Battlefield

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Community Update – Latest Updates Ahead of California Resistance

To the Battlefield Community,

With Battlefield 6 and Battlefield REDSEC, we’ve launched two massive experiences. From Support players pulling off clutch drag-and-revive saves to squads executing flawless REDSEC pushes and creators redefining what’s possible in Portal, you’ve shown us what Battlefield can be.

For our teams across Battlefield Studios, this is just the start. We’ve been watching, reading, listening, and we’re hard at work on how we will evolve the experiences for you all. We’re focused, fired up, and getting it done because Battlefield has always been at its best when we build it together, as we have done on our journey through Battlefield Labs, our Open Beta, launch and the current Season 1.

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The California Resistance Update arrives November 18 with Eastwood, our second new map of Season 1 that is primed for All-Out-Warfare, along with new weapons, the ultimate vehicle addition for creative mayhem, and more.

Latest Live Updates

In our previous Community Update, we shared how your feedback has been guiding our work on performance, balance, and core gameplay improvements. Let’s take a look at what’s been updated so far and what’s next.


  • Casual Breakthrough launched on November 1 as a more relaxed way to experience Battlefield while still earning progression and completing challenges. Featuring smaller teams and Bot support, the mode gives players room to learn, experiment, and level up weapons. We are exploring additional maps for the rotation while keeping the balance between player and bot counts, and we are also considering a similar Casual Conquest mode for the future.


  • Challenge and Assignment updates went live on November 5, and we’ve already seen completion rates improve across the board. Our goal with these changes is to make daily and weekly challenges feel achievable within a few hours of focused play, while keeping certain cosmetic rewards as longer-term goals for dedicated players. We’ll continue monitoring data and feedback to make sure this balance feels right.


  • Bots were reintroduced to Verified Experiences on November 6 in response to player feedback. Conquest, Breakthrough, and Rush now each support up to 12 bots, and rounds begin once 8 players have joined to maintain a balanced experience between players and Bots. Bots grant reduced XP, while player XP remains at 100%, and all challenges remain completable. PvE bots in Custom Portal Experiences were unaffected by this change.

Several major issues were resolved in our November 11 Quality of Life Update. We addressed a behavior that allowed players to reach unintended areas by striking a Recon Drone with the Sledgehammer, and Lock-Guided Missiles now respond correctly to enemy countermeasures such as flares. We also fixed issues that caused weapon dispersion to behave incorrectly when transitioning from sprinting to aiming down sights or when scaling with movement speed. Dispersion now properly reflects stance and movement.

In Active Development

Coming with California Resistance (November 18)



  • Weapon Dispersion (Bloom) Fixes: We’ve made a small tuning pass that reduces how quickly dispersion and recoil build up during sustained fire. Dispersion adjustments apply to all weapons, while most also receive recoil tuning. These changes make weapons feel smoother and more consistent, especially at longer ranges where we’ve seen players engage more often. We’ll continue to monitor these updates and refine them based on gameplay data and community feedback.


  • Lighting Adjustments Visibility Upgrades: We’ve made further improvements to soldier visibility, particularly when transitioning between interiors and exteriors. These updates enhance exposure balance to make enemies easier to see in varying lighting conditions. We’ll continue refining visibility and related visual effects based on player feedback.


  • Challenge Clarity Updates: We’ve refined challenge descriptions and tracking to make your progress easier to understand and follow.


  • Fort Lyndon in Portal: More segments of Fort Lyndon will be available in Portal for creating community experiences.


  • Aim Assist Adjustments: We’ve adjusted Aim Assist to make aiming feel smoother and more predictable, helping players build stronger muscle memory. Tuning is now similar to the Open Beta experience. As a result, Infantry Aim Assist and Infantry Aim Assist Slowdown have been reset to match the new values, so try the update before making changes. Note: Infantry Aim Assist Zoom Snap settings are only active in Single Player and Portal experiences, and not in Multiplayer.

Targeting the Winter Offensive Update (December 9)In addition to the new limited-time event and new melee weapon, here’s a quick peak at a few of the other updates that are in progress for Winter Offensive:


  • Vehicle Balance Pass: We’ve made an initial tuning pass to smooth out some of the biggest balance outliers between vehicles. Expect more consistent vehicle combat across the board.


  • Breakthrough Mode Adjustments: Several maps in Breakthrough have been updated to improve balance and flow. For example, Sector 1 in Mirak Valley now has fewer available vehicles and adjusted capture zones to help attackers make better progress.


  • Rush Mode Improvements: We’ve updated MCOM placements on Manhattan Bridge and Liberation Peak to create smoother attack routes and more engaging objectives.

Under Review
We also wanted to highlight a few topics of conversation where we’re actively exploring and testing changes, but we don’t currently have confirmation on timeline for just yet.


  • Map Design and Size: We have seen your comments about map size and pacing. Battlefield is at its best when maps offer different ways to play and constant action around every corner. Striking that balance is always a priority, and we are committed to a variety of map types across future Seasons. With Eastwood arriving in the California Resistance Update, we will continue monitoring existing maps and modes for targeted adjustments (like what’s planned in Winter Offensive) while also learning from community creations in Portal.


  • Review of Challenges: We are reviewing challenges to better support the sandbox gameplay that sits at the core of the Battlefield experience.


  • UI and Menu Improvements: We are looking into adjustments that will roll out over time, with the goal of making navigation more intuitive, from settings menus to equipping earned skins to discovering Community Experiences more easily.


  • Player Stats: We are exploring expanded player stat tracking, including per-season details and other improvements.


  • Social Play Improvements: We are evaluating ways to make it easier to group up with friends and resolve issues that may prevent smooth session joining.


  • Hit Registration (Netcode): We are investigating improvements to hit registration. This work is closely tied to potential updates around time-to-death (TTD) and time-to-kill (TTK) consistency, as well as bugs such as sometimes dying when behind cover.


  • Vehicle Ecosystem: We are reviewing the overall vehicle experience to ensure balanced combat across all-out warfare modes and map types.

REDSEC


  • Audio Performance: We have identified performance and memory issues that can occasionally cause sounds, such as footsteps or vehicles, to not play consistently on larger Battle Royale maps. Optimization work is underway.


  • Battle Royale Solo Mode: We are reviewing Solo mode pacing and difficulty. Playing without a squad can feel punishing, and we want Solo to remain a rewarding Battlefield experience.


  • Casual Battle Royale Mode: We are investigating the potential for a more accessible Battle Royale mode that keeps the core intensity but allows for a relaxed playstyle.


  • Armor Plating: We are reviewing the current action time and availability for armor plating. It provides meaningful tactical choices, and we want to approach any changes carefully to maintain that balance.


  • Tank Availability: We are exploring possible adjustments to tank frequency and placement within Battle Royale matches.

Community Highlights

Recently, we celebrated the spirit of connection in the Battlefield Discord with a community giveaway, where hundreds of players shared their favorite memories from past titles and how they carry that passion into Battlefield 6.

“A Battlefield moment that will always stay with me. When I was younger, we just moved to a new state. My dad went out and bought Battlefield 1942 that September and surprised me with it to cheer me up. We took turns playing Battlefield 1942 all summer long. We eventually got Battlefield Vietnam, then Battlefield 2 and Battlefield 2: Special Forces, and the rest was history. It was so much fun teaching him how to fly helicopters and drive tanks in that game with our friends from our clan. RIP Pops, thank you for the memories!“

“A simple but fun memory for my entry, handing the controller to my grandfather, who has sadly been gone for over a decade, and having him fire the M1 on Battlefield 1943. He loved the controller vibration with each shot and, of course, the classic ping. He was a Korean War Navy man, so he didn't serve in WW2, but said it was something he had always wished to fire in real life. He died about 4-5 months later. I think about this moment a lot and how much it meant to share a moment in my favorite franchise with my favorite person.”


The stories we received, from friends reconnecting to families playing together across generations, were a powerful reminder of what makes Battlefield special. Thank you for continuing to make it more than just a game.

And to all of you sharing your favorite in-game moments and Portal Experiences, we can assure you they are making rounds across the offices and are a nonstop highlight of our day.


  • WIP Grand Bazaar by Meldrada in Portal: https://x.com/BF_Portal_Hub/status/1983489745532363127


  • Climb your way to the top against another team through chaos and mayhem! First team to reach the top wins! - Chaos Climb

    • Play Chaos Climb today using the in-game Experience code: ZX45F

  • Zombie horde survival experience on a randomly generated maze map - Zombie Maze

    • Play Zombie Maze today using the in-game Experience code: z3t5b

Together, Forward

We’re just getting started, and there’s more to come. Following the California Resistance Update on November 18, Winter Offensive arrives December 9, with Season 2 launching in early 2026. Thank you for continuing to shape the future of Battlefield with us.

We’ll see you on the Battlefield.

//The Battlefield Team


This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible
.

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Lead the Way Pack

The Battlefield franchise - and our community - is rooted in military culture. Of their own accord, U.S. Army Rangers have defined a legacy of duty spanning back to World War II, with their rallying cry, “Rangers Lead the Way,” echoing from Omaha Beach to modern-day operations.


Starting on November 11th, which we recognize as Veteran’s Day in the United States and Armistice Day globally, the Battlefield 6 and REDSEC in-game store will offer the “Lead the Way” Pack, which we have created with insights from the National Ranger Association to ensure authenticity.

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The Lead the Way Pack includes a new Soldier Skin, a Weapon Package, and four customization items, as well as a Battle Pass Tier Skip and a One Hour Battle Pass XP Boost. Our team of veteran and civilian allies worked to ensure reverence to the U.S. Army Ranger culture across all Lead the Way items, with the Bundle title - Lead the Way - being a nod to the Ranger motto: “Rangers Lead the Way!”

The following items are included:


  • “Regiment” NATO Assault Soldier Skin


  • “Hold Fast” Glider 96 Vehicle Skin


  • “Legacy Strike” M277 Weapon Package


  • “All the Way” Soldier Patch


  • “Sua Sponte” Dog Tag


  • “Battleworn” Parachute


  • 60 Min Battle Pass XP Boost


  • 1 Battle Pass Tier Skip


Supporting Real-World Rangers

In addition to the “Lead the Way” Pack, Battlefield and Electronic Arts are honored to invest in the important work of the National Ranger Association in its mission to support iconic Army Rangers and the Ranger community. Our donation helps the broader Ranger community through supporting Ranger scholarships, special experiences and critical needs for Ranger families, and the development of a Ranger Community Center.

We are also excited to be the headline sponsor of the upcoming Best Ranger Competition, to bring to life this preeminent event that tests teams with physical, mental, and tactical challenges, famous among active Rangers and servicemembers alike.

While proceeds of the Lead the Way Pack are not allocated to charity, our independent donation to the National Ranger Association helps advance their important work for the Ranger community. We encourage you to learn more at their website and consider supporting their mission.

https://store.steampowered.com/app/3933070/WeisedenWegPack__Battlefield_6_und_REDSEC/

https://store.steampowered.com/app/2807960/Battlefield_6/

https://store.steampowered.com/app/3028330/Battlefield_REDSEC/

*Requires Battlefield 6 (sold separately) or REDSEC and all game updates. Applicable platform account and platform subscription (sold separately) may be required. Persistent internet connection and EA account required.
No portion of the Lead the Way pack sales is donated.
No weapon, vehicle or gear manufacturer is affiliated with or has sponsored or endorsed this game. © 2025 Electronic Arts Inc. Electronic Arts and Battlefield are trademarks of Electronic Arts Inc.


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BATTLEFIELD 6 GAME UPDATE 1.1.1.5

We’re rolling out a Quality of Life update on 11 November at 09:00 UTC, bringing refinements to vehicle countermeasure reliability, weapon accuracy, Battle Royale match flow, and overall gameplay stability.

Major Updates for 1.1.1.5:


  • Fixed an exploit allowing players to ascend and access unintended areas when standing on a XFGM-6D Recon Drone by hitting it with the Sledgehammer.


  • Fixed an issue where Lock-Guided Missiles did not get countered as expected when met with enemy countermeasures such as flares.


  • Fixed an issue where vehicles did not spawn correctly in Breakthrough and Conquest.


  • Fixed multiple Battle Royale issues affecting match flow, squad revives, and End of Round transitions.


  • Addressed progression, audio, and UI issues, improving overall clarity, reliability, and immersion.

CHANGELOG

PLAYER:



  • Fixed an issue where dispersion would be higher than intended when going from sprint to firing in ADS.


  • Fixed an issue where dispersion would incorrectly scale with movement speed and always assume the player is moving at maximum movement speed for the stance.


  • Tuned landing animation to reduce excessive camera and weapon movement when aiming down sights, improving visual stability during and after landing. This update also resolves instances where the ADS aim could be displaced when sliding.

VEHICLES:


  • Fixed an issue where Lock-Guided Missiles did not get countered as expected when met with enemy countermeasures such as flares.

GADGETS:


  • Fixed an exploit allowing players to ascend and access unintended areas when standing on the XFGM-6D Recon Drone by hitting it with the Sledgehammer.

MAPS & MODES:


  • Fixed an issue where vehicles did not spawn correctly in Breakthrough and Conquest.


  • Fixed an issue where matches sometimes would start with all sectors and objectives active at the same time.


  • Fixed an issue in Strikepoint on Siege of Cairo where destruction did not reset at halftime.

UI & HUD:


  • Fixed an issue in Vehicle Customisation locked Anti-Air Vehicle presets did not display their unlock criteria as intended.

PROGRESSION:


  • Fixed an issue where the shotgun weapon challenge “Kill 5 Enemies With a Shotgun Without Reloading” did not complete properly.


  • Fixed an issue where progress for the “Engineer Specialist 3” Assignment did not save correctly.

PORTAL:


  • Fixed an issue where “SpawnLoot” would not spawn Ammo or Armor.


  • Fixed an issue where players with community creations privileges set to Block could still access user-generated Community Experiences when the party leader hosted a match.

AUDIO:


  • Fixed an issue where activating the BF PRO Radio Channel through the Commorose did not play any sound.

REDSEC

PLAYER:



  • Fixed an issue where Battle Royale (Quads) matches did not end after the last team was eliminated.


  • Fixed an issue where being killed immediately after a mobile respawn completed could result in the squad being eliminated instead of reviving remaining teammates.


  • Fixed an issue where players could become stuck in a top-down view of the map after redeploying.


  • Fixed an issue where players retained their Second Chance after redeploying and did not transition to the End of Round screen after their next elimination.

UI & HUD:


  • Fixed an issue where all squad members displayed the same highlighted stat on the Squad Placement screen.

PROGRESSION:


  • Fixed an issue where the “Battle Royal Master Challenge 4” did not track progress correctly.

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Community Update – Changes to Challenges & Assignments

Recently, we introduced updates that increase the XP earned in official matches and reduce the XP needed for the first 20 attachment ranks.

As we continue to build on the improvements we mentioned previously, we are also delivering a major overhaul of Challenges and Assignments, guided by gameplay data and your feedback. Some of the adjustments in this update are substantial, and we wanted to share more context on how we arrived at them.

This update makes significant reductions to challenge requirements, cutting down on time investment while maintaining a focus on skill-driven progression that rewards consistent play. Challenges and Assignments are tuned around defined playtime targets, and these changes bring their requirements in line with those goals to make them more achievable within a reasonable session length.

Assignments will continue to range from goals you can complete through regular play to a few that reward true mastery, particularly those tied to cosmetic items. Some of the original criteria did not fully reflect that intent, and we have updated them to make their difficulty and purpose clearer.

The first set of changes went live today through a server-side update and are available immediately. Any progress you’ve already made will automatically be applied when you enter a match, unlocking any challenges or assignments you now meet based on the updated criteria.

As previously indicated, the scale of our plans for Challenges and Assignments are large and will take place over multiple server-side and client-side updates, expect additional updates in the future.

We wanted to get the first set of changes into your hands as soon as possible while we prepare further game updates. We’ll follow-up with more details on the rollout in the future.

In this first set of changes we made a total of 90+ adjustments to Challenges and Assignments. Below we’ve highlighted a few examples.

Class Challenges

Assault, Engineer, Support, and Recon challenges now complete much faster.


  • Assault 2: Have Squadmates deploy on your Spawn Beacon.

    • Reduced from 50 deploys to 5.

  • Support 2: Revive teammates as Support.

    • Reduced from 200 revives to 60.

Weapon Assignments

All weapon-type assignments (ARs, SMGs, LMGs, Shotguns, DMRs, Snipers, Carbines) have been significantly simplified.


  • Rapid Fire 1/Assault Rifle: Inflict damage with Assault Rifles.

    • Reduced from requiring 10000 inflicted damage to 3000.

Mode & Unit Assignments

The majority of our mode-specific assignments (Conquest, Rush, Breakthrough, Domination, and others) have been standardized to require two wins per tier. This change makes it easier to pursue these challenges with clear intent.


  • Conquest 2: Wins in Conquest.

    • Reduced from 5 wins to 2.

  • Conquest 3: Objective kills in a round of Conquest.

    • Reduced from 30 objective kills in a round to 10.

Gameplay & Mastery

General “Expert” and “Master” assignments that require multi-kills, headshots, kill streaks, or revives have been adjusted to better match the natural rhythm of gameplay. For example, multi-kill and streak goals now align with average round performance rather than rare, outlier achievements.


  • Explosives Expert 2: Get Multi Kills (2+ Kills Onwards) with explosives.

    • Reduced from 20 Multi Kills to 5.

  • Adaptable 2: Repair damaged Vehicles in a life.

    • Reduced from requiring 3000 damage to 500.

REROLL CHALLENGES SYSTEM

We have also made adjustments to the reroll challenges system.

When rerolling a challenge, it will prevent Battlefield 6 players from receiving a challenge that can only be completed in REDSEC. REDSEC players will continue to receive additional challenges that can be completed in REDSEC when rerolling. Which challenge you gain after rerolling will still be random.

Our intent is to have clear and achievable goals where reward meets challenge. These challenges and assignments are meant to be achievable without significant time commitment, while some will require a bit of mastery and reward you for that.

These changes are rooted in your feedback, so we hope that you’ll continue to share your constructive thoughts and concerns. You can report bugs on our EA Forums and join the community on the Battlefield Discord server.

See you on the Battlefield.


//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible
.

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Rogue Operators inbound

Rogue Operators inbound

Battlefield REDSEC - Gauntlet 101

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Survive and advance in Gauntlet: an all-new cutthroat, knockout-style elimination mode where squads race to complete missions.

In Gauntlet, eight squads go head-to-head in a series of special missions that push every squad to their limit. Decryption, extraction, territory domination, target protection, explosive transport and more–only squads with the complete package will come out on top in this Gauntlet of elimination ending in a squad vs. squad showdown.

Ready to run the Gauntlet? Assemble your squad and claim glory in this competitive experience.

Gauntlet at its Core

Gauntlet is a competitive, round-based mode based on a four-mission sequence :


  • FIRST MISSION - Eight Squads


  • SECOND MISSION - Six Squads


  • THIRD MISSION - Four Squads


  • FINAL MISSION - Two Squads

The Combat Zone for each mission is based on sections of Fort Lyndon and is custom fit to the number of remaining squads, so that the First Mission has the largest Combat Zone and the Final Mission has the smallest. Its order of mission - namely the Second and Third Missions - can be skipped in specific circumstances, such as Multiple squads forfeiting the Gauntlet by leaving early.

At the start of Season 1, there are eight mission types; one additional mission - Rodeo - will be added during Season 1, with more to follow in additional seasonal updates.

Unlike Battle Royale, Classes in Gauntlet are the same as those in Battlefield 6 Multiplayer; if you are coming in from Battlefield 6 Multiplayer, your loadouts will carry over into Gauntlet.

Specific missions may benefit from unconventional Class choices across the squad; rather than choosing the standard “Assault, Engineer, Support and Recon” balanced composition, you may find more success on double, tripling, or quadrupling up on a Class.

Reassignment

Nobody likes a quitter, especially if you are performing well in a Gauntlet despite them. When your Gauntlet team is eliminated due to teammates leaving, there is a chance that you will be assigned to a new Gauntlet team rather than be eliminated.

Reassignment ensures all teams have four active players throughout the Gauntlet match, rewarding top performers from squads with teammates who leave mid-operation. At the end of each mission (save for the Final Mission), all squads, including eliminated squads, will be checked for open spots. If there is an open spot on a surviving squad, or if there is a unique scenario with open spots across multiple eliminated and surviving squads, then a Reassignment will occur, guaranteeing the next mission will have the correct number of squads. Full squads of four who advance to the next mission will not be reassigned.

Gauntlet Missions

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Every Gauntlet “round” is a different mode or “mission” - with eight mission types and numerous Combat Zones, it is incredibly rare to have the exact same Gauntlet mission sequence in back-to-back matches with over 70,000 different possible combinations. However, prior to each mission, a miniature briefing takes place that details the rules of engagement and how points are scored.

Every mission offers one point for every kill and revive. This means reviving a squadmate is technically a two point play, as it earns your squad one point while denying a point from the enemy. Keep this in mind when determining your strategy for success as well as Class choice, since the Support Class has multiple tools to help with revives.

True to Battlefield’s core principles, however, the most effective point scoring method across all but one mission is to play the objective. Whether it is destroying M-COMS, holding consoles, or remaining on designated zones, objective play will rack up score faster than playing for a K/D ratio.

Across all missions, points are doubled in the last minute of that mission. For example, if a mission normally rewards a squad one point per kill, then a squad will receive two points per kill during the last minute of the mission.

Some missions will only appear in specific Gauntlet rounds. For example, “Heist” is only played as a Final mission between two squads and does not show up as a First, Second or Third mission.

The eight available Gauntlet missions, as well as when they can appear in a Gauntlet, are as follows:


Name


1st Mission (8 Teams)


2nd Mission (6 Teams)


3rd Mission (4 Teams)


Final Mission (2 Teams)



Circuit














Contract













Deadlock














Decryption














Extraction













Heist











Vendetta













Wreckage













Circuit

Squads earn points by simultaneously capturing and holding as many control consoles as possible. Think Domination, except you must actively capture each control console, the number of which varies by stage:


  • FIRST MISSION - Up to 36 Control Consoles


  • SECOND MISSION - Up to 24 Control Consoles


  • THIRD MISSION - Up to 12 Control Consoles


  • FINAL MISSION - Up to 5 Control Consoles

One point is earned every 20 seconds for each console controlled.

The Support Class and its wealth of revival and defensive Gadgets could be great to lean on in this fast-paced mission, or the Assault Class can shine through its abilities to capture objectives faster than other Classes. Otherwise, consider the Recon and Engineer to lay down nasty traps on their captured consoles to prevent - or get the drop on - enemies from stealing them.

Contract

Every life counts in Contract. Squads earn one point for a kill, one point for a revive, and fifteen points for wiping a squad entirely, which brings us to the objective of a Contract:

Any squad wiped - as in, all four squadmates are dead at the same time - is automatically eliminated from the Gauntlet match. In other words, this is a sudden death deathmatch.

This mission is over when either the timer elapses or a number of teams has been eliminated to the following:


  • FIRST MISSION - Four squads eliminated (Eight squads down to Four)


  • THIRD MISSION - Two squads eliminated (Four squads down to Two)


  • FINAL MISSION - One squad eliminated (Two squads down to the Winning Squad)

More than any other mission, all classes can be the MVP of a Contract mission, so long as no reckless decisions are made. This may lead to less aggressive strategies, but be forewarned: all players are spotted periodically to prevent stagnation, so a squad that sits back and tries to play passively will have their defensive idle cover positions blown

Deadlock

Squads compete to secure and control rotating capture zones for as long as possible. This is most similar to the King of the Hill Multiplayer mode, but with a twist depending on how many squads play this mission.

Like King of the Hill, a player may stand in a Deadlock capture zone to control it for their squad. If players from different squads occupy the same capture zone, the zone is contested. Having multiple players from the same squad occupying the zone does not cause points to be granted more quickly. Prior to the end of one zone, the location of the next one will be revealed on the map, allowing for a “rotation” over to the next objective for those who wish to play aggressively.

Except for the Final Mission, where there is only one rotating zone, Deadlock features multiple capture zones. Specifically:


  • FIRST MISSION - Four Zones


  • SECOND MISSION - Three Zones


  • THIRD MISSION - Two Zones


  • FOURTH MISSION - One Zone

This allows your squad to split up to get more points, although you may want to focus on just one zone to ensure consistent point scoring opportunities.

Whether there is one capture zone or four, a squad earns one point by owning one zone for three seconds. All Classes can make an impact in Deadlock, but a special mention should be given to the Assault Class and its Spawn Beacon for granting advanced positions on active (or upcoming) objectives and capturing zones faster.

Decryption

Squads compete to secure and protect beacon pickups for set periods of time to "calibrate" them and score points, specifically 10 points after 50 seconds of calibration time.

Picking up a beacon automatically marks you on the map and in the overworld, making you a target. Only one squad member can hold one beacon at a time, but each squad member can carry one beacon each. Sprinting will halt the decryption process, making slow, calculated movements necessary for survival while holding a beacon.

Playing the objective - calibrating beacons - is crucial to success; the squad who balances beacon calibration with tactical engagement choices and consistently revives will ultimately come out on top. Although it may not be a great idea to crowd a squadmate with a beacon, leaving them alone is a recipe for disaster.

This might mean the Support Class and its litany of defensive tools can help lock down beacons until they are calibrated, or the Recon Class could step up to spot enemy movements and hinder their advancements with anti-personnel mines. Otherwise, the Assault Class can decrypt beacons faster than any other class, but having a four-Assault set-up may leave the squad open to counter-attacks from savvy Support, Recon, and Engineer enemies.

Extraction

Travel between consoles scattered throughout the level to gather data, then extract the recovered drives using drones.

The mission begins with terminals placed throughout the map with data drives sticking out of them, as well as drone pads that periodically call in drones for extractions. Players must interact with terminals to extract a recovered drive, then find a pad with a drone waiting to extract a drive. There is a countdown of 5 seconds before the drone leaves, and a drone can multiple extract multiple drives at once

A squad earns three points for each successful recovered drive extracted, and a player can carry up to 10 drives at once, which can lead to up to 30 points per player in one extraction. Coordinating an escort for those holding drives, especially if your squad decides to risk carrying multiple drives at once, should be the main priority for winning - or advancing to the next mission after - an Extraction mission, with aggressive kills and reviving opportunities seen as regular point bonuses.

The Recon and Engineer Classes can set traps around drone pads to make it harder for enemy squads to extract drives and rob them of point-scoring opportunities. Alternatively, the Assault Class and its Spawn Beacon can be great for getting reinforcements when extracting drives.

Heist

Seen as an ultimate showdown mission, Heist tasks the two remaining squads in a Gauntlet to retrieve objectives from enemy bases and return them to their own HQ, all while also defending an objective of their own. This is similar in format to the classic “Capture the Flag” game, but with intense stakes.

If a squad drops a stolen case, consider it a fumble: either squad can pick it back up or it will automatically reset back to its original base if nobody picks it up within 60 seconds.

Every enemy cache capture grants 10 points.

All Classes have the chance to rise above the rest, but a Gauntlet victory will come down to how a squad compliments each other’s individual playstyle. Some may decide to watch their own cache back at their spawn in a defensive role, while others may take flank routes as another takes an aggressive beeline towards the enemy cache. Not communicating and coordinating these efforts can lead to a loss, but that should be second nature to squads who survived a Gauntlet long enough to see a Heist go down.

Vendetta

Protect your squad's High Value Target (HVT) and kill the enemy HVTs.

The first operator to get a kill is marked as the first High Value Target (HVT). Whoever is a HVT earns their squad one point every five seconds they are alive, and their location is always visible on the map and HUD compass.

All successful Vendetta strategies are focused on the safety of your principal; your squad’s HVT needs to be kept alive for as long as possible to rack up score for the squad.

The Recon Class may be ideal for this mission, as they can spot enemies protecting their HVT while also going behind their lines with clandestine tools. Another potential priority Class is Support, who can lay down Deployable Cover and Intercept Systems to defend their HVT.

Wreckage

Your squad needs to find, transport and detonate bombs at specific locations across the map. Think of this as a squad-based Rush or, for our Battlefield veterans out there, consider this a respectful nod to some classic obliteration gameplay…

When the mission starts, a number of bombs spawn at randomized positions. Interacting with the bomb causes a soldier to pick it up. A soldier can hold only one bomb at a time, and will explode if they fail to plant it at an M-COM in time. Bomb carriers and M-COM Sites - active, inactive and armed - are indicated to all players.

Every M-COM Destroyed rewards 10 points, disarming a bomb off an M-COM rewards 5 points.

The Assault Class’ quicker plant and defuse times can make them the go-to objective driver on the squad. However, the amount of defensive gadgets across the other three classes can make for a more well-rounded team that can help push towards and lock down objectives.

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Battlefield REDSEC - Battle Royale 101

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Prepare to drop into Fort Lyndon.

This massive, redacted military facility hidden in plain sight between pristine beaches and a sleepy residential community is home to some of the most advanced military projects in the world. Rogue operators are racing against time and hostiles to keep each other out and the secrets in.

Your mission? Survive the Battle Royale between NATO and Pax Armata squads fighting for control of Fort Lyndon. Consider this your briefing:

Before You Drop - Sidearms and Classes

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Battle Royale is the only non-Portal mode with different Loadouts than any other official Battlefield experience. In other words, instead of a Primary Weapon, Sidearm, customizable Gadgets and more, you are limited to the following items:


  • Your Class, which comes with a Class Signature Set - Two Gadgets, a Signature Weapon Proficiency and a Signature Trait - and a four-trait Training Path, which is different from normal (Multiplayer and Gauntlet) Training Paths (with only one available as of Season 1 launch).


  • A Sidearm


  • A Melee Tool

Your Battle Royale loadout choice - the Class, Sidearm and Melee Tool - is only editable after joining a match and before dropping out of the infiltration plane.

Each Class gets its default Gadgets, Signature Weapon Proficiency and Signature Trait by default. Their additional Passive Abilities, including their final Level 4 ability shared between all classes, are unlocked by earning score through eliminating enemies, completing Contracts and surviving deep into the match.

Every soldier also gets Thermite Sabotage, an improved sabotage device which slowly damages a tank and its crew. Meant to be a last resort anti-tank tool against those unaware of a soldier right next to their tank, the Thermite Sabotage can be directly planted onto vehicles.

Assault Class - Pointman

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Gain the high ground and eliminate enemies from defilade.


FEATURE


Name


In-Game Description


GADGET 1


Assault Ladder



This equipment provides access to higher vantage points. Depending on the angle of placement, it can act as a bridge between buildings, or a ramp to help traverse obstacles on the battlefield.


GADGET 2


High Explosive Launcher



Fires impact-trigger grenades designed for damaging structures and targeting infantry behind cover.


SIGNATURE WEAPON


Assault Rifle



Faster draw times with Assault Rifles. Fire sooner when exiting a sprint.


SIGNATURE TRAIT


Mission Focused



Nearby squadmates get faster progress with objectives, including arming and disarming M-COM explosives. In Battle Royale, respawn towers will capture quicker…


LEVEL 1 PASSIVE ABILITY


Quick Plating



Armor replating is 33% faster.


LEVEL 2 PASSIVE ABILITY


Grenadier



High Explosive Launcher carrying capacity increased to 5 rounds.


LEVEL 3 PASSIVE ABILITY


Cluster Munitions



High Explosive Launcher explosions generate 5 fused submunitions.


LEVEL 4 PASSIVE ABILITY


Stockpile



Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.

Engineer Class - Field Mechanic

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Disable incoming armored threats and maintain combat vehicles to keep them mission-ready.


FEATURE


Name


In-Game Description


GADGET 1


Repair Tool



A blow torch to repair friendly vehicles and equipment. Can also damage enemy assets. Extended use will temporarily overheat the tool.


GADGET 2


Aim-Guided Launcher



An anti-vehicle launcher that can be upgraded to enable missile guidance to the target via the weapon's crosshairs. Inflicts greater damage on the sides, top, and rear of vehicles where armor is thinner.


SIGNATURE WEAPON


SMG



Improved hip-fire control when using SMGs.


SIGNATURE TRAIT


Mechanized Infantry



Take less explosives damage when near friendly vehicles and prevent them from being occupied by hostiles in the event that all vehicle crew exit. Repair vehicle health to keep both effects active.


LEVEL 1 PASSIVE ABILITY


Enhanced Targeting



Launcher is now aim-guided via magnified optic.


LEVEL 2 PASSIVE ABILITY


Devastating Impact



Damaging enemy vehicles reduces their repair effectiveness for a short period of time.


LEVEL 3 PASSIVE ABILITY


Mobility-Kill Warhead



Aim-Guided Launcher hits temporarily immobilize vehicles for a short period of time.


LEVEL 4 PASSIVE ABILITY


Stockpile



Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.

Support Class - Provisioner

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Increase squad endurance with more armor and ammo, enhanced healing, and gadgets that compromise enemy sight.


FEATURE


Name


In-Game Description


GADGET 1


Supply Bag



Once dropped, the bag resupplies all nearby infantry with ammo for weapons and regenerates health more efficiently, even when under fire.


GADGET 2


Smoke Grenade Launcher



Fires impact-triggered grenades designed to create temporary smoke screens. Blocks ability to spot targets and clears spotted markers from all infantry inside the smoke radius. Can be carried standalone or underslung on weapons with a Gadget Mount attachment for faster access.


SIGNATURE WEAPON


LMG



Faster transition to aim down sights (ADS) and no sprint speed penalty while carrying LMGs.


SIGNATURE TRAIT


Field Sustainment



Distribute health packs to teammates when they directly interact with you.


LEVEL 1 PASSIVE ABILITY


Supply Line



Armor carrying capacity increased. Ammo carrying capacity increased for all ammo types.


LEVEL 2 PASSIVE ABILITY


Urgent Aid



Drag downed soldiers faster and revive them quicker.


LEVEL 3 PASSIVE ABILITY


Hemostatic Smoke



Smoke Grenade Launcher speeds up revival for all classes, provides health regen after several seconds, and slows downed bleedout.


LEVEL 4 PASSIVE ABILITY


Stockpile



Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.

Recon Class - Drone Specialist

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Rain death from above and track enemies on the ground to control the battlefield.


FEATURE


Name


In-Game Description


GADGET 1


Motion Sensor



This device spots nearby moving enemies, vehicles, and gadgets, marking their position in-world and on the minimap for all team members. Enemy infantry can remain undetected while moving in crouch or prone. The device emanates a sound audible to hostiles


GADGET 2


Recon Drone



A combat drone that can carry explosive ordnance and be rigged to self-destruct. Can be left hovering to automatically spot hostiles, marking their position in-world and on the minimap. Equipped with thermal vision for enhanced spotting.


SIGNATURE WEAPON


Sniper Rifle



Improved marksmanship skills, including reduced weapon sway, quicker rechambering between shots, and better breath control for steadier aim.


SIGNATURE TRAIT


Passive Spotting



Looking at hostiles while aiming down sights will spot them, marking their position in-world and on the minimap for all team members.


LEVEL 1 PASSIVE ABILITY


Bombadier



Recon Drone can drop explosive payloads.


LEVEL 2 PASSIVE ABILITY


Tracking Pulse



Spot enemies within a specified radius for several seconds after downing their squadmate.


LEVEL 3 PASSIVE ABILITY


Loitering Munition



Recon Drone can self-destruct for additional damage.


LEVEL 4 PASSIVE ABILITY


Stockpile



Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.

Sidearm - The Choice is Yours

After choosing a Class, you then select a Sidearm and a Melee Tool. Given the similarities between all Melee Tools - save for the Sledgehammer, which is a slower, more powerful weapon compared to the knives - the bigger decision to be made is your Sidearm choice.

All functional Sidearms can be chosen as your starting Battle Royale weapon and can be completely customized based on unlocked attachments and customization items. At the start of Season 1, here is why each Sidearm can be a solid starting weapon, as well as a formidable backup once you find a Primary Weapon:


Weapon


Unlock Criteria


In-Game Description


Use / Role


P18


Default Unlocked



A reliable sidearm able to meet the demands of almost any combat scenario.


Versatile tool with solid damage, fire rate and magazine capacity.


ES 5.7


Career Rank 24



Companion to the USG-90, this sidearm has generous magazine capacity and exceptional bullet velocity compared to its peers.


Rapid-fire machine to tag up or finish off enemies, especially up close, with the fastest ADS times and muzzle velocity in the category.


M45A1


Career Rank 39



A classic sidearm brought into the 21st century. The damage it inflicts with .45 ACP is offset by a low base magazine capacity.


Reliable workhorse with powerful, more controlled semi-automatic fire.


M44


Career Rank 48



A modern revolver and hand cannon. Best ranged potential of any sidearm, but its capacity and effective rate are limited.


A “skillshot” tool with hefty damage even at range, amplified by headshots at an increased multiplier.


GGH-22


Season 1 Battle Pass “Recruit Path” - Tier 5 Reward



A renowned semi-auto pistol with a .40 caliber chambering for improved ranged performance.


Balanced between high damage and high fire rate peers, rock solid in short-to-mid range engagements.

Custom Weapons

In lieu of starting loadout inclusion, you can earn your Custom Weapons during a Battle Royale match. Your Custom Weapons are pulled from any configuration - e.g. a Weapon Package - you have marked as a “Favorite.”

See the “Upgrading Your Weapon” section of this 101 for more details on procuring your Custom Weapon.

Dropping In - Squad Leader, Breaking Formation and Parachutes

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Ready to drop? Open up your mini-map and ping your intended drop point either here or in the overworld to communicate your intentions with the rest of the squad. One squadmate will be automatically assigned as the “Squad Leader” - they are responsible for initiating the drop sequence and maneuvering the “squad formation” through the air to the intended drop point.

At any point, any player who is not the Squad Leader can “break away” from the formation and continue dropping on their own. This is recommended as part of a coordinated strategy, such as splitting up to scavenge multiple buildings within a small city block or complex. If all else fails, or if you are a new player, stick to the formation until you are grounded.

Your parachute will automatically deploy when you get close to the ground (unless you switch this Setting off, which we don’t recommend to new players). Alternatively, you can manually deploy the parachute to delay landing in favor of a more intentional landing spot, but remember that every second off the ground is another second for every enemy to start getting better weapons.

Scavenging - Crates, Vehicles and Vaults

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Although it could be a fun challenge to attempt, you won’t get far in Battle Royale with just your starting Loadout and Sidearm.

Scavenging for loadout items, including Weapons, Throwables, Gadgets and more, is done by opening various containers scattered around the map. These containers can be:

Common Chests

Most regularly found around Fort Lyndon, Common Chests are Green boxes that contain Weapons, Ammo, Gadgets and Throwables. Often, their contents can be duplicative across numerous chests, but these items are still better than sticking with just the starting loadout at the beginning of a match.

Rare Chests

As the name implies, these black-and-red chests contain better quality items - Weapons, Ammo, Gadgets and Throwables - but are not as frequently found in a Battle Royale match. Occasionally, Rare Chests can contain Strike Packages, which are powerful activatable abilities that can turn the tide of battle. Call-ins can improve artillery strikes, smokescreen drops to conceal movements and UAVs to reveal enemy positions

Class Chests

These chests always grant loadout items that are specific to your Class, arguably making these the most valuable chests out of the three to be found in a match. Whomever opens the Class Chest will determine its contents, such that an Assault Class player will turn it into an Assault Class Chest.

A Class chest will most frequently include a highly-upgraded weapon from the Class’ Signature Weapon, such as an LMG for the Support Class, high-end Gadgets and other items themed around the class’ Training Path abilities. Essentially, Class Chests are meant to bring out the best of your Class and should be opened whenever possible.

Vehicles

In addition to Chests, certain vehicles parked around the map contain items, which are usually themed to the vehicle type.

For example, an ambulance most likely contains a Defibrillator or Supply Pouches that can refill health. Or a disguised box truck can contain weapons that would have been used for nefarious infiltration operations.

Drops

Frequently rewarded after completing a Mission, Drops fall out of the sky and contain valuable items, such as weapons with multiple attachments and call-in abilities.

There are also Custom Weapon Drops, which contain weapons customized in the loadout menu outside of a Battle Royale match.

Locked Vaults

Outside of Drops, the other scavenging container worth mentioning are Locked Vaults, which can only be unlocked by the Engineer’s Repair Tool. If an Engineer interacts with a Vault, they will take a few seconds to open it, rewarding themselves (and their squad) with a mixture of rare items, such as weapons, Gadgets and more.

Intel Cache

One last scavenging note, or intel, rather: throughout Fort Lyndon are Intel Caches, which are briefcases with a “?” on them. Given how vital this intelligence is to both PAX Armata and NATO, picking these up grants Career XP.

Upgrading Your Weapon - Weapon Upgrade Kits and Custom Weapon Drops

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Scavenging for weapons is just one way to upgrade your arsenal. Weapons are graded in specific rarity tiers, with each rarity tier associated with an expected power level due to the amount of Attachment Points used in creating that weapon variant. Outside of the “Unique Tier,” which are weapons fit to your personal preferences, the mileage may vary on what weapons in each tier are considered “the best” for your playstyle.

However, the criteria for each rarity tier and its drop frequency in Battle Royale is as follows:


Rarity


Color (Standard Values)


Number of Attachment Points Used on Weapon


Frequency


Common



White


Attachment Points - 25


Most available, especially in Common Chests


Uncommon


Green


Attachment Points - 30


Frequently available; nice to find in Common Chests


Rare


Blue


Attachment Points - 60


Sometimes available, particularly in Rare Chests


Advanced


Purple


Attachment Points - 90


Rarely available, most often as Mission Rewards


Superior


Orange


Attachment Points - 100


Extremely rare; only a few per match.


Unique


Red


Varied Attachment Points


Otherwise known as Custom Weapons, as customized and Favorited in the Loadout menu, and only available in Custom Weapon Drops (or scavenged from enemies)

Weapon Upgrade Kits

Any weapon that is below “Advanced” Rarity can be updated by using Weapon Upgrade Kits, which can be found in a variety of Chests and Drops. Each Weapon Upgrade Kit is unique to a Weapon Category, such as Assault Rifles or Shotguns, and is activated by opening the backpack menu while in a match. Look to the bottom left of your HUD and find the button (or key) next to the backpack icon. Alternatively, when next to a Weapon Upgrade Kit while holding the weapon associated with it - e.g. holding a SMG when next to an SMG Upgrade Kit - there is an option to immediately use the kit on the weapon you are holding.

Every Weapon Upgrade Kit includes a choice of two upgrade paths. For example, when upgrading an LMG, you may have the option to upgrade its Capacity or its Mobility. Each choice is associated with an attachment (or attachments) that are themed around that upgrade type. Often, upgrades only grant benefits, but there are some upgrade paths that may cause negative effects in exchange for more powerful boosts, such as increasing effective range at the cost of aim down sight speed.

A weapon can be upgraded up until it is of Advanced quality, which is considered its “final” version outside of the incredibly rare Superior weapons.

Unique Weapons are Custom Weapons - Custom Weapon Drops

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Custom Weapons are all the “Favorited” Primary Weapons from the traditional Loadout screen, which is editable before joining any lobby. Go to the “Class Loadout” screen of the main menu, then select any class. Next, edit the Primary Weapon of any Loadout and select your weapon. You are able to Modify it by selecting a specific Weapon Package, then Customize it further with available attachments and customization items, before selecting “Favorite” to add it to your “Favorites” tab. This tab, which looks like a bookmark with a star in the middle, saves up to eight weapon configurations; remove them by simply unfavoriting them in this tab or when editing that exact Weapon Package.

A Battle Royale match almost always includes a Custom Weapon Drop period where all teams can fight for a handful of drops scattered around the map. Alternatively, Missions can reward a personal Custom Weapon Drop. Regardless on how a Custom Weapon Drop is earned, every squad member can only pick one Custom Weapon out of a Drop.

Ammo and Armor

Outside of your life, the most important Battle Royale resource is your ammo. Ammo is shared between weapons within a Weapon Category - Assault Rifles, SMGs and LMGs, for example - rather by caliber.

First, the most reliable way to consistently replenish ammo is through the Support Class and its Supply Bag Gadget, which always grants multiple magazines, clips and/or shells for the exact weapon you are using.

When the Supply Bag is not available - either due to cooldown or the Support Class not being used - ammo can be found in chests and vehicles around the map. Found ammo will not always be for the Weapon Category of your choosing, but it will be stored in your backpack for whenever a weapon from its category is used.

Another more reliable way to gain ammo - albeit, rarer than finding it on the map - is an Ammo Resupply Call-In. Available as a more common Call-In, most often as a Mission reward, the Ammo Resupply is a special crate that drops in from the sky to grant full ammo to all weapons in your current loadout.

Eliminated players also drop all of their ammo upon death, along with all other loadout items they were carrying.

Armor

Every soldier drops into Battle Royale with one armor plates equipped out of two total armor plates, represented by a bar above the health bar on the HUD.

Once armor is broken, indicated by the colored armor bar turning grey, any additional damage will impact health; plates can be replaced through a short process, indicated by pressing the command associated with the “armor vest” icon at the bottom-right portion of your HUD. Additional Armor plates can be found by scavenging around the map and opening up chests.

Missions

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After several minutes in a match, you will receive a prompt to accept a mission at the top of your HUD near the compass; accepting missions are done on the same screen as when you open the full map.

Missions are Battle Royale’s “side-quests” with varying degrees of risk and reward; missions that are most likely to get you into combat - or directly counter other teams - often give the greatest rewards. One squad member can accept a mission for the entire squad; once a mission is accepted, nobody else can accept another mission.

Each mission shows its rewards that can range from Rare Weapons and Drop-Ins to full Custom Weapon Drops on the spot, and even a Vehicle Key Card, which opens special containers around the map that contain a tank. Each mission also has a brief description, including whether or not it involves fighting another squad directly (PvP or PvE).

Some Missions can appear as “Counter Missions;” these become available when another nearby squad accepts a Mission that can be Countered. Counter Missions almost always involve fighting another squad and are tied to powerful rewards for the risk involved.

The following Missions are available in Battle Royale at the start of Season 1:


Mission


Targeted?


Counter Mission?


Mission Objective



Signal Decryption


No


No


Players must align a set of antennas to amplify the radio beacon strength and decrypt the data. After interacting with an antenna, use the horizontal and vertical meters on your screen to move the antenna into “100% alignment.” You will be left defenseless while adjusting with the antenna.


Weapons Cache


No


No


Search for bolt cutters to gain access to a valuable weapons cache. Once unlocked, its contents are available for you and your squad.


Demolition Crew


No


Yes


Similar to destroying an M-COM in Rush; destroy the object (or objects) marked on your map by picking up a bomb and planting it on the objective. Defend the objective - or objectives - until it explodes to receive your rewards.


Marked


No


Yes


One player on the squad is targeted; their position is revealed to nearby squads due to nearby tracking devices. Destroy these tracking devices to complete this mission.


High Value Assets


No


Yes


Fight to control an asset which must be held for a set period of time to capture. Any enemy squad can counter the mission by capturing just one of the three pickups.


Data Extraction


No


No


Collect data on the collapsing ring weapon technology and encrypt it onto a data drive, then deliver the drive to an extraction drone and prevent other squads from stealing the objective.


Headhunter


Yes


No


The mission team is assigned a high value target, which could be the match’s kill leader or a player on the top squad, to eliminate. Once the HVT is eliminated, the squad is rewarded and the mission ends. If the target survives the time limit, the targeted player's squad is rewarded and the mission ends. The targeted squad can also complete their own Missions while being headhunted, but it is not recommended.


Tank Hunter


Yes


No


Upon accepting the mission, your squad will be given anti-tank (AT) gear in order to contend with an enemy ground combat vehicle. Either eliminate the ground combat vehicle or steal the vehicle to complete this mission.


In order to focus squads at the final fights ahead, Missions are no longer given once there are only a few squads left in a Battle Royale match.

Get Back in the Fight - How Respawning Works

Death is not always finite; depending on how much time has elapsed in a match and how many other squad members are left alive, there are two options for getting back in the fight:

SECOND CHANCE: You can respawn independently once per game. Upon activation, they will be air-dropped above a randomly chosen teammate. As the game progresses, the Second Chance feature will be disabled. However, those who haven't used their Second Chance will earn bonus Career Rank XP.

RESPAWN POINT: If you are eliminated, your team can find Respawn Points scattered outdoors across the map. Once activated, your teammate must remain within the radius as the countdown progresses. If they are downed or leave the area, the point must be reactivated. All eliminated teammates will respawn together at the Respawn Point location. Each Respawn Point can be used only once.

Terminal Conditions - The Circle of Death and Victory

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There are three ways for your Battle Royale match to end: the first is being eliminated by an enemy squad.

The second is what we call the Circle of Death. There are no survivors within the deadliest circle in Battle Royale; one step into no-mans land means near-instant death. Fortunately, this area is clearly marked with red on your mini-map. When you are near it, your HUD will also display a red skull icon and a distance to the circle’s edge.

Our advice is simple: avoid at all costs.

Finally, the last remaining squad in Battle Royale wins. This is no easy feat; only the best Battlefield REDSEC Battle Royale players should expect consistent wins. However with enough experience, your squad will find the many paths to victory.

Continue reading...
 

REDSEC New Player Guide

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You are now entering Battlefield: REDSEC.

This free-to-play Battlefield* experience is open to all those who are not only interested in FPS Battle Royale games, but who also want to explore the high-octane team tactical competitive mode known as Gauntlet.

If you are already familiar with Battle Royale and FPS games, then we advise reading the Battle Royale 101 and Gauntlet 101 guides, as they speak to core game mechanics, including differences that sets Battlefield REDSEC apart from the rest, and finer details. However, if you are unfamiliar with these video game genres and are completely new to Battlefield, then consider this your bootcamp:

Battlefield in Summary

Before understanding what REDSEC is, what is Battlefield?

Since 2002, the Battlefield franchise is known for producing iconic all-out warfare FPS experiences, built on the concepts of tactical destruction - environments that react to your in-game actions and may help you gain an advantage - and high-intensity team-based combat.

REDSEC is Battlefield’s first-ever “free-to-play Battle Royale” game, but it’s not just Battle Royale: this experience includes Gauntlet, a round-based elimination mode that samples from the franchise’s rich Multiplayer history, as well as REDSEC’s Portal Community Creations, an ever-evolving sandbox from our community developers.

However, your first steps into REDSEC - or rather, your Initiation - will more than likely come in the form of the Battle Royale Initiation playlist:

Battle Royale Initiation

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In BR Duos, eliminate hostels, track intel, and dodge the chemical ring on a condensed map.

Battle Royale Initiation is built for new players: in this Battle Royale variant, you and a squadmate can drop into a match with the following key differences:


  • This version of Fort Lyndon is significantly smaller than its full version. Specifically, only the southeast portion of the map is accessible, with the Marina, Fleetview Ridge and Golf Course serving as the northern border, and the Defense Nexus as the western border.


  • Players who can access this mode are limited to newer players.


  • A 48 player maximum, inclusive of Bots.

Essentially, this is a low-stakes learning environment to learn how Battle Royale is done the Battlefield way. Specifically, your path towards victory will involve the following:

Dropping In

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Choose your Class, which comes with its own benefits such as Gadgets and a “Training Path” that grants passive traits as you and your squad perform in-game actions.


  • ASSAULT - The ultimate frontline fighter, skilled at punching through enemy defenses. Dominate close to mid-range encounters and limit the enemy’s ability to fight.


  • ENGINEER - The battlefield’s leading vehicle and equipment technician. Execute repairs to keep allies combat effective, or strike hostile armor with force to break their attack.


  • SUPPORT - The backbone of any combat unit for defense and sustained fighting. Heal and resupply friendly forces, while fortifying defensive positions to keep them protected.


  • RECON - The perfect intelligence and counterintelligence operative. Neutralize targets from a distance, or infiltrate, gathering intel and disrupting hostile forces.

You also get to choose a Sidearm, a small personal defense weapon that is great in a pinch, but is not meant to carry you through an entire match.

Next, get ready to parachute into Fort Lyndon! Either you or your duo will be labelled as the “Squad Leader;” when the Squad Leader calls for a jump, both of you will leap out of the infiltration plane.

At any point, the non-Leader can “break away” from the formation and continue dropping on their own. However, we highly recommend that new players stay in formation. Your parachute will automatically deploy when you get close to the ground (unless you switch this Setting off, which we don’t recommend to new players). Alternatively, you can manually deploy the parachute to delay landing in favor of a more intentional landing spot, but remember that every second off the ground is another second for every enemy to start getting better weapons.

Securing Better Weapons, Ammo and Armor

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Your sidearm can only get you so far. That’s where scavenging for weapons, ammo and armor become the tools for survival.

These are all available through a variety of crates found in the map; look for giant rectangular boxes that are green (Common), red-and-black (Rare), or red with Class symbols (Class Chests). Class Chests are the rarest of the trio, but often contain rewards that fit your chosen Class. Look for vehicles that can be opened to contain more items, as well as locked vaults that the Engineer Class can open with their Repair Tool.

Crates can also contain Ammo, which is shared between all weapons in a given weapon category. For example, picking up Assault Rifle ammo will grant ammo to any and all Assault Rifles you use. While there are other ways to gain more ammo like picking it off eliminated enemies or getting an Ammo Resupply Call-In, the easiest way to restock is to use the Support Class’ Supply Box, which grants the ammo of the weapon you’re currently using whenever it is interacted with.

Completing Contracts

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Your primary mission in Battle Royale is to eliminate all enemies. Second to that are Contracts, objectives that can be accepted on your full map screen and reward powerful items. Whenever a Contract becomes available to choose, you will receive a prompt below the compass on your HUD.

Here are some of the Contracts to look for out of the many, due to their simplicity and minimal risk of having to fight another team for rewards:


  • Signal Decryption - Run towards two marked antennas on your map, then interact with them to get them in alignment. There is a horizontal and vertical meter that indicates the perfect antenna position. Be warned, however, that you will be left completely defenseless while aligning antennas.


  • Weapons Cache - An excellent loadout-building Contract; a set of bolt cutters will be marked on your map to pick up. After grabbing them, the location of a valuable weapons cache will be revealed, which contains a few rarer weapons and other items for the whole squad to use.


  • Data Extraction - A computer on the map has intel on the collapsing ring that threatens Fort Lyndon. Interact with the computer to encrypt a data drive; after several seconds, you’ll be able to extract the drive and take it to an extraction drone for safekeeping. Other squads can shoot the drone down, so be ready for a fight once that drive is collected.
Avoiding the Circle of Death, Respawning and Achieving Victory

Enemies are not the only danger to avoid: the Circle of Death is what it means, as one step into this area will near-instantly down and eliminate you. Mind the red-shaded areas on your mini-map, or heed the warnings on your HUD (the heads-up display you see while in-game) when it shows a red skull icon and a distance.

Whether you die by enemy hands, venture too far out of the safe area, or fall out of the sky at terminal velocity, death is not always finite. In every Battle Royale’s first few minutes you automatically get a Second Chance, redeploying immediately from the sky to try to survive again. If you don’t use your Second Chance, you get a sizable chunk of XP, which is great for ranking up and unlocking more Loadout items.

Alternatively, Battle Royale includes Respawn Points where squad members can revive their allies. After activating a Respawn Point, stay within its radius for a short period of time to respawn all dead allies. If you are spectating from beyond, you are able to request a respawn, but do so sparingly to avoid being ignored, especially if you are playing with random squadmates.

The last remaining Battle Royale squad wins the match. If you win a Battle Royale Initiation, then congratulations! You’re ready to graduate to the full Battle Royale experience.

Graduating to Battle Royale - Tips for Survival and Victory

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At the end of your Initiation journey, either by choice or by hitting the playlist’s imposed limit, you should be ready to drop into Battle Royale.


  1. STICK TO YOUR INITIATION ZONES. All that training in Battle Royale Initiation should make you familiar with major points of interest like the massive Main Street district. Learning the backstreets, rooftops, and corridors can give you an advantage over other new players who may be unaware of the surroundings.


  2. KNOW YOUR CLASS. From starting gadgets to abilities earned in game, these are the tools that grant advantages before, during and between engagements. Remember to use everything your Class offers and ask a battle buddy with more experience to walk you through its basics.


  3. WORK WITH YOUR TEAM. Battle Royale is about surviving as a squad; don’t stray too far from squadmates, be sure to share enemy locations and precious high-value items, and remember to revive them whenever it is clear to do so.
Gauntlet - Round-Based Elimination Multiplayer

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Battle Royale is not the only REDSEC experience: in Gauntlet, eight squads of four players each go head-to-head in a series of special operations that push every squad to their limit. If you like traditional Multiplayer FPS experiences, then you’ll love Gauntlet.

Gauntlet is extremely similar to how you get started in Battlefield 6 proper, which we detail here. It involves creating a custom loadout - detailed in our loadout guide and our class guides throughout our onboarding hub - and pits squads against each other in a series of high-octane missions, most of them centered around objective play. Every mode includes a helpful in-game description and demonstration of how to play, including what actions score points for your squad. Failure to secure enough points results in elimination, while winning four modes in a Gauntlet match means victory.

Here are three quick tips to get started in this pick-up-and-play experience:


  1. WATCH THE BRIEFING. The small sequence before each operation gives a short demonstration of how it is played, as well as the points earned for each action. Ignoring this is an invitation to one-and-done matches.


  2. PLAY THE OBJECTIVE. Although one mode (Contract) is all about kills and deaths, all other Gauntlet experiences reward objective play over player eliminations. Using what you learned in the briefing, focus on the actions that will score your team the most points, and don’t worry as much about that K/D ratio so long as you make tactical advances towards the objective.


  3. COMMUNICATION IS KEY. Winning Gauntlet teams are able to define their plans for capturing objectives clearly and concisely. Use the ping system, voice chat and text chat to effectively plan and execute coordinated efforts, otherwise be prepared to be reassigned or get sent back to the start of the Gauntlet.

*Includes optional in-game purchases. Applicable platform account and platform subscription (sold separately) may be required. Persistent internet connection and EA account required.

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Community Update - Introducing REDSEC: Battle Royale, Gauntlet, and Portal

Hey everyone,

We are stoked to finally pull the curtain back on what we have been working on for a while. Word has spread about our version of Battle Royale, and players have been anticipating when they will be able to ride around in a golf cart. We’re excited to announce that Battlefield REDSEC is now live, alongside Battlefield 6 Season 1.

Battlefield REDSEC is Battlefield’s free-to-play experience that you can drop into without owning the base game. Already own Battlefield 6? Squad up in REDSEC with your friends, whether they have Battlefield 6 or not.


REDSEC delivers three ways to play:


  • The Battle Royale Mode - The Battlefield Way


  • Gauntlet - An all-new, round-based elimination mode


  • Portal - Make and play custom experiences based on elements available in REDSEC


Fort Lyndon: The Biggest Battlefield Map Ever

Welcome to Fort Lyndon - part SoCal beach community, part military blacksite, all battlefield. You’ll fight through urban city centers, dense military compounds, and once-idyllic suburban neighborhoods. This is our largest Battlefield map ever created, with secrets and intel waiting to be discovered.


The Battle Royale Mode - The Battlefield Way

Here’s a quick rundown of what you’ll need to know.

Player count: 100 per match - 25 squads of 4 or 50 duos.

Battlefield DNA, tuned for the Battle Royale mode:


  • Core Battlefield classes are in play, but altered from Battlefield 6 to work within the context of Battle Royale. For example:

    • Assault class retains the use of the ladder for vertical flanks from Battlefield 6. Their traits have been tweaked with benefits, including faster armor recharge, faster gadget regen, and more.


    • Support class spawns with the ability to carry extra armor plates and ammo. They can rank up to providing full-health revives and boost the regen rate of nearby squadmates.

  • Training Paths give each class unique abilities that unlock or upgrade gear.


  • Locating hidden intel caches and completing missions are an efficient way to level up your training path. The higher the risk, the higher the rewards, including caches and access to combat vehicles.


  • We evolved destruction to tactical destruction, turning it into a tool you can use to reshape the environment to your advantage. Breach walls, destroy buildings, and use rubble as cover.


  • Battlefield isn’t Battlefield without vehicles capable of wreaking havoc on land, water, and air. Scattered across the map, you can find helicopters, boats, and even golf carts to ride to war in.


  • Looting is a key part of any Battle Royale, and it’s no different here. Navigate throughout the map to find crates holding weapons, armor plates, ammo, and more. Search for your favorite loadout that will lead your squad to victory.

Oh, and did we mention that we have the deadliest ring in BR already? We advise against testing how dangerous it actually is unless you’re willing to risk it all.


We’ve already implemented player-driven changes and outlined what changes players can expect at launch from our Battlefield Labs play sessions. Read the details here and please keep the feedback coming as we continue to shape the game with you. If you want to learn more about the Battle Royale mode in detail, read up on our Battle Royale 101 blog here.

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Gauntlet

We wanted to bring something to the table that no one’s played in Battlefield before, so we built Gauntlet. It is structured as an elimination series where squads work together to score points by completing objectives, getting kills, and supporting one another across 4 randomized missions of vital importance to the operation in Fort Lyndon.

Eight squads of four soldiers each enter, but only one will make it through all four missions. After every mission, the squads with the fewest points are eliminated from the match, with the top 3 earning bonus progress on their training paths to gain the upper hand in the next mission. Intensity rises as staying above the cut line becomes more and more difficult until the two best squads finally face off in one last mission to determine who will claim victory.

If your squad is eliminated because teammates leave mid-operation, top performers can be reassigned to a surviving squad instead of leaving the game. At the end of each mission (except the Final Mission), reassignments may take place. The game will check for open slots and fill them so squads stay full and you can get back to gaming.

There will be 8 different types of mission varieties at launch. Here’s a taste of what some of these missions will entail:


  • Decryption: Squads compete to pick up and protect locator beacons while they transmit data


  • Wreckage: Your squad needs to find, transport, and detonate bombs at hostile M-COMs scattered across the combat zone.


  • Vendetta: Your squad needs to eliminate marked hostile High Value Targets and protect a High Value Target of your own.


  • Circuit: Your squad earns points by capturing and defending control terminals; the larger the network, the more points you earn.

Every Gauntlet match is different - mission draws, locations, and objectives mix to create new challenges every time you queue up.

To learn more about the Gauntlet mode, read up on our Gauntlet 101 blog here.
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Portal

Portal in REDSEC is the same powerful toolset you’ve seen in Battlefield 6, now applied to REDSEC’s content set.


  • Builder & Spatial Editor: Tweak player counts, weapon/vehicle pools, health regen, sprint speed, and more. Remix spaces with the Spatial Editor to craft custom maps.


  • Fort Lyndon: The map is segmented into six Portal-ready playspaces, giving creators granular control over flow and scale. Only two playspaces will be available at launch; the remaining four will roll out in later updates as we continue to optimize performance and polish creator workflows.


  • Updated SDK: With the introduction of REDSEC, our SDK will receive new assets for players to use in their experiences, with additional updates planned throughout the season.

    • With the launch of REDSEC, the SDK will not yet include assets from Gauntlet. That update is planned for a later date, and we’ll share more information once it’s ready.

  • Cross-Ownership Perks: Own Battlefield 6? Combine content across both titles in Portal for even wilder creations. Think Melee-only Conquest on Fort Lyndon, one-shot TDM, or explosives-only mayhem.

To start redrawing the lines of battle in Fort Lyndon, you will need to install our updated SDK found here:

https://portal.battlefield.com/bf6/experiences



More from the Battlefield

If you are a new player and would like to learn more about how to approach REDSEC, read our New Player Guide here.

The launch of REDSEC is just the beginning. Like every element of Battlefield 6’s robust post-launch plans, REDSEC will also see regular updates and content drops. If you are interested in keeping up with new content and sharing your feedback on REDSEC, please join our Discord and make sure to assign yourself to our new roles: Battle Royale, Gauntlet, Portal, and New Player.

See you on Fort Lyndon.

//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible
.

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Drop Into REDSEC and Battlefield 6 Season 1

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Redacted no more - Battlefield REDSEC is here with the launch of Battlefield 6 Season 1.

In Battlefield 6 Season 1, All-Out Warfare strikes the sprawling badlands of Southern California. These landscapes are jam-packed with secrets to die for: Classified military hardware, weapons of unprecedented power, cutting-edge gadgets, and a brand new way to put them all to the test in Strikepoint, a new high-intensity elimination mode. Storm into combat, or enhance and customize your experience with the power of Portal.

All Season 1 hardware is also at your disposal in REDSEC, a free-to-play destination built on Battlefield’s iconic DNA. Drop into Fort Lyndon for a Battle Royale only Battlefield can deliver, featuring massive-scale destruction, fast-paced squad play, and the deadliest ring in BR. Survive and advance in Gauntlet: an all-new cutthroat, knockout-style elimination mode where squads race to complete missions. Then redraw the lines of battle with Portal, which will be free-to-create with all REDSEC assets - its map, modes and more - also available in the full experience.

Building off our preview roadmap back in September, this is everything you need to know about REDSEC and Battlefield 6 Season 1:

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Rogue Ops - REDSEC

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An explosion rattles Fort Lyndon, a government testing ground hiding secrets to die for. An armada of Rogue Operators, veiled by the chaos, seize this moment to descend and wreak havoc. It’s up to your squad to stop them.

At launch, the free-to-play REDSEC experience will feature a Battle Royale mode built on Battlefield DNA, as well as an all-new Multiplayer-inspired special operations mode in Gauntlet, all built around one core map.

Welcome to Fort Lyndon

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War has erupted in Fort Lyndon. This massive battleground is loaded with endless Tactical Destruction possibilities \[and secrets to die for]. Featuring an arsenal of unique combat zones: From pristine beaches, to wartorn military complexes, and everything in between, there are endless paths to victory for every squad on Battlefield’s biggest map ever.

Carefully designed to accommodate all engagements - close-quarters to long-range, gunfights to vehicle combat, including on transport boats along the coastline - Fort Lyndon includes nine major points of interest (POIs) spanning across its coastal desert combat zone, ranging from the long-abandoned Marina and Main Street to the desolate blacksite remains at the Military Storage and R&D complexes. Tying these areas together are 16 additional POIs - Oil Pumps, a Lighthouse, Jewel Beach, and more - that weave together an immersive Southern California landscape designed as a tactical layout.

Intel on the Fort Lyndon blacksite is invaluable, yet currently incomprehensive, for both Pax Armata and NATO: the most classified intelligence and equipment, let alone advantageous positions and where to find valuable loadout caches, is up to you to discover and share among your squad.

REDSEC: Battle Royale

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A fast-paced squad vs. squad battle in Southern California, ending in a sudden death showdown inside the deadliest ring of fire in the history of Battle Royale. This is BR that can only happen in Battlefield.

REDSEC’s Battle Royale experience is built on Battlefield’s foundation of iconic all-out warfare, tactical destruction, and squad-based gameplay defined by its Class System. The standard Battle Royale match holds up to 100 players in either four-player squad or duo formats at launch.

Choose your class and Sidearm before dropping in, then work with your squad (or duo) to earn and unlock additional abilities, gadgets, call-ins and more to gain a tactical advantage. Scour the map to find loadout items, including weapons of various rarities and Upgrade Kits, or complete squad missions to unlock powerful rewards. You may even find a vehicle keycard that grants access to a heavy armored tank.

We detail everything you need to know about Battle Royale in this guide here.

REDSEC: Gauntlet

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Ready to run the Gauntlet? This all-new cutthroat, knockout-style, fast-paced elimination experience pits squads against each other in a series of high-octane missions, some of which will be familiar to Battlefield Multiplayer veterans.

In Gauntlet, eight squads go head-to-head in a series of special missions that push every squad to their limit. Decryption, extraction, territory domination, target protection, explosive transport and more–only squads with the complete package will come out on top in this Gauntlet of elimination ending in a squad vs. squad showdown.

Every Gauntlet “round” is a different mode or “missions,” such as Deadlock, a multi-team variant of King of the Hill, or Wreckage, which is similar to Rush. With eight mission types and numerous Combat Zones, it is incredibly rare to have the exact same Gauntlet mission sequence in back-to-back matches. However, prior to each mission, a miniature briefing takes place that details the rules of engagement and how points are scored.

At the end of each round, the bottom two teams in that mission are eliminated from the Gauntlet leading up to the championship duel between two remaining squads.

Everything you need to know about Gauntlet can be found here.

REDSEC: Portal

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REDSEC gives unprecedented access to Portal’s massive sandbox. Every creator and player has the ability to create unique and unforgettable REDSEC experiences, for free.

The REDSEC version of Portal includes the entirety of Fort Lyndon, as well as Gauntlet and Battle Royale and Verified Modes, with all free seasonal REDSEC content, including weapons, vehicles and more, available for use. Battlefield 6 owners can also use everything from REDSEC, and combine it with the wealth of available tools, options and features, including all new content in Season 1.

Rogue Ops - All Available Content in Battlefield 6 AND REDSEC

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Earn functional and customization rewards through the revamped Battle Pass system, which includes all three new functional weapons for use in Battlefield 6 and REDSEC. Rogue Ops will also include a new map and mode for Battlefield 6, as well as two Primary Weapon attachments and a land vehicle for both experiences.

Note: content that is available only in Battlefield 6, such as Multiplayer maps and modes, will be labelled as such.

Season 1 Battle Pass (Battlefield 6 AND REDSEC)

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Deepen your arsenal. Choose from four unique themed paths with over 100+ tiers of content, each stocked with tactical gear including all new free functional weapons and cool cosmetics.. Unlock six rewards instantly, and complete all to unlock the final path containing high value rewards.

Enhance your Battle Pass and be the first to the frontline with Battlefield Pro*. Get 25 Tier Skips on top of the base Battle Pass, six instant unlocks, the ability to host a 100 player persistent server in Portal, a dedicated bonus path, and more.

Learn more about the new Battle Pass System and its Season 1 offerings, as well as BF Pro, here.

Blackwell Fields - Map, Support for All Combat Sizes, Land and Air Vehicles (Battlefield 6)

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Blackwell Fields is an ominous large-scale All-Out-Warfare map set in Southern California with military facilities and scattered homesteads under siege, all under the backdrop of a breathtaking burning horizon. Each Multiplayer mode will focus on different areas of the map, with Conquest focusing on the full Badlands. Mid-sized and small team tactical modes, such as Breakthrough and the new Multiplayer mode Strikepoint, are played on an area in and around the map’s military depot, while small modes are centered around the fields’ scrapyard.

Strikepoint - Mode, Designed for 4v4 Combat (Battlefield 6)

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No second chances. This fast-paced first-to-6 match has no respawns and only one capture point. To win a round, capture the point, or eliminate the enemy team.

Tactical, objective-based teamwork is key to victory; from reviving downed squadmates to denying map routes and objective access with Gadgets and Throwables, coordinate with your squad to come up with a winning strategy.

Armored Transport: Traverser Mark 2 - Land Vehicle (Battlefield 6)

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The Armored Transport (ATP), the vehicle designation to the faction-agnostic Traverser Mark 2, is the definition of an infantry support vehicle, providing strong onboard firepower as well as benefits for nearby allies.

Bulkier than the Light Ground Transport with some mine blast protection , both NATO and PAX Armata use the Traverser Mark 2 to breach frontlines with its mounted roof gun and additional fire support from side gunner seats. Should a squadmate need a respawn, it can also serve as a spawn point.

Its unique passive abilities grant benefits to all allies near the vehicle even if it is unoccupied; unlike most vehicles, staying near the Traverser Mark 2 will keep it under friendly team control and prevent it from being stolen. Rank up this hardware to discover its versatility, especially in tightly packed areas such as urban sprawls.

SOR-300C - Carbine Rifle (Battlefield 6 AND REDSEC)

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This modular rifle in subcompact .300 BLK configuration favors close range engagements.

The perfect weapon for mid-long range combat. A carbine rifle with a low rate of fire and increased recoil control.

With a low rate of fire designed for better control, this subcompact carbine is chambered in the higher damage .300 Blackout ammunition compared to the platform’s 5.56 version.

Mini Scout - Sniper Rifle (Battlefield 6 AND REDSEC)

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This lightweight scout rifle offsets reduced damage by allowing rapid follow-up shots without having to break focus.

The spiritual successor to the Scout Elite. A fast, lightweight, bolt-action rifle capable of one-hit kill shots only to the head, unlike other bolt-action rifles.

Its quick draw, aiming and rechambering times allow for fast-follow up shots that are needed to down enemies at any range. Battlefield veterans know how to work this weapon into their loadouts: a hardlined aggressive Recon soldier, determined to get behind enemy lines, can modify this weapon to make it the silent and lethal they need to finish any job.

GGH-22 - Sidearm (Battlefield 6 AND REDSEC)

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A renowned semi-auto pistol with a .40 caliber chambering for improved ranged performance.

High-capacity, high fire rate and low damage, this pistol is meant to bail out a soldier when their primary (and in the case of Assault, both their primaries) run dry. Not only will it be slightly better at a distance compared to other Sidearms, it is also a reliable backup that is ready at the hip when desperate times call for desperate measures.

Rail Cover & LPVO - Attachments (Battlefield 6 AND REDSEC)

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Available for a variety of rifles and light machine guns, these two attachments - the Rail Cover and the SU-230 Low Powered Variable Optic (LPVO) - are the first of several to drop after launch to make you rethink how you spend those attachment points.

The Rail Cover, which is available for specific weapons, improves weapon draw speed slightly, allowing for more mobility at a low attachment point cost.

The SU-230 LPVO grants a precision sight picture with magnification levels ranging from 1x to 4x that can be manually adjusted.

Both of these attachments are unlocked through a Season 1 Challenge Assignment.

California Resistance - Available November 18

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Season 1’s second phase is around the liberation of SoCal; prepare for combat on a new map in Eastwood and a new16-player Multiplayer mode in Battlefield 6, an additional Gauntlet Mode for REDSEC, and two new weapons to be used across Battlefield 6 and REDSEC.

Eastwood - Map, Support for All Combat Sizes, Land Vehicles and Helicopters (Battlefield 6)

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War has come to an idyllic villa in Southern California. The luxurious pools and private golf courses of Eastwood have become a battleground. High-intensity action threatens the calm and serenity of this suburban landscape.

Sabotage - Limited-Time Mode, Designed for 8v8 Combat (Battlefield 6)

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Protect and Destroy. Two teams fight to attack or defend high-priority cargo in multiple areas across the map. Cargo takes damage from grenades, gadgets, explosives –whatever it takes to get the job done. The team that destroys the most cargo wins.

Rodeo - Gauntlet Mission (REDSEC)

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Saddle up for a tank-centered addition to the Gauntlet mission rotation.

In Rodeo, squads must earn eliminations while occupying heavily armored tanks scattered throughout the playable area. The two squads with the least amount of points are removed from the Gauntlet match.

Turfpro PVT Royale - Vehicle (Battlefield 6 AND REDSEC)

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The deadliest vehicle on the fairway. A 4-person Golf Cart that can transport any squad into or out of combat.

Of course, this commandeered cart cannot handle on-board military-grade weapons, so any defense means must be provided by the infantry who dare to drive these carts into the heat of battle.

Battle Pickups - Feature (Battlefield 6 AND REDSEC)

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Battle Pickups are weapons of unprecedented power that can turn the tides of battle. These weapons are rare and can only be found in high value caches around the map. Secure a Battle Pickup to gain a major tactical advantage for your squad.


  • Rorsch Mk-2 SMRW: A chargeable Railgun inflicting massive damage to soldiers, vehicles, and structures.


  • MP-RMG: A Minigun with a fast rate of fire, effective against light vehicles and infantry.
DB-12 - Shotgun (Battlefield 6 AND REDSEC)

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A dual barrel pump-action shotgun that feeds from two different tubes. One trigger pull shoots the cartridge from one barrel, a second trigger pull shoots the other, then the pump action rechambers both barrels.

M327 Trait - Sidearm (Battlefield 6 AND REDSEC)

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High damage with a low rate of fire, this eight-round revolver is strong up close with a considerable damage drop-off compared to the .44 Magnum.

Slim Handstop - Attachment (Battlefield 6 AND REDSEC)

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The third attachment to come in Season 1, this grip offers an alternative choice for underbarrel choices with its unique blend of ergonomic and handling changes.

Winter Offensive - Available December 9

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Season 1’s final phase challenges your squad to break through an icy stalemate - expect the Empire State to freeze over, Multiplayer and Gauntlet mode variants using a new Ice Lock mechanic, and additional Portal updates before the end of the year.

Ice Lock Empire State - Limited-Time Map Update (Battlefield 6)

Environmental threats detected -- temperatures have dropped well below freezing in Brooklyn. Gear up, stay warm, and take complete control of the borough with this limited time visual update to the Empire State map.

Ice Lock - Limited-Time Event (Battlefield 6)

The Ice Lock looms…

This Limited-Time Event is centered around a mechanic called Freeze, a gameplay modifier that slowly reduces player health if they do not seek external heat sources. Don’t be caught snowblind; Combat Zones will have designated Heat Zones to bring your core temperature back up to normal, or you can create fire using Incendiary Grenades and other Gadgets.

Ice Lock Gauntlet - Limited-Time Event (REDSEC)

Similar to the Ice Lock for Battlefield 6 Multiplayer, Gauntlet will have a Limited-Time Ice Lock variant that adds to the experience’s relentless nature with the sheer force of harsh winter conditions.

Unlike a traditional Gauntlet on Fort Lyndon, Ice Lock Gauntlet takes place on the Battlefield 6 Multiplayer map Empire State Ice Lock with a locked set of three operations in every match. Master these operations while braving the effects of Freeze, and your squad will be rewarded with more than just the pride of victory.

Ice Climbing Axe - Melee

Designed to make an enemy’s blood run cold or pick through more delicate environmental pieces, expect this new melee tool to compliment this category typically reserved for knives and the sledgehammer.

Portal Updates

Expect a new Verified mode and all Winter Offensive content, including the Ice Lock Empire State map and the Ice Lock variant rules, to be added to Portal.

This is Your War - Jump into Battlefield Today

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The ultimate all-out war is here - rally the squad and join the fight today.

Battlefield 6 is available in both the standard edition (MSRP USD$69.99) and the Phantom Edition (MSRP USD$99.99)**. The Phantom Edition includes the BF Pro Token, Phantom Squad Soldier Skins, Weapon Packages, Deluxe XP Boost, and more, in addition to the full game download of Battlefield 6.

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Be the first to the frontline with Battlefield Pro. Get 25 Tier Skips on top of the base Battle Pass, six exclusive instant unlocks, the ability to host a 100 player persistent server in Portal, a dedicated bonus path, and more. Learn more about Battlefield Pro here.

*Some content available to be unlocked mid-season, visit

https://battlefield.com

for more details.

**Offers may vary or change. See retailer site for details.

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BATTLEFIELD 6 UPDATE 1.1.1.0

We are deploying Update 1.1.1.0 on Tuesday, October 28, followed by the Season 1 launch later that day at the following times:


  • 09:00 UTC: Update 1.1.1.0 goes live on all platforms. Players will be prompted to download and install the update, which includes all technical and gameplay changes.


  • 15:00 UTC: Season 1 content, including the Battle Pass and new seasonal features, becomes available for all players.

Between these times, players can continue to play Battlefield 6 as normal after updating, but Season 1 content and progression will unlock at 15:00 UTC.

The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience. This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward.


Major Updates for 1.1.1.0:


  • Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.


  • Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.


  • Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.


  • Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.


  • UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.


  • Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.

CHANGELOG

PLAYER:



  • Fixed an issue where combat dive could break when diving uphill.


  • Fixed an issue where players would detach from ziplines when entering at high speed.


  • Improved steady aim and sight centering for more consistent precision.


  • Fixed an issue where movement could interrupt steady aim.


  • Adjusted misaligned character hitboxes for upper body and head to better match the visual models.


  • Fixed an issue where the jump animation could play twice when aiming down sights.


  • Landing animations now have their animation path properly centered, instead of shifting to the side when landing.


  • Fixed an issue where jump inaccuracy could linger too long after landing.


  • Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.


  • Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.


  • Fixed an animation delay when opening doors while sliding.


  • Fixed an issue where players could get stuck while vaulting over certain objects.


  • Fixed a visual issue where dead players appeared alive while swimming.


  • Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.


  • Fixed an issue where getting killed by a mine would highlight it in the killcam.


  • Fixed a camera jitter that could occur when entering ladders and looking down.


  • Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.


  • Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.


  • Fixed an issue where pistols disappeared while swimming.


  • Improved lighting precision for visibility while hip-firing and aiming down sights.


  • Reduced occurrences of bouncing or landing issues when dropping onto certain objects.


  • Fixed an issue where the killer snapshot sometimes did not display in the killcam.


  • Small improvements to weapon and camera sway for smoother movement.


  • Fixed an issue where enemies could take melee damage in protected vehicle seats.


  • Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.


  • Fixed an animation issue where repeated vaulting could cause incorrect hand placement.


  • Fixed an issue where simultaneous melee hits could make an enemy briefly invisible


  • Fixed an issue where soldier heads briefly disappeared during redeploy transitions.


  • Improved training path progression display to better match actual unlocks.


  • Fixed an issue where friendly players could clip into each other when climbing ladders.


  • Fixed an issue preventing vaulting directly from a slide.


  • Fixed an issue causing the camera to rotate abruptly after a takedown.


  • Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.


  • Improved stab animations when reviving with drag and revive.


  • Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.


  • Fixed a camera clipping issue when going prone while strafing.


  • Fixed a missing third-person animation when transitioning from prone to sprint.


  • Fixed an issue where falling while sprinting caused incorrect hand movement.


  • Fixed visual clipping when soldiers stood too close to glass doors.


  • Fixed jittery aim animations in third-person when mounted.


  • Fixed a bug where mounting near walls prevented aiming left or right.


  • Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.


  • Fixed an issue where third-person hit reactions were missing when hit while mounted.


  • Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.


  • Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.


  • Fixed an issue where taking melee damage interrupted weapon fire.


  • Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.


  • Improved vaulting, parachute, and door-opening animations for smoother transitions.


  • Fixed rare animation freezes for friendly soldiers reloading off-screen.


  • Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.


  • Added parachute customization for soldiers.


  • Prevented unintended shoulder bump animation when equipping a weapon while sprinting.


  • Improved ragdoll impacts for more consistent and reliable reactions.


  • Improved stance transition and landing animations to settle faster and feel smoother.

VEHICLES:


  • Fixed missing haptic feedback when switching between tank weapons.


  • Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.

GADGETS:


  • Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.


  • Fixed a MAS 148 Glaive visual issue during combat dives in first-person.


  • Fixed an issue where Defibrillators appeared floating during vaulting animations.


  • Fixed an issue where the Supply Pouch would sometimes not resupply correctly.


  • Deployable gadgets are not destroyed/removed from debris piles


  • AT grenades now create a small sized crater instead of a medium one.


  • Buildings now take more hits to be destroyed by a Sledgehammer.

WEAPONS:


  • Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.


  • Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.


  • Fixed a misalignment issue with top-mounted red dot sights.


  • Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.


  • Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.


  • Improved reticle settling for automatic weapons to make burst firing more efficient.


  • Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.


  • Balanced sledgehammer damage against world objects for better consistency.


  • Fixed an issue preventing players from leaving the Firing Range.

MAPS & MODES:


  • Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.


  • Improved exposure transitions between indoor and outdoor areas for better visibility.


  • Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.


  • Squad names are now randomized at the start of Squad Deathmatch matches.


  • Added visible bomb meshes to armed M-COMs in Rush.


  • Updated overtime UI visualization across all modes.


  • Fixed animation and positioning issues during insertion sequences on all maps.


  • Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.


  • Fixed an End of Round progression issue in King of the Hill mode.


  • Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.

Mirak Valley


  • Fixed a misaligned zipline mesh in Conquest.


  • Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.


  • Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.

Siege of Cairo


  • Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.

Liberation Peak


  • Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.


  • Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.

New Sobek City


  • Fixed an issue preventing players from capturing part of Flag C in Escalation.


  • Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.


  • Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.

Manhattan Bridge


  • Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.

UI & HUD:


  • Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.


  • Updated 3D previews for certain gadgets to show their deployed state.


  • Added preview videos demonstrating how gadgets work.


  • Added new cosmetic options for selected gadgets.


  • Changed “Save & Close” to “Close” in the Deploy menu for clarity.


  • Fixed various UI issues in Loadouts.


  • Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.


  • Fixed multiple text inconsistencies in Dog Tags and Challenges.


  • Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.

SETTINGS:


  • Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.


  • Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.

SINGLE PLAYER:


  • Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.


  • Fixed a black screen issue in the Night Raid mission.

PORTAL:


  • Fixed an issue where the Host Experience screen did not display the Portal experience image.


  • Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.


  • Improved loading times for the Server Browser experience info tab to ensure joining functions properly.


  • Corrected a spelling error in the message shown when attempting to join an unavailable server.

AUDIO:


  • Fixed an issue where footstep sounds were missing when moving with the knife equipped.


  • Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.


  • Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.


  • Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.


  • Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.


  • Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.


  • Added radio chatter through controller speakers.


  • Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.


  • Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.


  • Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.


  • Added missing ambient audio setups for environmental props like construction barriers and buses.


  • Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.


  • Fixed an issue where delayed challenge tab displays triggered early audio playback.


  • Fixed an issue where defibrillator loop sounds could get stuck when vaulting.


  • Fixed missing or out-of-sync reload sounds.


  • Corrected the M39 EMR using suppressed audio when unsuppressed.


  • Restored missing external sound effects for RWS Gunner countermeasure mines.


  • Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.


  • Reload audio polish for several weapons.


This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

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Battlefield 6 - Community Update - Latest Changes and Preparing for Season 1

Hello everyone,

Thank you for continuing to share your experiences and for helping us shape Battlefield 6 together. As we approach the launch of Season 1, we want to share another update on the changes and improvements we’ve been working on based on your feedback.

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Priority Battlefield 6 Game Updates

Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.


Live Now:


  • Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed.


  • Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.


  • Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the details on how to get Full XP in Verified modes.

Upcoming Changes:


  • Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.


  • Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:

    • XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.


    • We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:

      • Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3


      • Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000


      • Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5

        • In addition, a later game update will reduce the 200m distance

  • Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.


  • Weapon Dispersion: As part of our Season 1 Update 1 (October 28), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.

We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:


  • Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.


  • Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.


Regarding Battlefield Labs

We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together.


Battle Royale Mode: Learnings and Updates

Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:


  • Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.


  • Armor changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.


  • World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.


  • Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.

We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.


Let’s Go!

Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.


The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!

//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible
.

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Community Update - Update on Community Servers and Portal Experiences

Hello everyone,


As we mentioned last week, we are in the process of addressing some known issues that are affecting Portal's Community tab and the availability of servers and experiences there.


Update on Community Experiences


Recently, we shared that we’re making changes to reduce the number of XP farm servers appearing in the Server Browser and Community Experiences. These servers have made it harder for players to discover the kinds of experiences Portal was created for. We have organized a series of changes to emphasize our commitment to highlighting the player community and making this a space where you can celebrate creativity, find unique experiences, play with friends, and build communities.

As part of this effort, we’ve rolled out several backend updates to support healthier matchmaking and better overall experiences in Portal. This includes resolving unintended systems that affected XP progression and balance across experiences, and for now, removing bots from Verified Experiences to help improve the overall quality of matches.

Further updates that were made today:


  • Verified Experiences with “Bot Backfill” disabled continue to grant Full Progression and XP.


  • Custom Experiences will continue earning reduced progression, regardless of whether bots are active. This keeps creative freedom and allows you to express yourself within Portal while maintaining progression balance.

To pick up these changes properly and have an experience earn full XP, any qualifying experience would need to be unpublished, have “Bot Backfill” disabled, and then republished. Servers, including persistent ones, may occasionally need to be restarted. These brief interruptions may continue until ongoing improvements are fully implemented.

At an initial glance, we’ve started to see a decline in PvE servers with fewer active players, while PvP servers, where players compete against one another, are becoming more active. PvE options are still available through Custom Experiences, but Verified Experiences with full XP are starting to better reflect our focus on player-versus-player gameplay. Also, we’re still exploring potential solutions that address current issues that would allow us to reintroduce bots in the future while continuing to deliver a great player experience.


Regarding Challenges


We wanted to take a moment to acknowledge that we have seen the discussion that these farming servers are necessary due to the difficulty of challenges or issues affecting them. We are actively working on updates for challenges and will share details as progress is made in this area.


What’s Next for Portal

We believe the best Battlefield moments happen when players connect and compete in shared, player-driven experiences. The kind of experiences that capture the unpredictability, teamwork, and intense moments that define Battlefield. These updates will move us closer to that goal.

We’ll continue to monitor, adjust, and refine Portal and Community Experiences as issues are resolved. At the same time, we want to recognize the incredible creativity and passion within the Portal community; it’s been truly inspiring. From faithful recreations of classic modes to completely original ideas, your imagination continues to impress us, and we’re committed to fostering that innovation moving forward.


We have also seen a few questions about Verified Experiences and official servers. The “BattlefieldOfficial” servers are legitimate, official servers created and maintained by the Battlefield team. You’ll see them listed in the Server Browser under the BattlefieldOfficial or BFPortalOfficial account; both names refer to the same verified source.


These servers host persistent, official Battlefield experiences, like Conquest, Breakthrough, and Rush, with standard “vanilla” settings. Currently, multiple persistent servers are hosted under BattlefieldOfficial, so players can reliably find populated matches without needing to rely on bots or random matchmaking.

We also maintain a variety of Verified Experiences, such as Hardcore, Infantry, and Closed Weapon variants, that appear in the Featured Experiences section or through the search function. These experiences are intended to rotate regularly to keep the gameplay fresh and reward full XP.

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How to Join BFPortalOfficial Experiences/Servers:


  1. Go to the Community tab in the main menu.


  2. Select an experience such as Hardcore Conquest.


  3. Click View More by Creator in the bottom left corner.


  4. From here, you can see all of the BFPortalOfficial modes and can choose a mode you and your friends want to play, like Hardcore Conquest.


  5. Browse or host a server, and share the name and host with friends so they can easily join you.


Season 1 is Almost Here

We have other updates and changes planned for Season 1 based on your feedback. We are actively finalizing these details to share with you, and thank you for your continued feedback.

//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible
.

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How to Find Help and Report Issues in Battlefield 6

Thank you for all the hours played throughout an amazing launch week!

For those of you encountering performance concerns or unexpected gameplay quirks, we want to provide details on the best ways to help us solve them and get you into the game.

For technical support, direct troubleshooting guides, and keeping on top of reported issues, visit the Battlefield 6 Help Center, Battlefield 6 FAQs, and Known Issues.

Share your feedback in our Battlefield Steam Discussion Boards or engage in a topic on our Battlefield 6 EA Forums. The discussions happening here and our other community spaces help us understand what players are seeing across different setups and experiences, and also provide a great way to connect with other Battlefield fans.


To make your post as helpful as possible for others, consider these tips:


  • If you’re experiencing the same issue as someone else who posted, add a comment to that thread instead of starting your own. This lets us know how many players in the community are having the same problem. If you’re not sure, you can also start your own discussion.


  • Make your Topic Title as specific as possible. For example, instead of “Can’t play at all” try “Battlefield 6 won’t launch from Steam on Windows 11”


  • Description of when you experienced an issue, any patterns, steps to reproduce, or workarounds you’ve noticed.


  • Your platform or specs.

Your discussions help keep the dev team informed on what matters most to you, but we also hope that you can connect with other players, learn from each other, and celebrate the moments that make Battlefield what it is.

We look forward to delivering the best experience possible. Thanks for bringing your passion and perspective to the fight!

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