What’s New

Battlefield 6 — BATTLEFIELD 6 GAME UPDATE 1.3.1.0

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

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