a lot more intentional with how you're aiming at a soldier. Aiming for the head or the chest will be key if you want to kill someone quickly, and this will be felt in duels in general and also means that you're more likely to survive an engagement. "Limb multipliers" is not the only thing we are looking at, though. We will be talking about gunplay very in-depth later in Season 3, ahead of the changes going live, so stay tuned!
Question: Will proximity chat be tested in the next season, and will it work only between teammates, or also between enemies? Answer: Proximity Chat for both REDSEC and Multiplayer will arrive late in Season 4, as the first iteration before we evolve it with players!! There will be mode-specific rules that will define if enemies can or cannot hear you.
Question: Would it be possible to make more mortar changes? Answer: There are a number of mortar balance iterations targeted in Season 3, and the next set of these adjustments will be coming with the next update. These changes are intended to support a fire and move gameplay, where players will be punished if they sit on a mortar for a long time and fire. These changes include reducing the health and blocking MP-APS from being placed nearby. We'll continue to monitor the balance of this gadget to ensure it supports its role but doesn't feel oppressive.
Question: How will the upcoming server browser co-exist with matchmaking? Can we expect a traditional server browser experience, and will the matchmaking funnel players into hosted servers to help fill them out? Answer: We've seen a lot of comments and feedback from players that wanted us to look into some of the things that make Battlefield great. You've seen that through a lot of our updates recently, and the roadmap is also a really large acknowledgement of us delivering what you want the most. We want to give you the ability to decide how you form your communities. The Server Browser is a part of that, and we look forward to its return during Season 5, and sooner within Battlefield Labs, too.
Question: From a gunplay perspective, is there any deep insight that can be given on the direction of where gunplay is going? Specifically in regards to recoil mechanics, such as first shot recoil multis, base/max spread values, and random recoil variation, etc.? Answer: This is something that we're going to talk about quite openly and in-depth soon, so I will not spoil the fun in this Q&A today (also because it'll be a very long answer!). We have been reviewing the state of gunplay in recent months, and we are cooking up some changes on Battlefield Labs that will release in Season 3 Phase 3, and we'll give you plenty of details about that before this goes live!
Question: When can we expect the Elite Series? Answer: We are actively building the feature set to make sure that when we launch Elite Series, we do it at the level of quality that meets players' expectations. The Elite Series is coming before the end of the year.
Question: Why is there still no air radar or jet loadout in the game? Answer: Air Radar is targeted for an upcoming update in Season 3, and we'll share more information about jet customization for future release soon!
Question: Will there be more maps for Gauntlet? Answer: We're not currently planning on moving Gauntlet from Ft. Lyndon, but it's certainly something we can consider in the future.
Question: Can you dive deeper into platoons, or share more insight about the feature coming this year? Answer: Platoons is a massive feature that we will be delivering progressively across several seasons. On our first release of Platoons during Season 5, we will focus on the foundations of forming a social group, where players can easily play together and represent the social group to the outside world. Platoon members can easily play together and get XP bonuses by doing so.
Question: Are there any plans to remove mortars from HQ? Answer: There are a number of mortar balance iterations targeted in Season 3, and the next set of these adjustments will be coming in the next phase of the season. These changes are intended to support a fire and move gameplay, where players will be punished if they sit on a mortar for a long time and fire. These changes include reducing the health and blocking MP-APS from being placed nearby. We'll continue to monitor the balance of this gadget to ensure it supports its role but doesn't feel oppressive.
Question: Why can't you honk the horn while using a controller? Answer: Known issue that you can't honk your horn on controller. We are working on resolving it.
Question: Why are you so slow with fixing bugs and releasing updates? Answer: We are listening, observing how players engage with the game and working to constantly improve the experience. Our priority is to always ensure players have access to the best possible version of Battlefield 6. We do want to improve on this, to reduce our time to players, and this is something we are actively working on both from a toolset perspective and from a turnaround time to address issues.
Question: Will you make more realistic skins and stay true to the accuracy of military fatigues? Answer: Our goal with character skins is to keep a balance between realistic military skins and skins that take more liberty with milsim realism, like the "Lights Out" skins. We will continue following that strategy in future Seasons, we're committed to that.
Question: Golmud has generally been very well received and has become a fast favorite for me. Are there any takeaways from its positive reception or criticisms that you are considering applying in future updates or to maps past and future? Answer: With remakes, Golmud proved that retaining the core map fantasy while adapting it for modern gameplay is the right strategy, and we'll continue using Battlefield Labs to validate that with you. In terms of design philosophy, the improvements we made to Golmud's lines of sight, cover density, and airspace are now our baseline. We are actively applying these lessons to our future maps and the upcoming reworks that are releasing during Season 5.
Question: Are there any plans to increase the Little Bird’s skill ceiling without making it significantly weaker overall? What feels more important is weapon design and skill expression. I’d love to see the Little Bird become more skill-based through weapon design and mechanical depth rather than through direct buffs or nerfs. Answer: Regarding the Little Bird's skill ceiling. Thank you for such a detailed question and proposed solutions. Keeping vehicles accessible for players of all skill levels while providing enough of a skill ceiling for more advanced users is a constant balance we are trying to strike from a gameplay standpoint. Overall air vehicle skill expression is currently being discussed internally, and we'll continue to test in Battlefield Labs, but right now, there are no plans we can share just yet.
Question: Are there any plans to adjust attachment costs to allow for more build variety Answer: Not at this point, but we're looking at general gunplay balance, and attachments usage is part of this, so it's definitely something that could be adjusted in the future!
Question: Regarding the lore, will Dagger 1-3's story/narrative develop throughout the season/s? Answer: Yes - Dagger 1-3 will be back in future Seasons after S3.
Question: Are there plans for more HUD customizations, like HUD scaling? Answer: We don't have any short-term plans to add more HUD customization, but we're always all ears for any Quality of Life additions that could be very welcome. HUD scaling for more elements of the HUD would be a fantastic addition, and I know that it has been requested before.
Question: Any plans for improved visibility/illumination on scopes and reticles? Or an option to customize them to our liking? Many sights are very hard to see with. Answer: On reticle visibility - yes, that’s something we’re actively looking into. We know some sights can be hard to read in certain lighting conditions, and we’re exploring improvements there. We'll be adding some experiments into Battlefield Labs, ahead of them arriving in the main game.
Question: Previous BF had a dedicated key for kit swapping or an option for tap/hold to separate the action. Is there a solution being worked on for the issue? Answer: This is something that I have seen a lot myself, and it's definitely frustrating when it happens. Without promising when, this is definitely something on our radar to improve in the near future. A dedicated keybinding is a good idea, but it's difficult to make that work on controllers, unfortunately.
Question: I really enjoyed Nightfall. Are we ever going to get that back? Answer: We don't have any current plans to bring back Nightfall, but we can always consider it if players yearn for the bunkers.
Question: What is the reason for alternating between Solo and Duo modes (Redsec) instead of simply adding Solo mode as an additional option? Answer: We're alternating between Solo and Duo modes to help protect matchmaking health and overall experience quality. We'll continue to monitor the matchmaking health in live and make adjustments as we get more data.
Question: Can we expect any improvements to the Portal browser and the recommended page? Also, is there a reason why we experience a lot of populated server crashes? Answer: We’re planning to add a Favorites feature, following the implementation of our server browser. We will have more to share on that at a later date. At the moment, servers on the recommended page are sorted based on ping and player count. We’d love to hear your thoughts on how you’d prefer recommendations to be ranked. If you have feedback or suggestions, please share them in #portal. We will investigate the server crashes you mentioned. Thanks for bringing this to our attention!
Question: How do you see the narrative and lore developing in the short and possibly long term? Are there any delivery methods (like a codex, more dedicated web lore) that you could shine some light on? Answer: Our world context is a huge part of our seasonal direction, and we're always looking for new ways to deliver lore, like the recent in-game mailbox messages in Season 3. Moving forward, we're embedding more environmental storytelling directly into the maps themselves. We are also looking at leveraging major features like Operations to give the community a deeper narrative context as the war evolves.
Question: Is the IGLA hitting through flares a bug? Answer: We're aware of an issue between the flares and all AA missiles, we're looking into it.
Question: Are you guys ever going to fix the glare in REDSEC? Answer: This is obviously a huge issue. We attempted a fix in the last patch, but it did not solve the problem. We have additional fixes coming in the next release and will continue to monitor it until we resolve the issue completely.
Question: (REDSEC) Following the recent transport vehicle and helicopter balance changes, many players feel their combat effectiveness has been reduced too much. Is the team satisfied with their current performance, or are you still monitoring player feedback and gameplay data for potential future adjustments? Answer: The team is always monitoring player feedback and gameplay data for potential future adjustments, especially with the recent vehicle changes made to REDSEC. We are currently discussing internally and looking at data on how these specific changes landed on Live. Thank you for the feedback!!
Question: Any possibility of 32 v 32 breakthrough coming back? Answer: At the moment, we see the current Breakthrough player counts result in a better flow and balance across matches versus 32v32 player counts. We don't have any plans right now to bring back 32v32 Breakthrough, however, we are aware that for some players, this is the preferred way of playing Breakthrough. We'll keep reviewing and talking about that community feedback as we continue to expand on Battlefield 6.
Question: Will there be a Phantom Program like in previous Battlefield games? Answer: Stay tuned ...👀 💀
Question: Why are snipers so easy to use in Battlefield 6? Answer: We are actively working on gunplay changes that will arrive in Season 3 Phase 3, and we're going to talk about those changes more in-depth very soon. As part of that, we're reviewing the effectiveness of sniper rifles in all our experiences and with all skill levels. You can definitely expect some adjustments to sniper rifles, particularly with projectile ballistics.
Question: Thoughts on removing the rockets from the Little Bird as a way of nerfing it, while still preserving its identity as a highly mobile scout helicopter? Answer: Vehicle balance, like most of the core gameplay balance, is something that we're constantly reviewing. We are exploring multiple vectors when it comes to air vehicle balance and current Anti-Air strength. Thank you for your feedback!!
Question: Will there be some optimization of matchmaking? Answer: The team is looking into improving the matchmaking balance in both BR and MP. We are constantly looking at auto-balancing teams with the goal of getting matches to be fair without being heavy-handed.
Question: Is there any chance for a better system to gain RP across teammates? Answer: We are looking into scoring changes and gameplay tuning in Ranked. We are careful with introducing scoring changes during the season, but sharing RP between teammates and improving the scoring is a priority for us.
Question: I can’t load into a Ranked game with my lower-ranked buddies, but then get matched up against Klass? Answer: We understand the issue, and we can see how that can be frustrating. Labs Live is a way for us to learn about the hard problems that come from player usage and that cause "growing pains" we have identified. That means finding out the limits of our tech, but also about how players enjoy the mode. Klass' feats are amazing, and also setting a standard that will be taken into account in future balancing passes. BR Ranked greatly influences the way players play, and we are seeing shocking and exciting behaviors that challenge our current design, but that we see as an opportunity to have something special.
Question: Are you guys considering switching Ranked mode to Trios? Quads is too chaotic, disorganised, and just not fun for solo players Answer: Our initial approach to Ranked BR is focusing on Quads since we feel it is the mode that better captures the Battlefield experience while being a true BR experience. Having said that, Ranked is still in Labs Live, and we are exploring and evaluating changes down the line.
Question: Are there any plans to add pointing when you ping a location in a later update? Answer: No plans right now to add animations to the ping system, but we'll continue to look into improvements around this type of functionality.
Question: What's the possibility of getting a ranked Gauntlet mode in the future? Answer: I am glad you find Gauntlet competitive and fun. We are looking into options to help support the Gauntlet community to be competitive, but at the moment, our focus is on BR Ranked. We want to make sure our BR Ranked experience is as good as it can be.
Question: Could you share the idea behind introducing randomness (bloom and recoil) into a competitive community? We’d love to understand the future direction of this gunplay. Answer: As part of the gunplay improvements we are working on that will arrive later in Season 3, we have been taking a good look at how recoil is tuned. Recoil variation will receive adjustments in a way that will make handling more predictable and put more importance on shooting technique (i.e. burst-firing an automatic weapon to effectively hit targets at ranges). Those changes will have some meaningful impact on gunplay mastery, and I think you will like where we are headed! We will be sharing more about everything gunplay in the near future in a deep dive on the topic, so stay tuned!
Question: Are you going to launch Leaderboards for Multiplayer? Answer: Leaderboards are scheduled to launch during Season 5 for Multiplayer, giving players more ways to track their performance against the top players across Battlefield 6. We’re building on the Leaderboards feature that launched alongside Ranked Battle Royale in Season 3, which gave players a way to measure their progress and compare their competitive standing.
Question: Will other older maps, outside of Blackwell Fields and New Sobek, also get some reworks? Answer: We are actively looking at making small adjustments to the existing maps. Our main focus thus far has been on combat boundaries, particularly for aircraft, to ensure a fairer balance across maps and modes. This remains an ongoing process, as we're always reviewing ways to improve gameplay on maps within future game updates.
Question: Can we see something done to reduce the constant spotting? Answer: We don't have any immediate changes planned to repeated spotting, but with the Soldier Visibility changes that are planned for Season 3 Phase 2, we will, of course, be monitoring the state of spotting with those improvements in place, alongside monitoring community feedback.
Question: With the announcement of Casual BR, what is the bot to live player split? Also, is it for Quads only? Answer: The current plan for Casual BR is to have about 1/3rd players and 2/3rds bots, and only in Quads. This is all subject to change based on community feedback and live data, of course.
Question: Do you plan to add new features never seen before in the franchise to alleviate the gameplay, like, for example, the drag and revive? Answer: We're always looking at opportunities to elevate our gameplay and find new innovations in Battlefield. If you like Drag & Revive, we expect you to be pleasantly surprised with the launch of Naval Combat in Season 4!
The features and content covered here reflect work already underway across Battlefield Studios, as well as the areas players have consistently told us matter most.
As development continues, Battlefield Labs will remain an important part of how we test, learn, and refine what’s coming to Battlefield 6, alongside feedback across all our other community platforms.
Please continue to share any issues on our EA forums. Join the community on the Battlefield Discord and visit our website for the latest news, guides, and seasonal insights.
See you on the Battlefield.
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Now that Season 3 is underway, and Ranked Mode has officially brought high-stakes competitive play to REDSEC, we wanted to provide a deeper dive into the ongoing efforts to maintain match integrity. Competition increases attraction for bad actors. We have been busy analyzing the landscape, quietly infiltrating many of even the most private and exclusive cheat communities, building new detections and features throughout Season 2 that are now ready to be collectively unleashed.
Ranked Mode brings new high-stakes competitive play to REDSEC, and with that comes higher expectations from players for match integrity and fair play and an increase in attraction for cheaters to, well, cheat. Our teams have spent the second half of Season 2 finalizing new features, drafting up more stringent detections, and strategizing on when and where to deploy them. Some have already been active since the latter half of Season 2, others we’ve kept at the ready just waiting to turn the key. Let’s take a look at what new features we deployed specifically alongside the launch of Season 3, now that we don’t need the element of surprise against bad actors.
New/Updated Cheating Detection Models –
Behavioral Model Updates - We’ve created new machine learning models to better identify bad actors that are intentionally interfering with others’ gameplay beyond reasonable competitive behavior. These include actions like stream‑sniping, purposeful team sabotage, blocking spawns of vehicles or engaging in various forms of collusion or match manipulation, such as consistent informal team-ups, win-trading and other prohibited behaviors that go against fair play. We began seeing this disruptive conduct become more prevalent during the latter half of Season 2 and are now ready with trained models to help us identify and sanction such infractions.
Additional Botting Detections and Models - Starting in Season 1 and increasing in Season 2, we saw a rise in illicit botting services for Battlefield 6. Normal bot detections can often be easy to perform, but bad actors started to leverage cloud-gaming services to mask their use of adverse input devices and software that are the heart of these automated accounts. We’ve now deployed a cavalcade of new detections and investigative models, allowing us to effectively action a significant majority of the accounts and devices behind these illicit bots and their various infringing behaviours. From spamming advertisements for cheats/services, joining matches and intentionally sabotaging their team, joining various modes and feeding bad actors easy kills and victories in non-bot modes. We expect these detections to provide a significant reduction in the volume of unofficial bots going forward.
New detections and Real-time enforcement acceleration - Sometimes, when we have a really valuable detection, we don’t let it trigger the hammer immediately, these usually result in ban-waves of various sizes and cadences. While such techniques help us keep cheat developers from easily iterating and circumventing those detections with minimal effort, they also mean we are letting bad actors impact more players in more matches, and that isn’t ideal. We now pair ban-wave queues with secondary rules and thresholds. When flagged accounts hit certain combinations of volume, reports, or game stats, enforcement triggers immediately instead of waiting for the scheduled wave. This has lowered our daily average time to enforcement.
Security Feature Enforcement -
TPM - We appreciate players who have already gone through the efforts of enabling secure boot. We were maintaining some allowances for players that were unable to enable it due to TPM chip issues, but we’ve been working with partners and various manufacturers to resolve these compliance issues. TPM specifications are defined by the Trusted Computing Group here and formalized in the 2015 ISO requirements ISO/IEC 11889-1:2015. We are going to enable strict enforcement of the requirement going forward.
For context, 98.76% of current players are already playing on hardware that is fully enabled and compliant with the title's requirements. Of the remaining 1.24%, the majority are actively using third-party emulators and/or spoofing their hardware compliance and/or are associated with some level of botting or cheat utilization efforts.
HVCI and VBS - These requirements have been present for the title since launch, but we haven’t enforced them yet. We are finalizing how we might deploy these to be most effective without negatively impacting legitimate players, and have not decided the most effective strategy yet. We may only require specific players with suspicious activity (like a lack of or falsified telemetry) and for specific modes like ranked. Or only for participation in official or sponsored tournaments, and are actively looking at the data and how cheaters behave to make these decisions.
As cheating communities adapt, so do we. This season, we’re excited to share that our anti‑cheat teams are expanding. With new members being added across our operations, engineering, and threat intel teams, giving us more resources and bandwidth to investigate cheating reports, create more sophisticated detections, develop anti-cheat features, gather accurate intel, and overall make sure we are unrelentingly protecting your gameplay experience.
As we’ve been monitoring various channels and social media regarding suspicions of cheating by players or claims regarding the false applications of enforcements, we are going to start to interact more directly with the community. We’ve created the BF_SledgeHammer account to allow our anti-cheat teams to engage in conversations on official channels more directly. Such subjects can be very sensitive, so we will only be engaging on the official EA Forums and Steam Discussions for Battlefield 6 as a pilot for this direct avenue of communication.
Specifically, we are going to limit this interaction initially to posts claiming false positives or posting manipulated enforcement email contents. BF_SledgeHammer may decide to chime in to confirm such enforcement or provide some of the specific supporting details (like chat logs or the original account name) related to those enforcements that we believe will not undermine our detection efforts. We can’t promise to respond to all such posts or claims.
Understand that we cannot weigh in on the opposite, because any claim or support regarding the legitimacy of a specific account or player can immediately become false if that previously legitimate actor decides that today is the day they become a cheater, or such an account is compromised by a bad actor.
To make it easier for players to identify bad actors, specifically confirmed cheaters, we are now going to additionally apply a VAC ban. We hope this will also help undermine the spread of misinformation regarding these bad actors.
Fair-play matters, and we aren’t going to relent, but that is all we are able to share right now regarding how we are working to maintain the fair and equitable experience for our players. We have lots of hammers still in the forge, hot and looking forward to sharing more details just as soon as they are tempered and ready to strike.
Stay sharp out there, soldier. See you on the Battlefield.
Cairo Bazaar
Gameplay Improvements
Soldier Visibility
Vehicle Updates
Spray Paints
Portable Mortar
Progression
Looking Ahead at Gunplay Changes
REDSEC
Battle Royale Solos
Ranked Battle Royale
Battle Royale
Portal
Building Together
Hey everyone,
With the launch of Season 3, we’ve seen many of you jump back into Battlefield 6 and share your experiences across all of your channels. Whether it’s defending the train in Railway to Golmud, hopping into vehicles, queuing up for Manhattan Bridge, or getting competitive in Ranked Battle Royale, it’s been great to see the energy around this latest update.
We’ve seen positive reactions to the recent vehicle adjustments, alongside ongoing discussions around matchmaking in Ranked. We’re continuing to review feedback on overall performance as more players share their thoughts.
Let’s take a look at some of the new content, gameplay updates, and improvements arriving with Blastpoint on June 9.
Blastpoint introduces Cairo Bazaar, our reimagined take on the Battlefield 3 classic, Grand Bazaar.
While the core of the experience remains true to the original, Cairo Bazaar has been rebuilt for Battlefield 6 with expanded destruction, updated combat spaces, and new opportunities for flanking and close-quarters chaos. The action takes place within the streets and markets of Cairo, Egypt, bringing a more vibrant yet war-torn atmosphere to the experience while preserving the tight infantry-focused gameplay that made the original map a fan favorite.
Our mission for Cairo Bazaar is simple: bring back what made it fun while opening up combat flow in new ways. Across the map, destruction can create additional pathways and shortcuts, helping reduce pressure on key choke points and allowing squads to create unexpected pushes through the environment.
Veterans of the original map will still recognize iconic combat spaces, including the central market pathway that will remain one of the most heavily contested routes through the map. At the same time, alternative routes around the outer streets will continue to support flanking and more tactical approaches for players looking to avoid the chaos at the center of the fight.
We’ll have more to share about Cairo Bazaar in an upcoming Developer Guide next week, including insights from current developers and a DICE OG.
One of the most consistent areas of feedback we’ve seen is around visibility during combat. Whether it’s spotting enemies in dense foliage, identifying targets in darker interiors, or tracking players against complex terrain, we know how important it is that you can quickly read the battlefield and react with confidence.
With this update, we’ve made a series of improvements to the soldier visibility filter, helping soldiers stand out more clearly across a wider range of environments while maintaining the overall visual style of Battlefield 6.
These soldier visibility filter improvements result in:
Reduced visual noise around enemy characters, helping them stand out more clearly against terrain, foliage, and heavily detailed backgrounds
Better adaptation to dark interiors and bright outdoor environments, improving overall target readability during combat
Improved contrast, color separation, and silhouette definition to help enemy soldiers remain easier to identify across a wider range of combat scenarios
More consistent visibility behavior across both close and long-range engagements
Reduced visual artifacts around soldiers in effects like fog, resulting in a more natural appearance during combat
Together, these updates are designed to make target acquisition feel more reliable and engagements easier to read, especially in fast-paced or visually complex situations.
Below are a few before-and-after examples showcasing the visibility improvements arriving with Update 1.3.2 compared to the current experience in 1.3.1.
We’re continuing to review feedback around combat feel and weapon behavior, with further updates planned. As part of this, we’ll be using Battlefield Labs to test upcoming changes and gather feedback before they go live.
We’re continuing to make targeted updates to vehicle gameplay in Blastpoint, with a focus on improving situational awareness, control, and overall balance across both air and ground vehicles.
Air Vehicles
For air gameplay, we’re making improvements aimed at giving pilots and gunners better awareness and more effective coordination during engagements.
We are increasing the height of the minimap camera for aircraft, expanding the area covered by the minimap while flying and improving your ability to track activity across a wider area.
The “Radar System” upgrade will come equipped by default on all Attack Helicopters instead of occupying a customization slot. This allows pilots to maintain radar awareness without sacrificing other equipment choices, opening up more flexibility when customizing helicopter loadouts.
To replace the Radar System in customization, we’re introducing Thermal Optics as a new upgrade option. This enables a thermal camera for your gunner when they zoom in, helping them more effectively identify and track targets in a variety of combat scenarios.
Ground Combat
We’re making several updates to improve how vehicles interact with infantry and anti-vehicle tools, with a focus on creating consistent and flexible counterplay.
The Mobile Anti-Air Vehicle will feature two new secondary weapon options, giving players more flexibility and opportunity for skill expression when engaging air targets. High Velocity Anti-Air Missiles require more precise manual aim, but offer a much higher damage potential against larger, slower-moving targets. Alternatively, Laser-Guided Anti-Air Missiles provide improved maneuverability and tracking, allowing skilled players to more consistently pressure fast-moving aircraft during engagements.
In addition to these updates, we’re making smaller targeted adjustments across a variety of gadgets and vehicles. Notable highlights include a more intuitive trajectory for the RPG launcher, the addition of crawl speed for all land transport vehicles, and balance changes that make Armored Personnel Transports vulnerable to heavy machine guns.
We’re introducing Sprays in Blastpoint, giving players a new way to express themselves across the battlefield.
Whether you’re marking a captured objective, celebrating a hard-fought squad wipe, or leaving your mark before pushing into the next fight, Sprays add another layer of personality and player expression during matches.
All players will have access to a default Spray at launch, with more becoming available through future progression, events, and seasonal content.
In our previous Community Update, we mentioned that additional mortar changes were already in development to further reinforce a more mobile “shoot and scoot” playstyle. With Blastpoint, we introduce the following updates to solidify its role as a sustained pressure and support tool, while improving opportunities for counterplay during combat.
Portable Mortars and Missile Intercept Systems can no longer be equipped or placed together. This change is intended to reduce heavily protected mortar setups and encourage mortar players to actively reposition instead of safely bombarding objectives from a single location for extended periods of time.
We’re also reducing Portable Mortar health from 250 to 50. This means enemy counterbattery fire will be significantly more effective, with a single enemy shell capable of destroying a mortar and temporarily putting that player out of action while they wait to resupply.
These changes are designed to create more active indirect fire gameplay while reinforcing teamwork, movement, and counterplay during engagements. We’ll continue monitoring feedback around infantry combat and indirect fire gameplay as these changes roll out.
Since launch, we’ve continued to make adjustments to progression pacing across Battlefield 6 based on your feedback, especially throughout Season 2.
One of the biggest areas we’ve focused on is making progression feel smoother and more rewarding earlier in your play sessions, helping players unlock meaningful loadout options faster and spend less time working through slower opening tiers.
Compared to Season 1, players in Season 2 progressed through the Battle Pass over 2.5 times faster on average, leading to substantially more Battle Pass unlocks and deeper progression throughout the season.
We’ve also improved Hardware Mastery progression, with players now unlocking primary weapon attachments roughly 50% faster than before. These updates apply across all primary weapon categories and Sidearms, helping loadouts come together much earlier during progression.
We’ll continue to monitor progression data and feedback as we move further into Season 3 to help ensure progression remains rewarding, consistent, and respectful of your time.
We are continuing to iterate a wide range of gunplay changes aimed at improving combat depth, consistency, and overall weapon feel.
Some of the areas we’re currently exploring include adjustments to damage multipliers across several weapon categories, alongside broader ballistic updates involving muzzle velocity, drag, and bullet drop behavior. We’ve also begun testing narrower Sweet Spot ranges for bolt-action rifles as part of our ongoing review of long-range combat balance and weapon mastery. We are also testing adjustments to recoil variation aimed at improving the handling predictability and consistency of automatic weapons during sustained fire.
Early feedback from focused Battlefield Labs play sessions have been encouraging, particularly around the limb damage adjustments and overall direction of gunplay balance. At the same time, we know there is still more work to be done, and player opinions continue to vary on how these systems should evolve. Battlefield Labs remains an important part of helping us test, iterate, and refine these changes alongside the community before they move further into development.
Battle Royale Solos is returning with a series of updates aimed at improving pacing and overall balance for solo players. We heard your feedback during the mode’s Battlefield Labs in Live test and made a few adjustments accordingly.
Main Battle Tanks and Infantry Fighting Vehicles will be removed from the experience. While vehicles are a core part of Battlefield, they were not originally designed for one-on-one engagements, and this change will create a more consistent and fair experience for players fighting alone.
We’re also reducing the player count from 100 to 80. This provides more flexibility when choosing drop locations and gives players more room to establish themselves before engaging in combat. To maintain the overall pace of matches, we’re increasing the speed of the ring during the early stages of the game. This will help ensure that matches retain their intensity while supporting the updated player count.
To support matchmaking health and overall experience quality, Solos will rotate with Duos within the playlist structure on a weekly cadence. With the launch of Blastpoint on June 9, Solos will become the active playlist while Duos rotates out temporarily. On June 16, Duos will return and Solos will rotate out in its place. We’re also exploring ways to better indicate which mode is currently active.
We’re excited to bring Solos back and look forward to hearing your feedback on how these changes affect your experience.
Since the launch of Ranked Battle Royale, we’ve continued reviewing your feedback around matchmaking quality, fairness between ranks, and overall match performance. We are continuing to monitor ongoing known issues and will share additional updates as further fixes and improvements roll out.
With our last update, we introduced Loot Detection to help improve the opening moments of a match by guiding players toward nearby equipment and getting them into the fight faster. With this update, we’re continuing to improve how loot is presented and discovered during matches.
We’re introducing High Value Zones, a new feature designed to create high-intensity hotspots across the map, to non-Ranked Battle Royale modes as well.
At the start of each match, select points of interest will be upgraded with improved loot. These areas contain a higher concentration of valuable equipment. Dropping into a High Value Zone offers faster access to stronger loot, but these areas are designed to attract attention. Choosing whether to contest these locations or to take a safer approach elsewhere adds a new layer of decision-making.
High Value Zones will be clearly marked on both the map and minimap, and you’ll receive a notification when entering one as well. Loot containers within these areas will also be visually distinct, making it easier to identify higher-quality rewards at a glance.
Loot containers within High Value Zones will also provide clearer visual indicators of their potential value, helping players more quickly identify worthwhile equipment during engagements. For example, containers capable of holding higher-rarity loot may appear with blue or green outlines instead of the standard white outline used elsewhere across the map.
We’re also expanding the Battle Royale loot pool, with the PP19 becoming available as part of Blastpoint, as well as a new Missile Strike Package. Unlike other call-ins, the Missile Strike Package requires players to remain aimed down sights while manually guiding incoming missiles toward their targets. While this leaves the user exposed during the strike, it also offers significantly more control and destructive potential by launching three guided missiles capable of targeting enemies, vehicles, and fortified positions.
Looking ahead, we’re continuing work on Casual Battle Royale, currently planned for Season 3 Beat 3, as we expand the range of ways players can experience REDSEC.
Railway to Golmud
Starting June 9, players will be able to create custom Railway to Golmud experiences. In addition, experience creators will have the option to toggle the train on or off, have full control over its directional movement, and have the ability to attach to a capture point.
Cairo Bazaar
Also on June 9, Cairo Bazaar will be added for verified experiences in Battlefield 6. This smaller map, which focuses on infantry gameplay with limited ground vehicles, is inspired by a Battlefield 3 classic, Grand Bazaar, and we can't wait to see what you’ll create!
Then, as the season progresses, players will be able to create their own custom Cairo Bazaar experiences, which we hope will add more depth to your gameplay options.
Community Highlights
Alongside featuring community-made Portal experiences in-game, here are a few additional experiences from the community that we have been thoroughly enjoying, and think you should check out:
Lyndons Wake
Created by: HappyDale Studio
Experience Code: ZQJQU
Hack ATMs, build your economy, buy loadouts and vehicles, complete missions. Advanced conquest on an XL Wake with AI defenders.
KK’s Firing Range
Created by: KILLINIADOR
Experience Code: ZUKP7
Experience Code: ZUJE1 (REDSEC)
An enhanced firing range, aim trainer, and vehicle testing arena with multiplayer support.
Season 3 would not be where it is today without the feedback, reports, and discussions we’ve received from all of you since launch and throughout every update. As we continue through the season, we remain committed to building Battlefield 6 together with our community and delivering an experience that keeps growing alongside the players who make it possible.
Please continue to share any issues on our EA forums. Join the community on the Battlefield Discord and visit our website for the latest news, guides, and seasonal insights.
See you on the Battlefield.
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Quality of Life Game Update 1.3.1.5 will be available on May 26 at 08:00 UTC, bringing a focused set of fixes and improvements across Battle Royale, Portal, maps, gadgets, vehicles, weapons, and UI. This update is aimed at improving consistency across core gameplay, resolving issues that could disrupt respawning or deployment, and making Battle Royale and Portal information clearer through improved menus, UI messaging, matchmaking feedback, and progression visibility.
Major Updates for 1.3.1.5
Addressed issues across Hagental Base, Railway to Golmud, and Portal involving out-of-bounds areas, spawn placement, objective behavior, and map information.
Improved Battle Royale and Ranked Battle Royale UI, including matchmaking messaging, progression visibility, and loading screens.
Resolved several issues that could prevent players from respawning, redeploying, or deploying on vehicles.
CHANGELOG
PLAYER:
Improved mounting reliability, resolving an issue where players could unexpectedly lose their mounted position.
Solved an issue where decals could fail to appear as intended on certain surfaces.
VEHICLES:
Teammates can now deploy on the AH-6 LittleBird when the gunner seat is occupied.
GADGETS:
Improved MTN-55 Proximity Detector spotting so enemy soldiers are revealed more reliably in certain scenarios.
MAPS & MODES:
Addressed an issue on Hagental Base where players could use the Assault Ladder to leave the intended combat area.
Players can now respawn and redeploy as expected after being eliminated while the “Edit Loadout” screen is open.
Railway to Golmud
Adjusted an Escalation alternate spawn point near Objective B to prevent players from spawning high above the ground.
Destroyed houses near Objective E in Conquest no longer leave floating debris behind.
Objective D in Conquest can no longer be captured from the top of the communications towers.
Resolved an issue where a placeholder Battle Royale loading screen image could appear.
PORTAL:
Updated the “Portal Next - Complex 3” description in Maps & Modes filters.
REDSEC
COMPETITIVE:
Players can now select visual customisation while in the lobby.
Players now receive a clearer message when Ranked Battle Royale matchmaking cannot continue because party members are too far apart in rank.
Placement Rank Points rewards on the Rules and Points page now reflect the latest Ranked Battle Royale balance changes.
Ranked Points counter behaviour has been improved after reaching 999 Ranked Points.
WEAPONS:
The L115 Sniper Rifle model now remains visible after the player using it is revived.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
An iconic map revitalized and reimagined to become the biggest map yet. A village in ruins, a massive rolling landscape full of hills and valleys ablaze with tank shootouts, an industrial site for fast-paced close-quarters combat, and a moving railway that squads must battle for control over. On Railway to Golmud, infantry, ground vehicles, jets, and helicopters collide in a massive all-out war.
Ranked Battle Royale has arrived. Squad up, drop in, rise through the ranks on the all-new leaderboard, earn permanent rewards, and help shape the future of Ranked with BF Labs Live.
M16A4 - New Assault Rifle: A highly-customizable iconic Battlefield assault rifle, with fully-automatic and burst-fire capabilities, and a carry-handle option for iron sights. This rifle excels in mid to short-mid range combat. L115 - New Sniper Rifle: A deadly bolt-action sniper rifle compatible with multiple hardware attachments. The AWM/L115A3 excels in long to very-long range combat. RPK-74M - New LMG: A powerful complement to the RPKM. This LMG is ideal for longer-range combat, with minimal recoil and lower damage than other LMGs.
100+ tiers of iconic Battlefield hardware, weapon packages, soldier skins, XP boosts, and more to add to your arsenal. Begin your reign with the recruit path, then progress through 4 uniquely themed paths to unlock the final path and become a legendary warlord.
Unleash the full potential of the Season 3 Battle Pass with BF Pro. Features six instant BF Pro unlocks and the Battle Pass with 25 Tier Skips and an XP Booster. Unlock the exclusive Vehicle Radio Station, special Assignments, and extra Challenge rerolls. Plus, host up to 100 Players in Portal and get access to a bonus path loaded with tactical gear. Get Battlefield Pro and receive:
Season 3 Battle Pass
25 Tier Skips
XP Booster +5% extra XP
Vehicle Radio Station
Special Assignments
Extra Challenge Rerolls
Host up to 100 Players in Portal
Access to a Bonus Path
Instant Unlocks:
“Urban Tactical” Pax Armata Engineer Soldier Skin
“Riposte” CZ3A1 PDW Weapon Package
“Professional Equipment” Ice Pick Melee Weapon Skin
“Fractured” UH-79 Transport Helicopter Vehicle Skin
“Special Delivery” NATO LTV Vehicle Skin
“Under Fire” Player Card Background
*Railway to Golmud map only available in Battlefield 6. **Requires Battlefield 6 (sold separately) or REDSEC and all game updates. Persistent internet connection and EA account required. Season 3 content requires purchase and gameplay to unlock. Some content available to be unlocked mid-season, visit battlefield.com for more details."
Season 3 arrives in Battlefield 6 with Game Update 1.3.1.0 on May 12, bringing new content and improvements, including Ranked Battle Royale Quads, the Railway to Golmud map, new weapons, and a new Battle Pass. At 09:00 UTC, players will be able to download the update as it goes live across all platforms and play with the latest changes.
At 12:00 UTC, all content in this update goes live, with Railway to Golmud, Ranked Battle Royale, new weapons, and Battle Pass updates becoming available.
Alongside the new content, this update also delivers a wide range of vehicle, gadget, AI, netcode, gameplay, UI, and audio improvements to further polish the overall Battlefield 6 experience.
NEW CONTENT
Season 3 begins on May 12 with Warlords: Supremacy, the opening chapter of a new three-part seasonal rollout that will unfold across the season. This marks the start of a new chapter in the Battlefield 6 conflict, as PAX Warlords push the war to a global scale and every squad is called to fight their way to the top of the combat ladder. With Battlefield 6’s biggest map yet, the arrival of Ranked Battle Royale, new weapons to master, and the return of Dagger 13 unlockable through the Season 3 Battle Pass, Warlords: Supremacy sets the tone for the battles ahead.
Battle Pass
Begin your reign in Season 3 with a new Battle Pass featuring 100+ tiers of rewards built for the war ahead. Unlock new hardware, weapon packages, soldier skins, XP boosts, and more as you progress from the Recruit Path through four themed paths on your road to becoming a legendary Warlord. Season 3 also brings a set of Battle Pass improvements, including updated navigation, corrected season celebrations, improved path presentation, and fixes to Battle Pass menu pricing.
Battlefield Pro
For players looking to unlock the full potential of the season, Battlefield Pro expands the Battle Pass experience with 25 Tier Skips, a +5% XP Booster, six instant unlocks, special Assignments, extra Challenge rerolls, an exclusive Vehicle Radio Station, access to a Bonus Path, and support for hosting up to 100 players in Portal. It is built for squads ready to go all in from day one.
New Map
Railway to Golmud: Battlefield 6’s largest map yet enters the fight in Season 3. This reimagining of a Battlefield classic delivers combined arms warfare at full scale, from a village in ruins and sweeping hills scarred by armor clashes, to a dense industrial site built for close-quarters combat, and a moving railway that squads must battle to control. On Railway to Golmud, infantry, ground vehicles, jets, and helicopters collide across a truly massive battlefield.
New Weapons
M16A4: An iconic Battlefield assault rifle joins the fight in Season 3. With fully automatic and burst-fire capabilities, plus a carry-handle option for iron sights, the M16A4 is built to perform in mid to short-mid range engagements.
L115: Precision meets stopping power with the L115, a deadly bolt-action sniper rifle designed for long to very-long range combat. Compatible with multiple attachments, it rewards players who can stay calm and land the shot.
RPK-74M: Built for sustained pressure at range, the RPK-74M brings controllable handling and dependable output to longer-range fights. With minimal recoil and a steadier feel than heavier alternatives, it gives Support players a strong new option for locking down the battlefield.
New REDSEC Modes
Ranked Battle Royale: Ranked Battle Royale Quads has arrived as the first step for competitive play in Battlefield 6, offering a new way to drop into REDSEC and compete for rank, rewards, and leaderboard status. Squad up, rise through the ranks, earn permanent rewards, and help shape the future of Ranked through BF Labs in Live. From Rookie to Master, and beyond in the Elite 250 leaderboard competition you can show off your skills and secure unique rewards. Read more here.
Major Updates for 1.3.1.0
New Content Arrives: Season 3 begins with Railway to Golmud, Ranked Battle Royale Quads, new weapons, and a new Battle Pass, expanding both the scale of Battlefield 6 and the ways players can progress through the season.
Competitive arrives in Battle Royale: Ranked Battle Royale Quads arrives with Season 3, supported by broader updates to mission flow, Loot Detection, Anti-Vehicle Drops, scoring, and downed-state to deliver a clearer and more consistent match experience from drop to extraction.
Vehicles Receive a Major Overhaul: Land and air vehicles have gone through a broad balance and handling pass, with tracked vehicle mobility reworked, tank damage and regeneration systems updated, repair behaviour rebalanced, and a wide set of vehicle weapons retuned to make survivability, counterplay, and damage output more predictable. Read more about it in our Community Update.
Gadgets Receive Further Updates: Mines, Launchers, the Portable Mortar, the Engineers Supply Crate, the Hardware Suppression System, and laser designation tools have all been updated as part of the broader vehicle pass, with a focus on making launchers more viable, giving anti-vehicle gadgets clearer roles, and improving clarity and consistency in how support gadgets behave in combat.
Weapons Get a Balance and Usability Pass: Automatic weapon recoil has been adjusted to better define weapon strengths at range, shotguns receive new attachment options, the Magnifier is now available as a shared optic accessory, and multiple reload, animation, reticle, and attachment issues have been resolved to improve handling and readability as we continue to improve gunplay.
Core Gameplay, Netcode, and Combat Feedback Improvements: Pinging is now faster and more consistent, hit reactions and damage indicators are clearer, drag and revive has been further polished, and multiple netcode fixes improve readability during combat without interfering with gunfight outcomes.
Broader updates to UI, Audio, AI, Settings, and Portal: Seasonal Statistics have been added to the Player Profile, aircraft now receive clearer threat indicators, AI support in Strikepoint has been improved, new upscaling options have been added, and Portal continues to expand with new support, tools, and functionality updates.
CHANGELOG
PLAYER:
Added a slight delay before entering ADS locomotion from a standstill to allow small position adjustments without affecting the reticle.
Added bespoke third-person prone on back grenade throw animations.
Bipoding while being pushed up against a wall is no longer cancelled automatically.
Bullet impacts now leave visible decals on vehicle surfaces for improved visual feedback.
Corrected an issue that would prevent Soldier Training Paths from applying properly when Quick Customize was finished.
Corrected an issue where a player jumping from a moving vehicle would be seen as stuttering in third-person.
Corrected an issue where bashing through doors wouldn't cancel the reload animation even after aborting the action, leading to the player being stuck in reloads.
Corrected an issue where drag and revive could sometimes fail to revive a player at the end of the revive sequence.
Corrected an issue where dragging and reviving would sometimes be cancelled when on uneven terrain.
Corrected an issue where player movement would sometimes be jittery when holding the fire button after firing a single fire weapon.
Corrected an issue where the player's ragdoll would slide away if killed after they’ve fallen.
Corrected an issue where the soldier's legs could be moving while standing still on a boat.
Corrected an issue where the weapon sometimes could be jittery when moving slowly in ADS while being prone.
Corrected an issue where upward camera shake from bullet hits could persist longer than intended and briefly affect player aim.
Corrected an issue where weapon flashlights and lasers were visible for spawning soldiers before the soldiers themselves were visible.
Corrected a performance issue in the Firing Range when large numbers of bullet holes appeared on glass surfaces.
Corrected an issue where iron sights could show incorrect green highlighting on squadmates’ weapons when using upscalers.
Corrected an issue where magnifier attachments could partially or fully block the view while aiming down sights.
Improve third-person soldier locomotion animations when moving on top of vehicles
Improved ragdoll stability when bodies come to rest on moving platforms such as vehicles.
Improved responsiveness and visual quality of entering ladders that start higher than the ground level.
Increased the Critical Assist window from 1.5 seconds to 3 seconds.
Jumping from a moving vehicle now properly inherits the velocity of the moving vehicle.
Optimised bullet decal updates to improve performance when many are visible at once.
Reduced memory allocation spikes during local light shadow updates.
Reduced visual artifacts around players and weapons when using FSR 4 Frame Generation.
Solved an exploit that allowed players to move faster while dragging and reviving another player.
Updated animations from breaking when entering water under certain conditions such as combat diving, sliding and sprinting for first and third person.
Weapons are now lowered while UI menus are open where firing is not possible, such as the Options menu or Commorose.
Updated the Engineer Field Specialization passive skills
Reduced the Devastating Impact repair reduction from -50% to -25%.
Reduced the Overheat Control Vehicle weapon effect from -50% to -10%.
Replaced the Vehicle Regeneration passive skill with a new Mine Sweeping skill. When learned, the Mine Sweeping passive skill will highlight mines in a 30m area around the player.
Netcode
Corrected animation stuttering when unmounting from bipod at an angle
Corrected an issue where enemy weapons could appear sideways and not properly aligned with their actual aim direction in certain states, such as while jumping.
Corrected an issue where first-person death animations would start with some delay which led to unclarity on the state of change.
Corrected an issue where first-person hit reactions could play when incoming bullets missed the player and passed behind them.
Corrected an issue where high latency players would not deal armor damage and not apply expected damage modifications.
Corrected an issue where projectiles could fire from the wrong position height during stance transitions under poor network conditions causing bullet hits to be rejected by the server.
Corrected an issue where some UI elements like the inventory would not be immediately hidden when killed
Incoming damage UI indicators now animate and scale based on the amount of damage taken, improving the clarity of rapid consecutive hits and making it easier to distinguish between low and high damage.
Reduced network bandwidth usage when switching state from “Alive” to “ManDown”.
Taking damage while aiming down sights now triggers hit reactions that move the weapon opposite to the direction of impact, improving damage feedback without interfering with the outcome of gunfights.
VEHICLES:
Added previously missing "Activate Equipment Slot 1" to Transport Vehicle keybindings
Camera on light ground transports now pulls further out at speed to improve driving visibility.
Corrected an issue where some vehicles remained in a critical health state after being repaired, resulting in slower health regeneration than intended.
Corrected an issue where the first-person HUD range finder of the tank would visually interpolate to the actual distance when switching from third- to first-person
Corrected an issue where the player would be kicked off the Dirt Bike when doing a flip.
Corrected an issue where vehicle wrecks would not be destructible as intended.
Fixed issues where locking weapons could target vehicles while their flares were still active, resulting in a missed shot.
Jets and helicopters will now have an indicator on their HUD clearly showing whether or not they are currently being protected by below radar.
Angle & Zone Damage Rework
The angle damage model on tanks is being simplified to improve the ability to predict the amount of incoming damage and gauge your own survivability.
Additionally, the numbers have been tuned to reduce the most extreme peaks of damage, especially when firing at the rear of tanks. This will truncate the possible time to die within a smaller range.
Damage to turrets always deals 75% damage.
Damage to the Body of the tank always deals at least 100% damage.
Hits at a favourable angle from the side of the tank will deal 150% damage.
Hits at a favourable angle from the rear of the tank will deal 200% damage.
Weapons no longer deal different damage values to IFV, MBT, APT & AA Vehicles. Instead, MBT health has been increased to 1200 and APT health has been reduced to 800.
Reworking Regeneration Brackets
The healthy portion of armored vehicles will no longer be split into brackets. The critical health bracket, which previously prevented regeneration entirely, will instead slow regeneration substantially.
Regeneration delay increased from 6 seconds to 12 seconds.
Regeneration now continues to full health instead of only to the next health bracket.
Regeneration rate increased from roughly 5% per second to 10% per second.
While in critical health, regeneration is now slowed by 80% instead of being fully disabled.
Handling Changes
Updated all tracked vehicles with a new transmission and steering system, delivering smoother and more responsive acceleration, tighter and more consistent turning at all speeds, a smoother steering feel, and more effective handbrake turns.
Tank type vehicles are no longer immobilized by taking high damage (Anti Tank mines will still immobilize Tanks).
The ground vehicle boost bar is no longer emptied when interrupting boost.
Boost can now be re-applied even when the bar is recharging, except when it has been fully emptied.
Turret speeds for the MBT and IFV have been modestly improved.
Aiming in first-person and zoomed views in the tanks has been tuned to be faster and more responsive.
Vehicle Weapons General Changes
Lock-on weapons now always do consistent damage, ignoring zones and angles. Zone and angle damage is reserved for weapons which are manually aimed by players.
Most land vehicle explosive weapons now have a minimum explosive damage of 20%. This does not increase lethal or total radius, but increases damage at the edges of explosive radius to make hits to kill more consistent.
The Aim-Guided Missile now deals 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets.
Air-to-Ground Missiles now deal 450 damage against tanks, 975 against helicopters, and 1000 against jets.
M1A2 SEPv3 and Leo A4 Weapons
120mm HEAT-MP-T Rounds now deal 210-560 damage against tanks, 1360 against helicopters, and 1000 against jets.
120mm HEMP-T Rounds now deal 180-480 damage against tanks, 1180 against helicopters, and 1000 against jets.
Increased the inner blast radius of 120mm HEMP-T Rounds from 2 to 2.25 meters.
120mm APFSDS Rounds now deal 282-750 damage against tanks, 600 against helicopters, and 750 against jets.
Updated the M1A2 SEPv3 and Leo A4 Aim-Guided Shell to better control its effective range and overall performance, especially against aircraft.
Aim-Guided Shell beam-riding offset increased from 75 to 100 meters, reducing the rate of turning response.
Aim-Guided Shell engine time to live reduced from 1.25 to 1 second.
Aim-Guided Shell now experiences Drag after engine cutoff.
Aim-Guided Shell time to live decreased from 6 to 4 seconds.
Aim-Guided Shell turning rate reduced from 12.5 to 6 degrees per second.
Aim-Guided Shells now deal 235-625 damage against tanks, 700 against helicopters, and 1000 against jets.
Remains lethal against soldiers within 2m.
M3A3 Bradley and Strf 09 A4 IFV Weapons
Increased all IFV Cannon Reload times from 2.4 to 2.75.
HEI-T Rounds now deal 10-30 damage against tanks, 100 against helicopters, and 150 against jets.
Decreased the IFV HE Rounds rate of fire from 200 to 180 RPM.
Increased the Drag of IFV HE Rounds.
AP shells now deal 23-60 damage against tanks, 100 against helicopters, and 100 against jets.
Decreased the APDS Rounds magazine capacity from 12 to 10.
Decreased the APDS Rounds rate of fire from 200 to 120 RPM.
Increased the IFV Canister Rounds magazine capacity from 12 to 16.
Increased the IFV Canister Rounds rate of fire from 200 to 240 RPM.
Lock-Guided Missiles now deal 390 damage against tanks, 845 against helicopters, and 1000 against jets.
Light Rockets now deal 75-200 damage against tanks, 550 against helicopters, and 700 against jets.
RWS Gunner & Coax Weapons
Reduced minimum damage of RWS & Coaxial LMG from 21 to 19.
Reduced muzzle velocity of RWS & Coaxial LMG from 850 to 670 m/s.
Extended falloff start distance of RWS & Coaxial LMG from 20 to 25 meters.
Shortened falloff end distance of RWS & Coaxial LMG from 75 to 60 meters.
Reduced minimum damage (75+ meters) of RWS and Coaxial HMG from 30 to 24.
Reduced muzzle velocity of RWS & Coaxial HMG from 890 to 760 m/s.
Reduced the maximum spread and spread gain per shot of RWS and Coaxial HMGs.
Reduced the spread recovery rate of RWS and Coaxial HMGs.
Reduced the reload time of the Automatic Grenade Launcher RWS Weapon from 3 to 2 seconds.
Removed projectile velocity inheritance from the Automatic Grenade Launcher RWS Weapon. This will improve consistency when aiming from a moving vehicle.
Helicopter Weapons
Light Rockets now deal 23-60 damage against tanks, 225 against helicopters, and 330 against jets.
Helicopter Light Rocket area of effect reduced from 5 to 4.75 meters.
Aim-Guided Rockets now deal 50-132 damage against tanks, 320 against helicopters, and 460 against jets.
Helicopter Smart Rocket area of effect reduced from 5 to 4.75 meters.
Heavy Rockets now deal 94-250 damage against tanks, 300 against helicopters, and 450 against jets.
Helicopter Heavy Rocket area of effect reduced from 5.5 to 5.25 meters.
Attack Helicopter M41A7 TOW2 missiles maximum speed increased from 90 to 120 m/s. Ground vehicle TOW missiles remain at 90 m/s.
Removed projectile velocity inheritance from Transport Helicopter side gunner seats. This removes the need to ‘lag’ shots when firing from a fast moving helicopter.
Jet Weapons
Attack Jet Mk82 High Drag Bombs now deal 300-400 damage against tanks, 1080 against helicopters, and 1000 against jets.
Fighter Jet GBU-39/B Small Diameter Bombs now deal 410-535 damage against tanks, 1455 against helicopters, and 1000 against jets.
Vehicle Equipment
The Reinforced Plating Passive has been removed and replaced with Contingency Systems
No longer increases the damage resistance of the vehicle.
No longer increases the weight or reduces the speed of the vehicle.
When at low health, accelerates the cooldown of Countermeasure equipment.
Targeting Jammer passives have been improved
Targeting Jammers for the IFV & Mobile AA have their locking resistance increased from 30% to 40%.
Targeting Jammers for the IFV & Mobile AA no longer deactivate when firing.
Targeting Jammers for IFV & Mobile AA now deactivate when laser painted.
Targeting Jammers for IFV & Mobile AA now deactivate when using a lock on weapon.
Targeting Jammers for IFV & Mobile AA deactivation time increased from 4.5 to 10 seconds.
Counterfire Radar has been partially reworked
Now passively provides short duration spotting upon receiving damage. This short spot is not shared with teammates.
Can be manually activated in order to extend the duration of currently spotted targets, and share the spotting information with your teammates.
When activated, spotted vehicles are also laser designated for the duration.
Thermal Smoke Updates
Increased active duration by 3 seconds so it now matches the visual effect duration.
Now blocks the PTKM-1R Acoustic Sensor AV Mine from detecting the vehicle while active.
Reduced the cooldown of the Smoke Screen from 20 to 16 seconds.
The smoke will now deal moderate damage to nearby enemy infantry who remain within the cloud. This damage will also destroy C-4.
While remaining inside of your thermal smoke, all hits will be registered as minimum damage hits (75% damage).
General Equipment Changes
The IFV no longer has the laser designator equipped by default, it now shares a slot with the Mines Countermeasures & Smoke grenades.
The Mine Countermeasures, previously available only to the MBT & APT, is now available to the IFV.
The Mobile Command Centre Passive, previously exclusive to the APT, is now available to the IFV.
The Transport Helicopter now has the Improved Armor passive equipped by default. This functions identically to the Attack Helicopter’s version of the same passive, reducing the amount of damage taken from small arms fire.
Emergency Repair now heals over time instead of healing instantly upon activation.
Reduced the activation time of Projectile Intercept System from 1s to 0.6s on land vehicles.
GADGETS:
Added a warning indicator for the PTKM-1R Acoustic Sensor AV Mine when the submunition launches.
Corrected an issue preventing the Supply Crate from resupplying soldiers inside vehicles.
Corrected an issue where deploying the T-UGS would always switch players back to their Primary Weapon instead of their previously equipped item.
Corrected an issue where the Incendiary Airburst could sometimes fail to properly detect and damage targets inside its burning smoke cloud.
Player-controlled gadgets, including the Portable Mortar, XFMG-6D Recon Drone, LTLM II Laser Designator, and the CSB IV EOD Bot, now only begin resupplying once the deployed gadget has been destroyed.
PTKM-1R Acoustic Mines and M15 AV Mines no longer trigger for Light Transport or Personal Transport vehicles.
Tuned the M18A1 Claymore detection arc to better match the visible laser beams.
Updated C-4 packs so they now deal 350 damage against tanks, 350 against helicopters, and 1000 against jets.
Updated the M136 AT so they now deal 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets.
Updated the Engineers Supply Crate so it no longer has limited supply charges in standard Multiplayer, allowing it to resupply nearby vehicles indefinitely.
Updated the M18A1 Claymore fragmentation base close range damage from 65 to 50. Damage drop-off now starts at the edge of the detection arc.
Updated the Portable Mortar’s shot dispersion so it is no longer perfectly accurate at maximum range, with shorter-range bombardments now becoming much more accurate than longer-range bombardments once fully zeroed.
Updated the PTKM-1R Acoustic Mine so it now deals 480 damage against tanks.
Updated the RPG so it now deals 173-460 damage against tanks, 1035 against helicopters, and 1000 against jets.
M15 AV Mine
Damage against tanks has been updated to 390.
Deployment is now only blocked inside enemy HQs.
Increased the maximum number of mines that can be placed from 6 to 9.
Mines no longer despawns 3 minutes after its owner dies.
Now displays a warning when players attempt to place it in out-of-bounds areas.
Mines now glint at close range to help distinguish it from level props and debris.
SLM-93A
Base lock-on range has been reduced from 650 to 550 metres.
Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets.
Maximum missile speed has been reduced from 540 to 480 m/s.
9K93 IGLA
Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets.
Lock-on time has been reduced from 1.2 to 1 second.
Maximum missile speed has been reduced from 640 to 480 m/s.
Missile acceleration has been increased from 65 to 100 m/s.
M4A1 SLAM
Can now be triggered regardless of vehicle movement speed.
Damage against tanks has been updated to range between 199-363.
Now triggers a warning when players attempt to place it in out-of-bounds areas.
The mine now has a short arming delay before becoming active after placement.
MBT-LAW
Damage against vehicles has been updated to 240 against tanks, 520 against helicopters, and 800 against jets.
Initial missile speed has been increased from 30 to 100 m/s.
Maximum missile speed has been increased from 75 to 300 m/s.
Missile acceleration has been increased from 50 to 100 m/s.
MAS 148 Glaive
Updated the damage so it now deals 465 damage against tanks, 1007.5 against helicopters, and 1000 against jets.
Reduced the locking time from 1.8 to 1.4 seconds.
Increased maximum missile speed from 60 to 70 m/s.
Increased starting ammunition from 2 to 3.
LTLM II Laser Designator
Effect duration has been reduced from 20 to 9 seconds for both soldier and vehicle designators.
Laser Designator no longer reduces lock-on time for anti-air missiles.
Gadget now provides a consistent 20% increase to lock-on range across all locking weapons. This also applies to vehicle-mounted laser designators.
CSB IV EOD Bot
Mine Layer damage against tanks has been updated to 300.
Mine Layer no longer triggers on Light Transport or Personal Transport vehicles.
Mine Layer now glints at close range to help distinguish it from level props and debris.
Mine Layer stacking prevention radius has been increased from 1.5m to 5m.
The EOD Bot now self-destructs when its out-of-bounds timer expires, when control ends while out of bounds, or when pushed out of bounds.
Hardware Suppression System
Tweaked targeting behaviour so it can no longer target enemy gadgets through walls at long range, though limited wall penetration is still possible at closer distances.
Updated interception behaviour so it no longer detects or detonates grenades and M320A1 projectiles, but will still target launcher projectiles.
Updated maximum range back to its original value.
WEAPONS:
Added a unique reload animation for the M87A1 Shotgun to prevent camera clipping and hand pose issues while aiming down sights.
Added Shotgun Speedloaders as a magazine attachment to the M87A1 and M1014.
Added the Magnifier as a shared optic accessory.
Additionally increased recoil for the high DPS automatic weapons, reducing their long and mid range capabilities and giving them outsized opportunity costs and making other weapons more attractive to use. Weapons most affected: SG553R, SCW-10, KV9, CZ3A1, SGX, TR-7, M4A1, M121 A2, VCR-2, M433, PW5A3, M123K, and GRT-BC.
Adjusted the PW5A3 reload animation to reduce clipping.
Adjusted the QBZ192 reload animation to reduce clipping.
Corrected an issue preventing the CZ3A1 SMG from mounting to surfaces.
Corrected an issue where a flash hider could remain visible on the SOR-556 Mk2 when no muzzle attachment was equipped.
Corrected an issue where some secondary sights were incorrectly placed in the customization menu, leading to clipping or being positioned in such a way that they were not properly visible.
Corrected an issue where the Canted Reflex was using the main sight reticle on several weapons.
Corrected an issue where the character’s hands could appear misaligned in first-person when reloading the SVK-8.6 while using the Bipod.
Corrected clipping issues with the M240L ammo belt when reloading with an ammo box.
Improved weapon light behaviour and on/off states when used while mounted.
Recoil for all automatic weapons has been slightly increased to compensate for the recoil compensation bug fixes that came out in Game Update 1.2.1.0.
Reduced the amount of recoil reduction applied when using controller input so recoil behaviour is more closely aligned across control schemes, helping avoid a large handling advantage on one input over another.
Weapons can no longer be mounted while actively using an underbarrel grenade launcher. This does not affect using the weapon itself with a grenade launcher attached.
MAPS & MODES:
Added a new Assist Confirmed score event. When a downed player is eliminated in Strikepoint, all assisting players will now receive Assist Confirmed.
Corrected an issue on Manhattan Bridge where players were able to access rooftops meant to be inaccessible.
Corrected floating and intersecting spawns on Mirak Valley for Breakthrough, Conquest, and Escalation.
UI & HUD:
Dev note: In Season 3, we’re introducing the Seasonal Stat Page, a new way to track your performance across each season. By separating seasonal stats from your lifetime totals, you can now get a clearer picture of how you performed during a specific Season of Battlefield.
We know that every game mode means something different to different players. That’s why the Seasonal Stat Page not only tracks your overall seasonal performance, but also allows you to break down how you performed in each game mode.
With the introduction of ranked play, it was important for us to give you a dedicated view into your competitive performance. You can now filter your seasonal stats to see how you performed in Ranked matches throughout the season.
The Seasonal screen highlights your core metrics like Kills, K/D, Assists, Revives, Wins, and Time Played, alongside a new “Most Played” section that showcases the weapons, vehicles, gadgets, and roles that defined your season. Were you leading the charge as Assault? Piloting the Little Bird? Or grinding the ranks with the new Season 3 weapons?
Every season tells a story. Now you can see yours.
Added a new Event tab showing all event-related content.
Added a new threat indicator for jets and helicopters that appears when a nearby enemy jet has your vehicle in its sights, helping pilots identify threats and take evasive action more quickly.
Added a new threat indicator that highlights incoming aim-guided missiles, improving pilots’ ability to spot and react to them.
Added an Air Vehicle “Below Radar” indicator on the minimap.
Added input buffering to reduce accidental ping cancellations.
Added names and biographies for characters and squads.
Added Seasonal Statistics to the Player Profile.
Corrected a missing icon for the Attacker's HQ on breakthrough during the sector transition.
Corrected an issue where as an Engineer driving a tank, a request repair icon sometimes could be unintendedly visible.
Corrected an issue where Battle Pass paths with fewer tiers could appear off-centre on the page.
Corrected an issue where downed enemy players could remain spotted and visible on the minimap.
Corrected an issue where exiting Reward Details after a purchase celebration could trigger the Quit Game pop-up.
Corrected an issue where friendly request icons would not be properly visible on the minimap
Corrected an issue where requesting Ammo through the Commorose would not highlight players able to provide ammo.
Corrected an issue where selecting a soldier to spawn on from the deploy screen would not show their healthbar.
Corrected an issue where taking damage while remotely controlling a vehicle could cause Engineers to be incorrectly highlighted as repairers.
Corrected an issue where the “bleed out” timer icon for friendly downed players could freeze sometimes.
Corrected an issue where the “New” marker did not disappear after highlighting a new Weapon Package.
Corrected an issue where the chat window did not extend fully to the right edge of the screen when the Horizontal value was set to “100”.
Corrected an issue where the jet HUD sometimes moves unexpectedly when flying the jet.
Corrected an issue where the mouse cursor would not appear when EA Connect notifications were on screen.
Corrected an issue where the UI could disappear while customising favourite weapons.
Corrected Battle Pass celebrations so they now correctly match the current season.
Corrected inconsistent pinging when attempting to ping from the driver seat of many vehicles
Corrected the description for the vz. 61 20rnd magazine.
Corrected the descriptions for the 1p88 and SM Rifle Variable sight attachments.
Fixed an issue where out-of-bounds shaders were not appearing on the map or minimap.
Improved ping responsiveness and consistency across enemies, enemy objects, and neutral objects.
In our constant effort to reinforce our Anti-Cheat policies and Community Guidelines we are introducing a new warning system for players that act contrary to our terms and services.
Normalised tag and expiration timer sizes across store offers.
Removed location differences between the initial ping and the final placed ping.
Removed ping brackets from enemy world and map icons.
Removed the small square above the range finder in the tank HUD.
Resolved an issue that could display an incorrect price on BF Pro within the Battle Pass menu.
Resolved an issue that caused Weapon Mastery to display incorrect levels within the Loadout menu.
The Spawn Beacon no longer appears as contested in the deploy window after looking at a contested objective.
Update air vehicle HUDs to display velocity in knots instead of KPH.
Updated Battle Pass navigation to align with the Play screen update.
Updated class icons for better visibility across the in-game UI.
Updated Dog Tag tags to show the correct supported modes.
Updated ping timing so neutral objects are now pinged instantly, without waiting for single or double-tap input.
Updated the Concussion Grenade screens visual effect so that it is now in-sync with the gameplay status effect.
Updated the game credits.
Updated the Killcam damage log to now show damage dealt in the past 5 seconds instead of the past 3 seconds only.
Updated the ordering of 2.00x sights on multiple weapons.
Updated the ordering of iron sights on the M121 A2.
Updated the ordering of Mastery Weapon Packages for the GRTCPS, M121 A2, VCR-2, Mini Scout, SOR-300SC, DB12, vz. 61, CZ3A1, and M257.
Updated the ordering of the 3.00x Thermal Sight on multiple weapons.
Updated the Spawn Beacon so the amount of spawns available now are visualized with dots in the deploy screen next to the spawn beacon icon.
Updated the DVO LPVO cost on the GRTCPS, M121 A2, and CZ3A1 from 10 to 25 points.
Updated the yaw to be displayed in degrees instead of radians in stationary Anti Air and Anti-Tank Launchers.
Updated unlock criteria for Collection items to more clearly indicate when they can be unlocked through a store offer.
Updated weapon attachment costs and visual ordering across multiple weapons.
SETTINGS:
Added a new Deadzones Draw Tool to the Controller Tuning options, providing an in-game overlay to visualise the currently selected controller deadzones and help with fine-tuning.
Added support for AMD FidelityFX Super Resolution 4.1.
Added support for Intel XeSS 3.0 upscaling, including 3x and 4x Multi Frame Generation modes.
Added World and UI Brightness sliders to the HDR Calibration screen in Display Options.
Enhanced upscaling quality on PlayStation 5 Pro with support for PlayStation Spectral Super Resolution 2.
Implemented a fix intended to reduce instances of VOIP settings being re-enabled after an update.
PORTAL:
Added radio tracks to the Portal music system.
Added Season 2 Battle Pass weapons and gadgets to Portal. New weapons cannot yet be customized with attachments.
Added support for Railway to Golmud in Verified modes.
Updated the Ammo Box so it now refills all magazines for primary and secondary weapons.
Updated the Ammo Crate so it now provides one magazine for primary and secondary weapons.
Corrected mismatched icon art for several weapon packages.
Fixed a client crash that could occur when loading an experience that spawned more than 3600 objects.
Fixed an issue in the Portal music system where setting music parameters for a specific player, squad, or team could incorrectly apply them to everyone.
Fixed an issue where 3D sound locations would not update correctly when using PlaySound or object movement actions.
Fixed an issue where PauseGameModeTime could set TimeRemaining incorrectly.
Fixed an issue where some sounds, such as alarms, could fail to initialise.
Fixed an issue where spectating did not work correctly after being eliminated in a Verified Battle Royale experience.
Fixed an issue where the Supply Bag resupply type provided no benefit. It now grants two magazines for primary and secondary weapons, along with healing at 20 health per second.
Improved how Portal measures script memory usage to more accurately account for script content, stack memory, dynamic allocation, and unresolved promises, helping prevent scripts from stopping earlier than intended.
Improved Portal error reporting when invalid action or value arguments are used, with reports now also showing memory usage and limits for clearer troubleshooting.
Resupply types no longer affect the number of rounds currently loaded in a weapon.
Updated EnableAllPlayerDeploy so it also applies to players who join later in the match.
Updated EnableAllPlayerDeploy so it now stops Backfill and Static bots from spawning.
Updated placeholder icon art for several weapon packages.
Updated the minimap ring of fire on maps available in Portal.
AUDIO:
Added behavior that allows close enemy footsteps to sidechain duck the first person player weapon slightly, based on direction of the enemy.
Added distancing mix for Dirt Bikes.
Added dry fire sound effects for handheld and vehicle weapons when out of ammo.
Added dry fire sound effects for handheld and vehicle weapons.
Added transmission and mechanical throttle sounds for Tanks.
Corrected an issue in Breakthrough where Commander voice-over did not trigger when the enemy neutralised a friendly objective.
Corrected an issue in Domination where Commander voice-over did not trigger when the enemy captured a friendly objective.
Corrected an issue where the “destroyed” voice line would sometimes not play when a player destroyed a vehicle.
Corrected edge cases where footstep sounds could be more obstructed than intended when both players were in outdoor spaces with overhead cover.
Corrected edge cases where trigger release sounds could play after an empty mag reload if it was triggered by singleshot or burst fire modes.
Improved drag and revive sound effects in water.
Incoming Lock-On for vehicles now plays distinct sounds depending on whether you are being locked-on or painted by an enemy.
Increased the audibility of slide sounds.
Increased the volume of the Squad Ping sound effect.
Lock-on and painted sounds now gradually decrease in volume over time, reducing audio fatigue during extended encounters.
Updated missing explosion audio for the oil containers in Operation Firestorm.
Updated reload sound not playing for SOR-556 Mk2 when certain magazines are attached.
Updated the “Mission Ammunition Replenishment” sound when resupply from a support soldier interaction.
Updated the F97 Kestrel Jet passbys and fixed an issue causing only one variation sound effect to play.
Updated the Spot Ping to a more easily recognizable sound.
AI:
Corrected a navigation issue that could cause Bots to get stuck while moving towards Objective B on Iberian Offensive.
Corrected an issue where Bots did not account for turning radius restrictions when driving multiple vehicles.
Corrected an issue where Bots did not account for weapon movement limits when using the side gunner seats in the Traverser Mark 2.
Corrected an issue where Bots using the MAS 148 Glaive and TRCRv2 Tracer Dart did not require line of sight, preventing them from targeting through the environment.
Corrected an issue where Bots using the SLM-93A could target incorrect vehicle types. It will now only target helicopters and jets, and can lock on more reliably to moving air vehicles.
Improved Bot navigation when using ziplines and hanging ropes across all experiences.
Removed a problematic navigation link that could cause Bots to get stuck while traversing a staircase close to Objective B on Manhattan Bridge.
REDSEC PLAYER:
Added a feature that allows players to abandon missions in progress. Missions can be abandoned by the player who started the mission and squad members now have the ability to request a mission be abandoned. Missions can no longer be abandoned once an enemy player is involved.
Added a new Assist Confirmed score event. When a downed player is eliminated, all assisting players will now receive Assist Confirmed.
Added Ranked Battle Royale Quads.
Corrected a netcode issue where network performance icons would be visible during cinematic sequences like the Battle Royale insertion cinematic.
Corrected an issue where broken animations could play when the Duos Jump Leader was controlling the insertion group.
Corrected an issue where muzzle flash video effects could appear when pressing the fire input while the scoreboard was open.
Corrected an issue where pings would not be placed correctly when pinging while in the REDSEC insertion helicopter.
Corrected an issue where players could be spawned outside of the ring using the Mobile Respawn gadget.
Corrected an issue where shadows could break if graphics quality was changed after the match had started.
Corrected an issue where weapon shadows were visible under the player during the Gauntlet fast rope insertion sequence.
Corrected and clarified a tutorial for the Second Chance mechanic.
Eliminated players can no longer place pings on the map.
Improved game performance by reducing frame spikes.
Rebalanced some end of round stats to better capture and highlight a player's performance in Battle Royale.
Reduced damage taken from primary weapons while in the downed state by 20%, increasing the number of bullets required to finish a downed soldier by approximately 2 to 3.
Vehicle Containers are now highlighted for 60 seconds after the player picks up a vehicle keycard.
VEHICLES:
Added the option for drivers to choose which radio station is preselected when entering a vehicle with the radio turned off.
Corrected an issue where the Scout Helicopter’s AA missiles would sometimes fail to spawn or track their target correctly.
Helicopters will now lose control when the pilot seat is unoccupied in Battle Royale modes only to limit the effectiveness of seat swapping.
Increased the XFGM-6D Recon Drone cooldown from 120 seconds to 240 seconds.
Replaced the M1A2 SEPv3 Coaxial 7.62mm LMG with the Coaxial .50 cal HMG.
Tanks now autospot on the enemy minimap from up to 300m away.
The M1A2 SEPv3 and the M3A3 Bradley’s LMG gunner weapons have now been replaced with Grenade Launchers.
The M3A3 Bradley's Proximity Scan has been replaced with the Counter-Fire Radar.
Rebalance changes to the UH-79 Transport and Glider 96 Helicopters
.50 cal MG bullets are now affected by armour and deal a flat 30 damage.
.50 cal MGs now overheat in approximately 15 shots.
UH-79 minigun bullets are now affected by armour and deal a flat 20 damage.
UH-79 miniguns no longer cool down faster than in Multiplayer, and their overheat penalty is now three times longer.
Corrected an issue where the UH-79 was using the Multiplayer health value of 1500 instead of the Battle Royale value of 1250.
Increased .50 cal MG dispersion from 0.01/0.5 to 0.03/1.5 degrees.
Increased UH-79 minigun dispersion from 1.2 to 2.4 degrees.
STRIKE PACKAGES:
Smoke Grenades used with Strike Packages such as Mobile Respawn and Artillery Strike can no longer be destroyed by gunfire.
GADGETS:
Removed the zoom functionality from the XFGM-6D Recon Drone.
Battle Royale
Corrected an issue where Defibrillator charges could regenerate incorrectly.
Corrected an issue where T-UGS motion sensors could cause mission reward crates to flip over.
The MQ-9 in the UAV Overwatch call-in no longer attempts to flare incoming missiles.
Updated the Engineers Supply Crate so it can no longer be picked up after resupplying a vehicle.
C-4 Explosives
Can no longer pass through the front of safe doors.
No longer remains suspended if placed on a delivery van roll-up door before it is opened.
Now sticks correctly to the sides and rear of safes.
MAP:
Dev Note: With Season 3, we’re introducing Loot Detection to Battle Royale on Fort Lyndon. This feature is designed to make the opening moments of a match feel more focused, while also helping players get re-equipped faster when returning to the fight.
When you first deploy, or return through a revive or respawn, nearby loot containers within 50 metres will be revealed through walls for 80 seconds. The goal is to give you a clearer, immediate objective, improve navigation around nearby loot, and help you put together a workable loadout sooner for early engagements.
Loot Detection should also help squads loot more effectively together in the early game, allowing players to spread across nearby containers without moving too far away from one another. As always, we’ll be monitoring feedback and gameplay data after release to see whether any further tuning is needed.
Battle Royale
Added Loot Detection to Battle Royale on Fort Lyndon.
Adjusted damage volumes and timings for when the ramp lowers on vehicle containers.
Adjusted the Counter Interception Mission in Battle Royale so it now spawns at a more reasonable distance from players.
Corrected a bug that allowed players to automatically pick up loot through walls.
Corrected a delay affecting ground loot spawn timing.
Corrected an issue that would prevent Anti-Vehicle drops from spawning due to looted Anti-Vehicle supplies in the area. When a tank is nearby the nearest Anti-Vehicle supplies are now marked to players.
Corrected an issue where improved loot was missing from class chests in the Defense Testing Complex 3 POI.
Corrected an issue where loot chests could appear open while still being interactable.
Corrected an issue where Tank hunter and Signal Hunter mission objectives would not be pingable.
Corrected an issue where the Safe locker glint highlight did not properly fade after it had been opened and all loot had been collected.
Corrected multiple issues where weapons could not be picked up from loot chests.
Corrected floating objects and collision to improve players navigation and traversal.
Corrected visual issues linked to destruction across the map.
Gas station explosions are now more dangerous to players in close proximity.
Improved Battle Royale loot distribution to better support weapon progression throughout a match.
Placing a Mortar in a safe no longer causes the safe to fall over.
The Box Truck has been renamed to the Explosive Ordnance Transporter and its loot pool has been refreshed to better counter vehicles and provide more explosive ordnance options.
Updated Anti-Vehicle Drop loot to provide more reliable counters to enemy tanks.
Gauntlet
Corrected an issue that could cause a user to become spawn camped on the Circuits mission in Gauntlet.
Corrected an issue where dead player bodies could block the ability to pick up mission objects.
Corrected an issue where the Decryption mission pickup would immediately snap to terrain when picked up.
UI & HUD:
Squad member colors are now correctly reflected in the world log.
Corrected an issue where objective icons would sometimes be disabled too early.
Corrected an issue where incorrect in-world item icons could appear after pinging weapons.
Corrected a typo in the HUD label for the VL-7 Strike Package.
Changed the visuals of the “repair tool required” prompt for locked safes.
Battle Royale
Corrected an issue where the Squad Eliminated message would show only briefly for the second place team.
Updated Recon Drone weapon names for better clarity on the killcard.
Updated the description for the Hazmat Breacher field upgrade’s VL-7 Breaching Launcher.
Gauntlet
Corrected a bug where the pause menu would cause the overhead camera to appear during a Gauntlet mission brief, as well as the mission brief overlaying in the Player Profile tab.
AI:
Improved AI traversal across multiple areas of Fort Lyndon.
AUDIO:
Added new sound effects for Kill Confirmed and Assist Confirmed.
Corrected a bug where the menu arrive sound could be heard when opening the Commorose in Battle Royale.
Corrected an issue where Armor Plate sound effects did not always play consistently when plates were dropped onto the ground.
Polished Armor Plate pickup and drop sound effects to give them a more distinct and satisfying tone.
Removed erroneous Handler lines from the Decryption Mission.
PROGRESSION:
Balanced XP from missions to be more consistent and predictable. Also reduced how much XP gained from missions compared to other sources.
Completing a mission now gives you XP equal to one full level. When a mission you are on gets countered it gives another 50% of a level.
Corrected an issue where Redeploy Towers were not being properly tracked towards Challenges.
Distance travelled in boats no longer counts towards “Initiation Assignment - Vehicle Challenge 1”.
Reduced the XP needed to level up in Battle Royale Duos from 1700 to 1500 for each level.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Game Update 1.2.3.5 brings a focused set of quality-of-life improvements across Battlefield 6 and REDSEC when it launches tomorrow, May 5. This update includes stability fixes, progression improvements, and UI adjustments across Operation Augur, Gauntlet, and Battle Royale to help deliver a smoother overall experience.
Major Updates for 1.2.3.5
Improved gameplay stability and camera presentation, including better netcode synchronisation between first-person and third-person stance transitions.
Updated progression and front-end presentation across Operation Augur, with improvements to squad naming, vehicle naming, and bot redeploy logic.
Refined REDSEC flow and readability with updates to Battle Royale lobby information, spectating controls, Gauntlet presentation, and post-revive weapon visuals.
CHANGELOG
PLAYER:
Corrected an issue where desynchronised stance transitions between first-person and third-person cameras could contribute to some instances of players appearing to die behind cover.
Corrected an issue where the game could become unresponsive when resuming from a suspended state during active gameplay.
Various crash and stability fixes.
PROGRESSION:
Corrected an issue where using the third weapon slot as Assault could grant XP toward your Primary Weapon instead of the weapon in hand.
UI & HUD:
Corrected an issue where the “Game Started” UI could be missing when joining Operation Augur after the match had already begun.
Updated the End of Round screen in Operation to correctly include the Battle Pass tab.
Updated the in-game names for the NATO and PAX Dirt Bikes.
Updated the name shown for the Strix Raiders squad icon.
Updated the short name shown for the NATO Traverser Mark 2 in the vehicle customisation screen.
AI:
Improved bot logic to reduce unnecessary redeploying.
REDSEC PLAYER:
Corrected an issue where pressing “A” and “D” while spectating would cycle between enemy players instead of “Q” and “E”.
UI & HUD:
Corrected an issue where the camera could clip beneath the vehicle when switching to the middle seat of the Armored Transport in Gauntlet.
Corrected an issue where the DMR mesh could disappear after a player was revived from a DBNO state.
Corrected an issue where weapon models could become invisible while customising during the Gauntlet briefing.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
What We’ve Learned
More Predictable Vehicle Combat
More Controlled Survivability
Increased Control and Responsiveness
What This Means in Gameplay
Loadouts and Supporting Changes
Future Updates
Hey everyone,
I’m Chris Matte, a Game Designer at DICE working on vehicles and gadgets. Today, I wanted to take a closer look at vehicle gameplay in Battlefield 6, with a focus on land combat vehicles, alongside targeted improvements across the wider vehicle sandbox coming with Season 3.
Over the past months, we’ve been reviewing your feedback on vehicle performance across Battlefield Labs and the live game. While vehicles are broadly balanced from a statistical perspective, your feedback has made it clear that the moment-to-moment experience hasn’t always felt as satisfying as it should, particularly when it comes to how vehicle strengths and drawbacks play out in combat.
I’ve been working with the team to break this down and identify where improvements are needed. With Season 3, our focus is on making vehicle gameplay more consistent, readable, and responsive.
We’ve seen consistent feedback around predictability, survivability, and responsiveness in vehicle combat, both when fighting in vehicles and against them.
Vehicle encounters can feel difficult to read during combat, with outcomes that aren’t always clear in the moment. In some situations, vehicles feel too fragile, while in others, they can feel too difficult to deal with, especially when supported by Engineers or coordinated repairs. This applies whether you’re engaging another vehicle or trying to take one down as infantry, and it’s not always clear why an engagement plays out the way it does.
We’ve also seen that the most effective vehicle playstyles often lean toward low-risk, long-range engagements. While this is an effective approach, we also want to make front-line vehicle strategies more viable, helping squads capture and defend objectives through more deliberate and tactical use.
Our goal with these changes is to address these friction points directly, improving how vehicle gameplay feels without fundamentally changing its role on the battlefield.
One of the most important areas we’ve focused on is making vehicle combat more consistent and easier to follow. We’re toning down some of the extremes of our damage system while helping players better anticipate the outcome of engagements.
Previously, many anti-tank tools were capable of eliminating tanks in only two hits. With the exception of some specialized tools, this will be increased to three hits across the board. Flanking vehicles will remain the most effective way to neutralize them, but will offer vehicle players more opportunity for counterplay.
Alongside this, we’re simplifying some elements of the damage calculation system. Instead of a wide, continuous range of possible values, hits will fall into a smaller set of clearly defined outcomes based on impact angle and location.
For example, currently in game, hitting a tank from the side with an RPG could deal a wide range of damage depending on subtle differences in angle, making it difficult to judge how many hits a vehicle could take.
With these changes, those outcomes will be much more consistent. A similar shot will result in one of a small number of predictable damage values depending on the quality of the hit. This still rewards positioning and lining up strong angles, but makes it much easier to understand how much damage is being dealt by incoming projectiles.
We’re also reducing the number of vehicle-specific damage modifiers and rebalancing vehicle health pools. Previously, vehicles like the MBT could be more durable than the IFV in certain situations, but just as fragile in others depending on hit angle or location. By removing these inconsistencies and relying more on overall health differences, it becomes much easier to understand how many more hits a vehicle can take.
Finally, we’re also making changes to guided weapons so their damage is no longer affected by impact angles or hit location. Weapons that are not manually aimed will deal a consistent amount of damage. We’re also making improvements to how anti-air missiles interact with countermeasures such as flares to improve the reliability of those tools.
Another key area of feedback has been how inconsistent vehicle survivability can feel, particularly depending on access to repairs and support. While vehicles could sometimes feel fragile, in other cases stacking repairs could allow them to sustain through heavy damage and create stalemates during vehicle engagements. To address this, we’re making changes to how vehicles recover health and how repairs behave in and out of combat.
Instead of repairing at a constant rate, they will begin strong, but weaken over time while a vehicle remains in combat. Additionally, we’re introducing diminishing returns when multiple Engineers are repairing the same vehicle at the same time. These changes keep coordination valuable, while ensuring repairs don’t scale in a way that becomes overly difficult to counter.
At the same time, we’re reworking health regeneration by removing health brackets from all vehicles. Vehicles will take longer to begin regenerating health after exiting combat, increasing from roughly 6 seconds to 12 seconds. Once regeneration begins, however, it will be significantly faster, increasing from around 5% of health per second to 10% per second, and will continue all the way to full health instead of stopping at set thresholds.
Even when critically damaged, vehicles will no longer be prevented from regenerating entirely. Instead, regeneration will continue at a heavily reduced rate, roughly 80% slower than normal. Overall, this means vehicles take longer to safely recover during combat, but are more self-sufficient once they successfully disengage.
Together, these changes help make survivability more predictable and reduce extreme outcomes, helping players better understand when to push, disengage, or commit to repairs, while also ensuring vehicles remain effective without requiring constant support.
Responsiveness has also been a major focus area, particularly in how vehicles handle under pressure.
Controlling a tank should convey its weight and presence while still allowing players to react quickly to changing situations. We’re improving acceleration and turning to make vehicles more responsive in movement.
We’re also increasing turret rotation speeds and improving how aiming behaves, especially in first-person view. This should help tracking targets feel more aligned with player input, particularly during close-range engagements.
Additionally, we’re reducing how often armored vehicles lose mobility as a result of taking damage. Immobilization will be tied to specific tools, such as anti-vehicle mines, rather than being triggered by general incoming damage. This allows players to retain control in critical moments while still creating clear counterplay opportunities.
For air vehicles, we’re also making improvements to threat awareness, including new UI indicators that help pilots better identify incoming missiles and nearby threats, giving more time to react and make informed decisions in combat.
These changes give vehicle players more control in combat and help them respond more effectively to developing threats.
Taken together, these changes are designed to support more active and engaging vehicle gameplay.
By making combat easier to read, handling more responsive, and survivability more consistent, players are better equipped to make more meaningful decisions about how they play. This creates more opportunities to engage, reposition, and influence the flow of battle.
Our goal is to give players the tools and confidence to take calculated risks, push objectives, and play a more active role on the battlefield when the situation calls for it, whether you’re on foot or pushing a control point in a tank.
To support these changes, we’re also making adjustments to vehicle and Engineer loadouts.
Some customization options that contributed to unclear gameplay outcomes are being removed or reworked. For example, we’re removing the Reinforced Plating upgrade, as it made it harder to judge incoming damage and overshadowed other choices. To support this change, we’re adjusting baseline vehicle durability and replacing it with a new passive that speeds up the recharge rate of countermeasures, such as Projectile Intercept System and Thermal-Blocking Smoke, while at low HP.
At the same time, we’ve made targeted improvements to underused vehicle equipment and passives to make them more impactful and worth choosing. Thermal Smoke will deal damage to enemy soldiers within its radius, increasing its defensive value in close-quarters encounters. Counterfire Radar will include a passive component to improve its uptime and overall utility, providing more consistent battlefield awareness. We’ve also expanded equipment options for vehicles like the IFV, which will have access to additional tools such as Mine Countermeasures and the Mobile Command Center, increasing its flexibility in different combat roles.
In addition, we’re taking a closer look at Engineer loadouts. As part of this update, we’re completing a full balance pass on launchers, including improvements to underused options like the 9K38 IGLA and MBT-LAW. These changes include adjustments to damage and projectile behavior, helping each launcher feel more reliable and distinct in its role.
We’re also applying the same approach to anti-vehicle mines, giving each option a clearer purpose within the sandbox so that choosing between them becomes a more deliberate decision.
Overall, these changes are designed to create a healthier balance across the Engineer toolkit, reducing reliance on a small number of dominant loadouts while supporting a wider range of viable choices in vehicle combat.
These are some of the key updates and the thinking behind our approach to vehicle gameplay, but it doesn’t cover every change. There’s more coming across vehicle survivability, handling, and UI, and we’ll share full Update Notes closer to the release of Season 3.
We’ll continue building on these updates across the wider vehicle sandbox, including further improvements to air vehicle gameplay as we evaluate feedback and live performance.
We’re also reviewing how vehicles perform across Battlefield 6 experiences, including REDSEC, where further Battle Royale specific adjustments are planned to ensure vehicles are balanced for the specific experience.
Your experiences in-game and in Battlefield Labs remain a key part of how we refine and evolve Battlefield 6. Thank you for your continued feedback and for being part of the community.
//Chris Matte, Game Designer
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Battlefield™ 6, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Battlefield™ 6 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.