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Battlefield 6

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Changelog

BATTLEFIELD 6 UPDATE 1.4.1.0

Added
  • Naval combat system with dynamic wave system that changes movement, visibility, and engagement flow
  • Tsuru Reef map, a large-scale Pacific archipelago battleground with land, naval, and air warfare
  • RCB-90 Patrol Boat, a two-seat armoured patrol boat for coastal combat
  • 7.7m NSW RHIB, a four-seat light transport boat with mounted machine gun for rapid coastal assaults
  • BROD 3 carbine with collapsible stock for close-range combat
  • EF88 bullpup assault rifle designed for mid- to long-range combat
  • VSSM Designated Marksman Rifle with integrated suppressor, subsonic ammunition, and full-auto capability
  • Extended Barrel attachment with 4 inch extension for M87A1, M1014, 18.5KS-K, and DB-12
  • 1P86 LPVO sight with manually switchable 1.50x and 4.50x magnification levels
  • Ranked Battle Royale season with competitive leaderboard and permanent rewards
  • Season 4 Battle Pass with themed paths containing hardware, weapon packages, soldier skins, and XP boosts
  • BF Pro tier with instant unlocks, tier skips, exclusive bonus path, 5% XP boost, and additional rewards
Changed
  • Water gameplay including swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment, and water interactions
  • Player movement and combat with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation
  • Vehicle and water interaction with improved visual feedback for boats, ground vehicles, and amphibious vehicles, and more realistic helicopter rotor wash effects
  • UI and HUD elements across Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information
  • Portal Creator tools and fixes across SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow
  • Audio feedback for vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration
  • REDSEC match flow, scoring, and navigation, and Ranked Battle Royale End of Round display for RP changes

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 ammu

Battlefield 6 and REDSEC Battle Pass Content Update

Changed
  • Select items from previous Battle Passes will begin returning as in-game store items and bundles starting in Season 4
  • Eligible Battle Pass items will return no sooner than three months after their original Battle Pass has ended
  • Battle Pass Instant Unlocks, BF Pro Instant Unlocks, and items from the Ultimate and Prestige Paths will remain exclusive to their original season and will not be made available again

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 (https://www.ea.com/games/battlefield/battlefield-6), subscribe to our (https://www.ea.com/games/battlefield/battlefield-6), and stay connected with our Community across all our social platforms @Battlefield, including on (https://www.ea.com/games/battlefield/battlefield-6/newsletter).

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.

BATTLEFIELD 6 GAME UPDATE 1.3.3.0

Added
  • Wet Work Event introduces a hunt-or-be-hunted event experience across Battlefield and REDSEC modes
  • Tactical Obliteration mode returns with smaller teams and focused gunfights around bomb carrier mechanics
  • Casual Battle Royale mode provides shorter, more accessible BR Quads matches with additional AI Bots
  • EOD Bot Arm melee weapon added as a new improvised close-quarters combat option
  • Battlefield 6 Free Trial available from June 30 to July 6 across 5 modes on 4 maps
  • Firing Range now includes an additional target at 5m for testing close-quarters weapon damage
Changed
  • Core gunplay updated to reward deliberate aim with adjustments to damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges
  • Vehicle combat tuning applied to IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage
  • Battle Royale flow improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences
  • Second Chance transitions are now smoother and squads redeploy together more reliably
  • Players now face towards the centre of the ring when returning to the fight in Battle Royale
  • UI and HUD clarity improved for map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation
  • Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery
Fixed
  • Dummy Targets no longer slide into place when entering the Firing Range
  • First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat
  • Smoke Grenades now interact with spotting more reliably
  • Soldier rotation now behaves correctly when changing stance while dragging a downed teammate
  • Briefing Screen camera now centres correctly at the start of a round
  • Weapons no longer disappear in first-person after being revived
  • Blood effects no longer appear on screen from shots that did not hit the player

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: Decrea

BATTLEFIELD 6 GAME UPDATE 1.3.2.0

Added
  • Explosive Charge Event, a limited-time event focused on destruction and squad-based objectives
  • Cairo Bazaar map featuring tight alleys, dense streets, and close-quarters combat spaces
  • Obliteration mode where teams fight to control neutral bombs and destroy enemy M-COMs
  • PP-19 SMG with close-range capabilities and helical high-capacity magazine modifications
  • Handheld Jammer Recon gadget that disrupts nearby smart and electronic devices
  • Battle Pass Bonus Path expanding rewards during the Explosive Charge Event
  • Cryo barrel attachment that improves aim down sights transition and sustained fire accuracy
  • 00 Buck shotgun ammunition with increased range and damage per pellet but fewer pellets per shot
  • Sprays customization feature allowing players to place marks on non-destructible surfaces via the Command Wheel
Changed
  • Battle Royale Solos player count reduced from 100 to 80
  • Battle Royale Solos early ring speed increased to keep matches moving
  • Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring updated in Battle Royale and Gauntlet
  • Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews improved for consistency and usability
  • 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 adjusted for reliability and counterplay
  • Logistics Expert Support Training Path now applies to Grenade Launchers
  • End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, New Markers, Player Cards, and menu animations updated for clarity and presentation
Fixed
  • Death animations improved to reduce popping and excessive movement
  • Teammates being revived now detach properly if killed during Drag and Revive
  • Cancelling Drag and Revive by switching weapons no longer sends the downed player flying
Removed
  • Main Battle Tanks and Infantry Fighting Vehicles removed from Battle Royale Solos

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 adjuste

BATTLEFIELD 6 GAME UPDATE 1.3.1.5

Changed
  • Teammates can now deploy on the AH-6 LittleBird when the gunner seat is occupied
  • Improved MTN-55 Proximity Detector spotting so enemy soldiers are revealed more reliably in certain scenarios
  • Updated the Portal Next - Complex 3 description in Maps & Modes filters
  • Players can now select visual customisation while in the Ranked Battle Royale lobby
  • Placement Rank Points rewards on the Rules and Points page now reflect the latest Ranked Battle Royale balance changes
Fixed
  • 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
  • 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
  • Adjusted an Escalation alternate spawn point near Objective B on Railway to Golmud to prevent players from spawning high above the ground
  • Destroyed houses near Objective E in Conquest on Railway to Golmud no longer leave floating debris behind
  • Objective D in Conquest on Railway to Golmud 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
  • Players now receive a clearer message when Ranked Battle Royale matchmaking cannot continue because party members are too far apart in rank
  • Ranked Points counter behaviour has been improved after reaching 999 Ranked Points
  • The L115 Sniper Rifle model now remains visible after the player using it is revived

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.

BATTLEFIELD 6 GAME UPDATE 1.3.1.0

Added
  • Add Season 3 with Warlords: Supremacy as the opening chapter of a three-part seasonal rollout
  • Add Railway to Golmud, Battlefield 6's largest map yet, featuring combined arms warfare with villages, hills, industrial sites, and a moving railway
  • Add M16A4 assault rifle with fully automatic and burst-fire capabilities and carry-handle iron sights option
  • Add L115 bolt-action sniper rifle for long to very-long range combat with multiple attachment compatibility
  • Add RPK-74M light machine gun with controllable handling and minimal recoil for sustained pressure at range
  • Add Ranked Battle Royale Quads mode with rank progression, leaderboard competition, and permanent rewards
  • Add new Season 3 Battle Pass with 100+ tiers including weapons, soldier skins, XP boosts, and Dagger 13 unlock
  • Add Battlefield Pro tier with 25 Tier Skips, +5% XP Booster, six instant unlocks, exclusive Vehicle Radio Station, Bonus Path access, and Portal support for up to 100 players
  • Add Magnifier as a shared optic accessory
Changed
  • Update tracked vehicle mobility systems and rework handling
  • Update tank damage and regeneration systems
  • Rebalance vehicle repair behaviour
  • Retune a wide set of vehicle weapons for more predictable survivability, counterplay, and damage output
  • Update mines, launchers, Portable Mortar, Engineers Supply Crate, Hardware Suppression System, and laser designation tools with focus on launcher viability and anti-vehicle role clarity
  • Adjust automatic weapon recoil to better define weapon strengths at range
  • Add new attachment options for shotguns
  • Improve Battle Pass navigation, season celebrations, path presentation, and menu pricing
Fixed
  • Fix Battle Pass menu pricing display
  • Resolve multiple reload, animation, reticle, and attachment issues to improve weapon handling and readability

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

BATTLEFIELD 6 GAME UPDATE 1.2.3.5

Changed
  • 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
  • Improved bot logic to reduce unnecessary redeploying
Fixed
  • Corrected desynchronised stance transitions between first-person and third-person cameras that could contribute to players appearing to die behind cover
  • Corrected an issue where the game could become unresponsive when resuming from a suspended state during active gameplay
  • Applied various crash and stability fixes
  • Corrected an issue where using the third weapon slot as Assault could grant XP toward your Primary Weapon instead of the weapon in hand
  • Corrected an issue where the Game Started UI could be missing when joining Operation Augur after the match had already begun
  • Corrected an issue where pressing A and D while spectating would cycle between enemy players instead of Q and E
  • 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

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.

BATTLEFIELD 6 GAME UPDATE 1.2.3.0

Added
  • Operation Augur limited-time mode fought across Contaminated and Hagental Base maps
  • LTV vehicle for NATO with spawn functionality and health and ammo resupply stations
  • Ripper 14" melee weapon for close-quarters combat
  • Battle Pass Bonus Path with equipment and cosmetic rewards
  • Hazmat Breacher training path for Assault Class in Battle Royale with modified Breaching Dart Launcher and Protective Mask
Changed
  • Weapon XP and Vehicle XP are now earned through active use alongside kills and assists
  • XP rates increased slightly across Multiplayer
  • Battle Royale and Gauntlet progression now places more weight on time spent in a match
  • Battle Royale awards higher scores for kills and damage assists
  • Loot flow updated in Battle Royale and Gauntlet
  • Strike Packages and Armour Plate availability rebalanced
  • Incoming hit audio is now clearer
  • Rapid damage is easier to read
  • Projectile and tracer behaviour is more consistent
  • Network warning indicators now provide better visibility during live combat
  • Defibrillators and AJ-03 COAG Med Pen have been updated
  • Bot support expanded across Multiplayer and Operations
  • Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming
  • Ping voice-over callouts now have a 0.15 second delay to improve timing and readability
Fixed
  • Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill

Battlefield 6 Game Update 1.2.3.0 arrives on April 14, with new content and improvements, including the Operation Augur limited-time mode, the LTV, the Ripper 14”, and a new Battle Pass Bonus Path.

At 09:00 UTC, players will be able to download Update 1.2.3.0 as it goes live across all platforms. At 12:00 UTC, all content included in this update goes live, including new limited-time content, vehicles, weapons, and Battle Pass updates.

Alongside the new content, Update 1.2.3.0 also delivers a wide range of gameplay, progression, UI, audio, and Portal improvements to further polish the overall Battlefield 6 experience.

** NEW CONTENT**

Time to fight for survival. This update expands the fight with new rewards to earn, a new frontline support vehicle to deploy, and Operation Augur, a new limited-time mode fought across Contaminated and Hagental Base.

** Battle Pass Bonus Path**

Gear up for the harsh conditions ahead with a new Battle Pass Bonus Path packed with rewards built for the fight. Unlock equipment and cosmetics designed to help you endure the hostile environment and stay combat-ready as the battle for control intensifies.

** New Limited-Time Mode**

**Operation Augur: **The battle for Hagental Base has begun. In Operation Augur, NATO launches a desperate push to reclaim its satellite defence network from Pax Armata in a large-scale battle fought across two connected maps.

The fight begins in Contaminated, where attacking forces can use VL-7 smoke to disrupt defenders and create openings across the frontline. From there, the battle descends into Hagental Base, where the fighting shifts into a tense close-quarters clash through tight interior spaces where teamwork, timing, and tactical play become critical to claim victory over Hagental Base.

Operation Augur is all-out warfare across two phases of combat, where strong squad play will make the difference between holding the line and breaking through.

** New Vehicle**

The LTV: The NATO variant of the Traverser Mark 2 arrives on the frontline. Built to keep squads in the fight, the LTV supports your team with spawn functionality and health and ammo resupply stations. With four seats available, it gives your squad the space and support needed to stay together, push objectives, and hold ground under pressure.

New Weapon

The Ripper 14”: Sharpen your attack with the Ripper 14”, a deadly new blade built for aggressive close-quarters combat. Fast, direct, and unforgiving, it is made for players who want to finish the fight up close. Obtainable through Hunter/Prey Battlepass Progression.

New Training Path in REDSEC Battle Royale

The Hazmat Breacher is a new Training Path for the Assault Class in Battle Royale designed to empower its users into becoming the ultimate entry fragger. Leveraging a modified Breaching Dart Launcher firing a concentrated form of VL-7 Smoke, players are able to weaken and dislodge dug-in foes, while protecting themselves from negative effects thanks to their Protective Mask. Leveling up this Training Path throughout a BR match will provide improvements to both the Protective Mask and to basic soldier survivability.

** Major Updates for 1.2.3.0**

  • New Content Arrives: Operation Augur arrives alongside the LTV, the Ripper 14”, and a new Battle Pass Bonus Path that expands the rewards available during the fight for survival.

  • Progression Feels More Rewarding: Weapon XP and Vehicle XP are now earned through active use alongside kills and assists, XP rates have been increased slightly across Multiplayer, and Battle Royale and Gauntlet progression now place more weight on time spent in a match, with Battle Royale also awarding higher scores for kills and damage assists.

  • Battle Royale and Gauntlet Improvements: Loot flow has been updated, Strike Packages and Armour Plate availability have been rebalanced, and a wider pass on challenge tracking, objective progression, and End of Round presentation helps both modes play and reward more consistently.

  • Combat Feedback and Gameplay Clarity: Incoming hit audio is now clearer, rapid damage is easier to read, projectile and tracer behaviour is more consistent, and network warning indicators now provide better visibility during live combat.

  • Weapons and Gadgets Receive a Broad Polish Pass: Defibrillators and the AJ-03 COAG Med Pen have been updated, while attachments, animations, unlock presentation, and challenge tracking have all seen further improvements.

  • UI, HUD and Front-End Improvements: Menus, challenges, loadouts, End of Round screens, localisation, Store presentation, and Battle Pass readability have all been updated to improve clarity and consistency across the experience.

  • Portal, AI, Audio and Settings Enhancements: Bot support has been expanded across Multiplayer and Operations, Portal tools and web app behaviour have been improved, audio has received further polish, and new controller tuning support has been added through the Deadzones Draw Tool.

** CHANGELOG

PLAYER:**

  • Corrected the in-game wording for the Career Total statistic tied to distance travelled as a passenger.

  • Corrected the matchmaking stance for the SOR-300 so the weapon is now held correctly.

  • Improved the display of completed assignments at End of Round.

  • Improved the display of Dog Tag unlock criteria after completing or exiting a match.

  • Improved the Profile statistics page so it no longer shows a persistent loading square.

  • Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming.

  • Ping voice-over callouts now have a slight 0.15 second delay to improve timing and readability.

  • Soldier acceleration curves have been slightly adjusted to better support 30Hz experiences, improving responsiveness in the opening moments of movement.

  • Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill.

  • Soldiers now align more reliably with stairs and uneven terrain while prone.

  • Soldiers’ heads are now less likely to clip through nearby geometry while using ladders.

  • Third-person melee animations now exit correctly when performing a quick melee while holding another weapon.

  • Updated the Sprint Slide tooltip so its trigger criteria now match the intended behaviour.

_ Networking & Hit Registration Improvements_

  • Added a new “Bad” Time Nudge network warning icon.

  • Added value readouts to network warning icons when visible, including Packet Loss Up, Packet Loss Down, Time Nudge, High Latency, Latency Variation, and Server Tick Rate.

  • Grenades are now correctly dropped if a player is killed while preparing a throw.

  • Hit damage feedback audio now plays more promptly when taking incoming fire.

  • Incoming hit audio has been fine-tuned so quick consecutive hits are clearer, especially during engagements against high rate of fire weapons.

  • Network bandwidth usage has been optimised so more weapon data can be sent in a single update.

  • Projectiles will no longer occasionally spawn at the wrong height during stance transitions under poor network conditions, which could previously lead to shots not registering.

  • Trade-kill distance has been reduced to 30m from 50m to reduce cases where damage could be rejected during mid-range engagements.

  • Visual bullet tracers now line up more reliably with the damage you receive.

** VEHICLES:**

  • Added the LTV, a new NATO variant of the Traverser Mark 2 APC.

  • Camera transitions now snap back to the soldier instantly when redeploying or dying when remote controlling a vehicle.

  • Fixed an issue where land vehicles moving at crawl speed could still trigger mines when travelling across bumpy terrain.

  • Improved the Legion CWZ Automated AA to help prevent enemy jets from being stolen or spawn-killed.

  • Improved the MBT decal customisation flow so the camera point of view now returns to the selected decal position after leaving Inspect View.

  • Restored the “Relentless Trample” vehicle decal so it now appears in-game.

_ RHIB_

  • Completed a broader polish pass focused on improving RHIB handling and overall usability.

  • Improved audio presentation while turning and when impacting waves and the water surface.

  • Improved handling to make the RHIB feel more nimble and easier to point.

  • Reduced abrupt force changes when coming out of ignition and shortened ignition time.

  • Updated the RHIB’s speed and RPM gauges so they now function correctly.

  • Updated boat hull simulation to improve how the RHIB interacts with the water surface.

_ Scout Helicopter_

  • Adjusted Heavy Rotary Cannon overheat mechanic to compensate for reduced rate of fire.

  • Extended Scout Helicopter light rocket ammo regeneration time from 21 to 27 seconds.

  • Extended Scout Helicopter smart rocket ammo regeneration time from 16 to 20 seconds.

  • Grenade Launcher Muzzle Velocity Increased.

  • Grenade Launcher now has infinite reserve ammo.

  • Heavy Rotary Cannon falloff range shortened to 45m.

  • Heavy Rotary Cannon rate of fire from 1000 to 800 RPM.

  • Reduced lethal range of Attack Helicopter Heavy Rocket explosion from 2m to 1m

  • Reduced lethal range of Upgraded Attack Helicopter Heavy Rocket explosion from 2.8m to 2m.

  • Reduced the inner explosive radius of all scout helicopter rockets from 1m to 0m.

  • Reduced the radius of Attack Helicopter Heavy Rocket explosion from 7m to 5.5m

  • Seismic Detector Radius increased from 16 to 36 meters.

** GADGETS:**

  • Added a missing recoil animation on the HTI-MK2

  • Added a more urgent low battery sound to the NVIS-500 Night Vision Goggles to better indicate battery shortage.

  • Added infinite ammo to Mobile Anti Aircraft primaries in multiplayer.

  • Controller haptic feedback now triggers more reliably while using the Gas Mask and Night Vision Goggles.

  • Expanded the Assault Ladder interaction logic so ladders can now destroy additional small placeable gadgets and props.

  • Fixed an issue on the NVIS-500 Night Vision Goggles where the battery depletion sound would not play while aiming down sights.

  • Improved the audibility of the XFGM-6D Drone self destruct sound effects.

  • Reduced the initial speed, acceleration and maximum speed of the RPG

  • Reduced turning response of AT4 and TOW Missiles

  • Reworked the MBT Guided Shell to make it faster but much less maneuverable.

  • Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score.

AJ-03 COAG Med Pen

  • Added third-person healing support while prone on your back. (you can now use the shot while on your back).

  • Lowered the intensity of the on-screen effect and visual presentation.

  • Retimed the gameplay effect to better match the updated animation and audio.

  • Shortened the injection animation.

  • Updated the pen visual effects to better match the new animation.

_ Protective Mask_

  • Added a low battery warning visual to better indicate battery shortage.

  • Corrected an issue where the mask could fade off the player’s face instead of playing its take-off animation when durability ran out while holding a melee weapon.

_ Defibrillators_

Dev Note: This update brings a meaningful balance pass to the Defibrillator, aimed at improving game flow and overall combat pacing while keeping revives impactful and rewarding. After reviewing its behavior over the past few months, we found it was too easy to revive multiple teammates in quick succession with minimal risk. Our goal is to preserve those clutch moments where you can get your squad back on their feet quickly, while encouraging more deliberate use.

To support this, the Defibrillator now uses a charge system (similar to earlier Battlefield titles), starting with 3 charges that allow for a few rapid revives before needing to recharge. Revive health scales with charge time: 50% instantly, up to 100% when fully charged, with smooth steps in between. A new UI indicator shows your charge progress to help you time revives effectively.

In addition, the health given with the charge duration can also be dealt as damage against enemies. This means that you can once again kill a player in one zap, if you’ve charged the defibrillator fully.

_PSA from your teammate that has been waiting to be revived for the past 10 seconds: Please fully charge your defibrillator!

_Here are all of the details around what changes with the Defibrillator this update:

  • Added a progress crosshair UI while charging.

  • Damage now scales from 50 to 100 based on charge level, in 10-point increments.

  • Fixed cases where downed soldiers could not be revived when pressed into corners or when lying on stairs.

  • Full charge time has been increased to 1 second from 0.65 seconds.

  • Fully charged shocks now deal 100 damage again, up from 60.

  • Now use 3 charges that regenerate over time, with 1 charge restored every 4 seconds.

  • Now requires a 0.35 second charge before a revive can be performed.

  • Revives now restore between 50 and 100 health based on charge level, in 10-point increments.

  • The rate of fire is slightly reduced.

  • Updated deploy timing so charging can begin faster after selecting the gadget.

** WEAPONS:**

  • Added the Ripper 14” Machete melee weapon as a part of the Hunter/Prey Battlepass Progression.

  • Corrected an issue on the CZ3A1 where throwing grenades while it was equipped could introduce a delay before the grenade was thrown.

  • Corrected an issue on the DB-12 where certain attachments did not animate correctly during pump-action and reloads.

  • Corrected an issue where aiming sideways when using melee weapons could cause missing yaw rotation while a melee weapon was equipped.

  • Corrected an issue where the Violet Laser was not providing its intended benefit when attached to the NVO-228E Assault Rifle.

  • Hollow Point and Synthetic Tip ammunition now cost less on most weapons.

  • Fixed camera recoil being lower than intended on the TH-RDS 1.00x optic attachment.

  • Range Finder now plays sound cues when a range check starts and when it completes.

  • The DRS-TH optic now appears correctly on the B36A4 and SVDM.

  • Tweaked and retuned DB-12 animation tags to smooth transitions into and out of aiming down sights.

  • Tweaked and retuned M87A1 animation values to smooth transitions into and out of reloads while aiming down sights.

** PROGRESSION:

**Dev note: One recurring point of feedback has been that Weapon Mastery progression can feel too dependent on kills and assists. Players who spend a match repairing vehicles or supporting their squad are still contributing in meaningful ways, but that contribution has not always been reflected clearly in progression.

To address that, we’ve added a time-based component to Weapon Mastery progression. Players will now continue earning progress through active use, even when they are not regularly securing kills or assists. XP earned from kills and assists is unchanged, making this an increase to the overall earn rate rather than a reduction or replacement of existing rewards.

  • Added a new progression system that awards Weapon XP and Vehicle XP for use, alongside kills and assists.

  • Adjusted XP earn rates across Multiplayer modes by roughly 5% to 10% to bring them closer in line with one another.

  • Corrected an issue where weekly free-to-play challenges and missions tagged with “All Modes” now unlock and track properly for eligible players.

  • Corrected the tracking for challenges so that damage by stationary aim-guided missiles now counts toward explosive damage criteria where intended.

  • Corrected the End of Round unlock flow so the CZ Skorpion VZ.61 now appears correctly after completing the challenge “Deal damage with Secondary Weapons. Counts double in Nightfall modes.”.

  • Corrected the Onboarding challenge “Capture Objectives in a Vehicle” so it now progresses as intended.

  • Corrected the Week 6 challenge “Deal damage with Grenade Launchers or Grenades” so it now properly tracks damage dealt with underbarrel Grenade Launchers on Assault Rifles.

  • Corrected the Week 10 challenge “Kill enemies with Sniper Rifles. Headshot Kills count double.” so 75m Sniper headshots no longer count twice, and the challenge text now reflects the intended criteria.

  • Corrected the Week 11 Bonus Weekly Challenge so kills made with underbarrel Grenade Launchers on Assault Rifles now award the intended double progression.

  • Corrected the BF Pro Season 2 Challenge 5 reward criteria so the correct unlock requirements are shown in Loadouts.

  • Corrected Challenge “Capture or defend sectors in sector based modes.” so its first criteria now progresses correctly.

  • Corrected Challenge “Deal Damage as a Squad in Multiplayer.” so Multiplayer damage no longer advances the free-to-play requirement incorrectly.

  • Corrected Challenge “Kill enemies from a distance of 25 meters or less in Multiplayer.” so the missing "OR" condition now displays correctly.

  • Corrected Challenge “Get Kills and Assists in Multiplayer.” so the reward and REDSEC capitalisation now appear correctly.

  • Corrected Challenge “Capture an enemy flag without leaving the vehicle in Conquest, Breakthrough or Escalation.” so its criteria no longer refers to Squad progress in a Solo mode.

  • Corrected daily mission “Get kills and assists with Shotguns. Kills and Assists in Battle Royale counts triple.” so its in-game criteria now matches the design reference.

  • Corrected End of Round challenge notifications so daily missions now appear correctly after completion.

  • Corrected challenge reward presentation so the BF Pro Season 2 reward for Challenge 2 now appears correctly across the Challenge page, Reward screen, and challenge notifications.

  • Corrected challenge tracking so "Deal damage to enemy vehicles while on foot." now shows its completion notification after dealing damage to enemy vehicles while on foot.

  • Corrected Marina Exploration Challenge 1 so it is no longer incorrectly locked.

  • Corrected OR challenge presentation so empty criteria entries no longer show a default "-".

  • Corrected OR challenge presentation so configured tags now display correctly on criteria.

  • Corrected Season 2 Hardware progression so challenges no longer appear completed before any progress is made.

  • Corrected Season 2 Har

BATTLEFIELD 6 GAME UPDATE 1.2.2.5

Changed
  • General improvements have been made towards crashing and stability issues
Fixed
  • Resolved an issue where the soldier's hand would sometimes block the view on some variable scopes
  • Corrected an issue that prevented players from joining friends' in-progress sessions via the Steam system interface
  • Corrected an issue where the NVG effect appeared unintentionally when switching between soldiers while spectating
  • Resolved an issue where the C-RAM emplacement for the PAX faction was not correctly showing on Eastwood
  • Corrected an issue where additional soldiers would be present behind the active squad in the pre-game insertion screen on Hagental Base
  • Resolved an issue that prevented players from automatically picking up Grenades while looting in REDSEC
  • Resolved an issue that resulted in loot disappearing shortly after spawning
  • Resolved an issue that caused match and performance statistics, along with your squad information, to display incorrectly on the End of Round screen

Update 1.2.2.5, arriving on Tuesday, March 31, delivers minor bug fixes and stability improvements. It addresses visual issues, matchmaking problems when joining friends, and fixes across maps, REDSEC, and UI elements, along with general crash fixes.

CHANGELOG

ATTACHMENTS:

  • Resolved an issue where the soldier's hand would sometimes block the view on some variable scopes.

MATCHMAKING:

  • Corrected an issue that prevented players from joining friends’ in-progress sessions via the Steam system interface.

MAPS & MODES:

  • Corrected an issue where the NVG effect appeared unintentionally when switching between soldiers while spectating.

  • Resolved an issue where the C-RAM emplacement for the PAX faction was not correctly showing on Eastwood.

  • Corrected an issue where additional soldiers would be present behind the active squad in the pre-game insertion screen on Hagental Base.

REDSEC:

  • Resolved an issue that prevented players from automatically picking up Grenades while looting in REDSEC.

  • Resolved an issue that resulted in loot disappearing shortly after spawning.

** STABILITY:**

  • General improvements have been made towards crashing and stability issues.

UI & HUD:

  • Resolved an issue that caused match and performance statistics, along with your squad information, to display incorrectly on the End of Round screen.

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.

BATTLEFIELD 6 GAME UPDATE 1.2.2.0

Added
  • New map Hagental Base with underground close-quarters combat and darkness mechanics
  • New limited-time Nightfall playlist featuring Team Deathmatch, Squad Deathmatch, and Domination with Darkness modifier on Hagental Base
  • Gauntlet: Nightfall mode emphasizing darkness mechanics and elimination-style progression in underground rounds
  • Red Bull Supermoto limited-time event in REDSEC with eight-player dirt bike racing and knockout rounds
  • Defense Testing Complex 3 underground sector at Fort Lyndon with tunnels and higher rarity loot opportunities
  • M1030-M1 and TM/O 450 dirt bikes as two-seat light transport vehicles in faction-specific variants
  • CZ3A1 high rate-of-fire SMG for close-quarters engagements
  • vz. 61 fully automatic sidearm with rapid fire rate for extremely short-range combat
  • Free trial for Battlefield 6 from March 17-24 with four maps and six available modes
  • Strix Raiders squad with four unique voice performances
  • Stereo Width customisation option for audio
Changed
  • Improved light transport vehicle deturtling and helicopter landing stability
  • Refined vehicle camera behaviour and increased tank braking power
  • Expanded Portable Mortar deployment rules to HQ areas and improved minimap visibility and direct-hit effectiveness
  • Updated Anti-Tank Mine limits and despawn rules for better battlefield balance
  • Expanded AI vehicle usage to bikes and scout helicopters with improved pathfinding on Contaminated and Eastwood
  • Improved footstep clarity and spatialisation and refined vehicle and jet mix balance
  • Boosted UH-79 survivability across multiplayer
Fixed
  • Corrected Battle Pass tiers, token calculations, End of Round rewards, accolade tracking, and challenge criteria discrepancies
  • Addressed multiple exploits, spawn logic issues, traversal bugs, and invalid-state problems across Mirak Valley, Siege of Cairo, Eastwood, and Contaminated

Battlefield 6 Season 2: Nightfall launches alongside Game Update 1.2.2.0, introducing new content across Battlefield 6 and REDSEC.

On March 17, at 09:00 UTC, players will be able to download the update, with Season 2: Nightfall updates and challenges becoming available.

At 12:00 UTC, all Battlefield 6 Season 2: Nightfall content goes live, including new map content, limited-time modes, weapons, vehicles, REDSEC expansion updates, and seasonal events.

Nightfall brings darkness mechanics into multiplayer and REDSEC, expanding underground combat spaces and introducing new traversal and visibility gameplay features.

New Map: Hagental Base

Plunge beneath the surface and prepare for gripping underground close-quarters combat. Blast through walls or cave in ceilings to flank and ambush enemies lurking in the tunnels. Hagental Base leans heavily on infantry-based squad tactics. Think about ambushes in the corridors and playing to each Class’s strengths as you take control of this newly discovered base.

New Limited-Time Modes

Nightfall brings in a new playlist where squads can compete in a mix of Team Deathmatch, Squad Deathmatch, and Domination matches on Hagental Base. All matches will take place with Nightfall’s Darkness modifier active where it cuts most of the Hagental Base’s lights out; your survival during Nightfall depends on your ability to see through the dark, through Night Vision Goggles and using the environment to your benefit.

Gauntlet: Nightfall: Set within Hagental Base, this version of Gauntlet emphasises darkness mechanics and elimination-style progression. Squads compete across intense underground rounds where flashlights and Night Vision Goggles are essential to maintaining control and advancing through the ranks.

Red Bull Supermoto (REDSEC Limited-Time Event): Arriving later in Season 2, this high-speed Gauntlet-style experience focuses on dirt bike racing. Eight players enter, competing across three knockout rounds. By the final stage, only four remain to battle for Red Bull in-game rewards in a fast-paced elimination showdown.

** Secret Complex Unearthed at Fort Lyndon**

Fort Lyndon expands with the addition of Defense Testing Complex 3, a newly accessible underground sector beneath the main battleground. This secret chemical testing facility introduces a network of tunnels that serve both as traversal routes and high-stakes close-quarters combat zones.

The new sector features higher rarity loot opportunities, encouraging squads to push deeper underground and leverage improved equipment to dominate the darkness.

** New Vehicles**

M1030-M1 and TM/O 450 Dirt Bikes: Two-seat light transport vehicles built for speed and manoeuvrability. Available in faction-specific variants for NATO and Pax forces, these bikes enable rapid repositioning, flanking manoeuvres, and swift escapes across both Battlefield 6 and REDSEC environments.

** New Weapons**

CZ3A1: A high rate-of-fire SMG designed for aggressive close-quarters engagements. Ideal for fast pushes and confined firefights.

vz. 61: A fully automatic sidearm with a rapid fire rate, best suited for extremely short-range combat scenarios where quick reaction speed is critical.

** Battlefield 6 Free Trial**

From March 17-24, Battlefield 6 will be free* for all players.

Wage war across the rocky terrain of Contaminated or descend into the underground corridors of Hagental Base. Choose from four maps and six available modes, including large-scale Conquest battles and Nightfall-enabled experiences in Domination and Team Deathmatch.

Download Battlefield REDSEC, squad up, and create your Only in Battlefield moment.

** Major Updates for 1.2.2.0**

  • Vehicle Gameplay Improvements: Added light transport vehicle “deturtling”, improved helicopter landing stability, refined vehicle camera behaviour, increased tank braking power, and boosted UH-79 survivability across multiplayer.

  • Portable Mortar and Gadget Updates: Expanded Portable Mortar deployment rules to HQ areas, improved minimap visibility and direct-hit effectiveness, and introduced updated Anti-Tank Mine limits and despawn rules for better battlefield balance.

  • AI Behaviour and Vehicle Usage Enhancements: Expanded AI vehicle usage to bikes and scout helicopters, improved pathfinding on Contaminated and Eastwood, refined combat priorities, and improved helicopter flare usage and anti-air handling.

  • Maps and Mode Fixes: Addressed multiple exploits, spawn logic issues, traversal bugs, and invalid-state problems across Mirak Valley, Siege of Cairo, Eastwood, and Contaminated.

  • Progression and Battle Pass Reliability: Delivered a broad progression consistency pass, correcting Battle Pass tiers, token calculations, End of Round rewards, accolade tracking, challenge criteria discrepancies, and stat inconsistencies.

  • UI, HUD and Front-End Improvements: Improved threat prioritisation, ping feedback, downed-state clarity, profile navigation, loadout presentation, and resolved numerous visual inconsistencies across Battle Pass, challenges, and menus.

  • Audio and Squad Expansion: Introduced the Strix Raiders squad with four unique voice performances, improved footstep clarity and spatialisation, refined vehicle and jet mix balance, and added new Stereo Width customisation options.

** CHANGELOG **

PLAYER:

  • Allowed players to change stance earlier during Drag & Revive and improved animation responsiveness.

  • Corrected an issue where some onboarding tutorials did not trigger even after meeting criteria.

  • Corrected an issue where the “Debris Kill” accolade failed to trigger under correct conditions.

  • Improved alignment for first-frame melee animations for smoother transitions.

  • Improved first-person arm alignment when crawling and throwing two-handed gadgets.

  • Improved first-person vault animations onto mid-sized obstacles and refined blending into locomotion.

  • Improved melee responsiveness so hands no longer lag during first-person animations.

  • Improved squad management flow so creating a squad during End of Round no longer returns the entire party to the front end.

  • Improved tutorial flow so the sprint crouch tutorial now triggers correctly after meeting its criteria.

  • Players operating a deployed mortar can now be roadkilled by air vehicles.

  • Prevented Razer haptics from persisting after interrupted weapons swaps when reloading.

  • Resolved an issue where attempting to melee while pressing zoom simultaneously could prevent the attack from triggering.

  • Resolved an issue where entering a ladder positioned above the soldier could launch the player sideways.

  • Resolved an issue where scope glint would sometimes not display at long range when aimed at by an enemy sniper.

  • Resolved an issue where sprint vaulting over deployable cover placed near a vehicle could launch the soldier unexpectedly.

  • Resolved an issue where the Assault's “Rally Squad” ability would not apply its effects.

  • Resolved an issue where the camera could remain suspended mid-air if revived immediately after a vehicle explosion.

  • Resolved an issue where the crosshair would not appear while sprinting and firing an SMG equipped with a hand stop attachment.

  • Resolved an issue where the first-person pose could become static when performing a Combat Dive while holding a grenade.

  • Resolved an issue where the parachute could fail to appear when deployed after exiting a jet.

  • Resolved an issue where the player could receive fire damage from greater distances than visually indicated.

  • Resolved an issue where the soldier could get stuck flying without control when attempting to enter a ladder from Combat Dive.

  • Resolved an issue where the soldier could slide unintentionally if revived during the death animation.

  • Resolved an issue where typed chat text could intermittently fail to appear in the input field.

  • Resolved an issue where vaulting through bus windows could cause the soldier to be launched.

  • Resolved body clipping issues in first-person during parachute landings and while ziplining.

  • Uniform Aiming now ignores minor FOV shifts caused by weapon firing and instead calculates sensitivity purely based on zoom level magnification for improved consistency.

  • Updated walking weapon movement while zoomed to add physicality based on weapon archetype. Movement now scales without causing reticle deviation from the camera centre and is clearly tied to attachments affecting moving dispersion.

_ Networking & Hit Registration Improvements_

  • Applied networking optimisations to improve bullet data transmission efficiency.

  • Improved Time Nudge reliability to reduce instances of dying behind cover and inconsistent hit registration, particularly under unstable system or network conditions.

  • Increased the number of damage events processed per network update to improve hit registration consistency.

  • Increased the Time Nudge interpolation window for more accurate and stable movement prediction.

  • Resolved an issue where lethal damage screen effects could appear delayed, improving kill feedback timing.

  • Updated the Netgraph to display valid server bullet rejection as red squares instead of crosses for clearer diagnostics.

** VEHICLES:**

  • Added vehicle “deturtling” functionality for light transport vehicles. Using steering controls now apply rotational force to the vehicle, allowing it to flip over and continue driving.

  • Added the M1030-M1 and TM/O 450 Dirt Bikes.

  • Corrected missing decals for the MH350 Scout Helicopter (PAX).

  • Decreased speed of the IFV, MBT & Attack Heli Aim Guided Missiles.

  • Improved decal zoom behaviour in vehicle customisation across multiple vehicle types.

  • Improved helicopter landing stability to prevent the vehicle from sliding across surfaces.

  • Improved physics for decorative parts of vehicle skins and how they react when taking damage.

  • Improved transport vehicle camera behaviour when driving through objects.

  • Improved vehicle camera collision to prevent environment clipping.

  • Increased braking power for tanks.

  • Increased health of the UH-79 by 20% across all multiplayer modes (excluding Battle Royale).

  • Prevented entry into a capsized RHIB.

  • Resolved an issue where scout helicopter tracers could be seen behind the muzzle.

  • Resolved unintended player ejection from overturned vehicles.

  • Restored driver zoom functionality for Transport Vehicles.

  • Restricted scout helicopter passengers from using Engineer rocket launchers.

** GADGETS:**

  • Anti-Tank Mines now despawn 180 seconds after their owner is eliminated.

  • Corrected an issue where the Gas Mask could appear available on maps without Psy Gas.

  • Corrected an issue where the SLM-93A “New” marker would not clear after viewing the gadget.

  • Corrected placeholder previews for select gadget skins.

  • Improved AN/M14 Incendiary Grenade fire behaviour when obscured by geometry.

  • Improved Portable Mortar minimap zoom for better bombardment awareness.

  • Improved T-UGS spotting persistence after owner respawn.

  • Increased friendly drone icon visibility from 50m to 150m.

  • Increased Portable Mortar HE shell effectiveness against stationary weapons (Mortars, emplacements, etc) and vehicles on direct hit, as well as infantry under heavy fire.

  • Limited Anti-Tank Mines to 6 active per player.

  • Portable Mortar can now be deployed within HQ areas.

  • Prevented Mortar deployment outside combat areas.

  • Prevented players from earning points by destroying their own supply box using the defib gadget.

  • Resolved an issue where proximity gadget minimap pulses could be visible to players who joined a match late.

  • Resolved an issue where the “Needs ammo” icon could incorrectly display on the local player while playing Support.

  • Resolved an issue where the AN/M14 Incendiary Grenade could apply fire damage outside its intended visual range when obscured by geometry.

  • Resolved an issue where the M4A1 SLAM would not highlight correctly when targeted by the Recon Drone or Hardware Suppression System.

  • Restored missing Gadget Skins that were not correctly granted under certain circumstances.

  • Restored the 9K38 IGLA scope icon in the Loadout screen.

  • Restored the MBT-LAW default skin in the Customise screen.

** WEAPONS:**

  • Added the CZ3A1 SMG.

  • Added the Hybrid Sight attachment for the CZ3A1 and adjusted the sight positioning on the M121 A2.

  • Added the vz. 6.1 automatic sidearm.

  • Added 50 mW Violet laser weapon attachment.

  • Added Taclight - Hip rifle weapon attachment.

  • Added Taclight - Aimed rifle weapon attachment.

  • Added Taclight - Aimed pistol weapon attachment.

  • Adjusted DB-12 recoil values to align with intended performance.

  • Adjusted grip positioning on the KORD 6P67 to prevent clipping.

  • Corrected misaligned attachment indicators and icons on multiple weapons.

  • Improved bipod behaviour in third person for the M250.

  • Improved consistency for the bipod recoil animation.

  • Improved reload rattle sound effects for the B36A4.

  • Improved third-person M121 A2 reload presentation and hand placement.

  • Resolved an issue where attachments on picked-up weapons could appear misaligned.

  • Resolved an issue where attempting to aim down sights after reloading the VCR-2 could temporarily misalign the weapon pose.

  • Resolved an issue where bipod recoil behaviour could incorrectly carry over previous firing state settings.

  • Resolved an issue where dispersion was too high when re-entering ADS shortly after previously leaving ADS.

  • Resolved an issue where the M250 bipod behaved incorrectly in third-person view.

  • Resolved an issue where weapons displayed in menus, pickups, and dropped states could show incorrect attachment placement due to presentation inconsistencies.

  • Resolved incorrect weapon presentations across menus, pickups, and dropped states.

  • Resolved multiple third-person reload clipping issues for the M121 A2, including improved hand placement during reload animations.

** MAPS & MODES:**

  • Improved Firing Range dummy reset behaviour.

  • Improved Firing Range target dummy hitbox accuracy.

  • Resolved an issue where the Mobile Sync Tournament leaderboard did not update correctly.

  • Restored Breakthrough Initiation visibility in Training Grounds.

  • In Team Death Match, corrected an announcer callout that incorrectly reported an enemy tank in the area when no tank was present.

  • Resolved an issue in Breakthrough on Mirak Valley where players were unable to spawn on Point A in Sector 2 while the enemy team was capturing Point B.

  • Resolved an issue in Breakthrough on Siege of Cairo where Defenders were unable to deploy on Point B while Point A was contested or captured in Sector 3.

  • Resolved an issue in King of the Hill on Eastwood where a large hole at the NATO spawn location could cause players to fall into an invalid state.

Contaminated

  • Improved AI vehicle usage at the NATO HQ so AI soldiers can now correctly operate vehicles in this location.

  • Resolved an exploit in Escalation that allowed players to clip under the map and shoot through terrain while remaining hidden and unkillable.

  • Resolved an issue where destroying the bridge could instantly eliminate the player.

** PROGRESSION:**

  • Added 5x 15 Career XP Boosts and 4x Battle Pass XP Boosts as Career Rank rewards, these are now split between Rank 3 and 23

  • (Dev Comment: These were live in the previous patch but the note has been carried forward for documenting purpose)

  • Camo unlocks are moved from mastery ranks 20/30/40 to 5/15/30 respectively.

  • Corrected challenge reroll functionality when accessed via inbox deeplink.

  • Corrected discrepancies between in-game and documented criteria for multiple Weekly and Daily challenges.

  • Corrected discrepancies between in-game and documented values for “Matches Played” (Career Total Stats) and the “Gunner Kills” accolade in player statistics.

  • Corrected incorrect Battle Pass and Bonus Path point calculations at End of Round.

  • Corrected incorrect XP rewards granted at End of Round for specific Daily Missions.

  • Corrected multiple accolade tracking inconsistencies for: “Top Brass (Highest Scorer Kill)”, “Blindside”, and “Death Mark”.

  • Corrected progression tracking for repeated weapon pickups in Collector Trophy.

  • Corrected rocket launcher damage tracking for related challenges.

  • Further reduction of XP requirements for sidearm ranks by an average of 60%.

  • New XP Curve, with a reduced XP requirement, about twice as fast in the early ranks and 15% faster in total.

** UI & HUD:**

  • Added a bot icon to the “Populating with bots” pre-round message.

  • Added a dot crosshair while downed for improved ping targeting.

  • Added a robot icon for AI bots across UI elements.

  • Added a unique killfeed icon for rocket launcher backblast eliminations.

  • Corrected “Complete class assignments” deeplink redirect behaviour.

  • Corrected 3D curved screen tiles failing to update on the Battle Pass screen.

  • Corrected a misspelling for the collection icon “One in the Chamber.”

  • Corrected a visual seam on the Battlefield 6 waiting screen.

  • Corrected an issue where a land vehicle mastery assignment could progress incorrectly while driving a boat.

  • Corrected an issue where the initial interaction screen “Battlefield 6 Season 2” text was missing.

  • Corrected an issue where the TR-7 Level 50 Mastery badge styling differed from other mastery badges.

  • Corrected an issue where vehicle customisation could appear blurred in specific cases.

  • Corrected an issue where vehicle meshes and HUD could fail to load in the vehicle customisation screen.

  • Corrected broken Battlefield 6 front-end Bulletin row.

  • Corrected broken Deploy Beacon icon in HUD and loadout.

  • Corrected Battle Pass Recruit Path Tier 5 reward visuals disappearing after End of Round.

  • Corrected Battle Pass reward names, thumbnails