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Battlefield

Battlefield 6 Free Trial Coming Soon

From Mar 17-24, experience ultimate all-out warfare for free during the Battlefield 6 Free Trial.


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Drop into the European mountainside in the Contaminated map. Wage war across the crucial German airbase and grapple over the rocky terrain in this expansive battleground where satellite intelligence is at stake.

Plunge beneath the surface and prepare for gripping underground close-quarters combat in the new Hagental Base map. Blast through walls or cave in ceilings to flank and ambush enemies lurking in the tunnels.

Choose from six modes, including Battlefield's signature all-out warfare in Conquest, where tanks, jets, and attack helicopters turn the tides of battle. Plus, experience new nightfall features in Domination or Team Deathmatch.

Download Battlefield REDSEC, squad up, and prepare to leave your mark with a legendary Only in Battlefield moment.

https://store.steampowered.com/app/3028330/Battlefield_REDSEC/ Watch the trailer to see what's coming on Mar 17.

Terms & conditions apply.

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Battlefield 6 - Community Update - Battle Royale Solos Testing Live Now

Hey everyone,

This weekend, we’re putting Battle Royale to the test.

From March 6 at 12:00 UTC (7:00 AM EST / 4:00 AM PST) through March 9, Battle Royale Solos is available through a new Battlefield Labs section directly in the live game. There is no separate client or additional download required. Just launch Battlefield 6, head to the Battlefield Labs section, and deploy onto the battlefield.


Battlefield Labs

Battlefield Labs has always been our space for experimentation. With Battle Royale Solos, the dynamics of coordination and pacing shift completely. Every engagement is personal. Every rotation matters. Every vehicle encounter carries a different weight.

By bringing this test into the live environment, we’re able to evaluate the experience at scale and understand how Battle Royale holds up when there are no teammates to rely on.

Our focus during this test includes:


  • How does the pacing feel in a true one versus everyone format?


  • How do vehicles influence the flow and overall balance?


  • Are missions and progression appropriately tuned for solo play?


  • Do class roles retain clear identity and value without squad support?

As with all Battlefield Labs experiences, this mode is experimental and subject to change based on what we observe and learn.

Because this specific test is running inside the live game, there is no NDA for this test window. You are free to stream, post clips, and share feedback on your experience throughout the weekend.

Please note that all other Battlefield Labs playtests and discussions remain under NDA unless otherwise stated.


How Battle Royale Solos Differs

Battle Royale Solos removes the safety net that squads provide. Compared to Duos and Quads:


  • There are no squad revives.


  • Redeploy towers are disabled.


  • Class Training Path XP requirements scale for solo pacing.


  • Missions are tuned for single-player completion, with reduced objective requirements, faster completion times, and adjusted rewards.


  • Squad-oriented loot such as Mobile Respawns and Defibrillators have been removed from the loot pool.

Vehicles, including tanks, remain enabled for this test. Part of our goal is to understand how combat vehicles impact pacing, survivability, and endgame dynamics when every player is operating alone. We’ll be closely reviewing feedback around vehicle balance, mission flow, perk impact, and overall feel.


Because this is a test build, you may notice that some UI elements and voice-over lines still reference squad-based language. Due to recording and localization timelines, not all VO has been adapted for solo play in this build.


Your Feedback Matters

After playing, you’ll find a survey in the main menu next to the Battle Royale Solos test tile. That feedback goes directly to the team, so we strongly encourage you to share your thoughts there. You can also join the conversation in our official Battlefield Discord, where we will be reviewing your discussions throughout the weekend.

This is Battlefield Labs at work, putting new ideas into your hands, learning from your experiences, and building the future of Battlefield together.

Jump into testing now. 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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Battlefield 6 - Community Update - Ongoing Quality of Life Improvements

Hey everyone,

I’m Florian Le Bihan, Principal Game Designer on Battlefield 6. I’ve been working closely with our gameplay, networking, animation, and audio teams to improve the core combat experience. My focus has been on connecting these systems to deliver encounters that feel consistent, responsive, and exciting every time you step onto the battlefield.

With Season 2 underway, I want to take a deeper look at several foundational systems that directly impact the feel of the game. Hit registration, Netcode, Time to Kill, soldier visibility, and audio clarity are tightly connected systems. While we’ve delivered numerous improvements since launch, our work is ongoing. We will continue to analyze, evolve, and enhance the experience based on feedback because the connection between the game and the player sits at the heart of Battlefield.

Combat reliability is not driven by a single system, but by how these layers interact with one another. Improving this experience requires careful sequencing. In many cases, stabilizing one system is necessary before adjusting another. Networking behavior affects how Time to Death is perceived. Visibility influences pacing and damage clarity. Animation alignment impacts “shot behind cover” scenarios.

Because these systems overlap, changes must be validated carefully to ensure they improve consistency without introducing new issues. This process takes iteration and large-scale testing, which is why Battlefield Labs plays such an important role in our approach.

Today, I want to walk you through where we are, what we’ve already improved, and what we’re continuing to refine based on your feedback. In parallel, our broader efforts continue across performance, stability, UI clarity, progression, and other player experience improvements.


Hit Registration / Netcode

Extreme Measures (Season 2 Phase 1) introduced the first round of networking changes aimed at improving combat reliability. Bullet data is now handled more efficiently, and additional stability updates are planned for our next major update. These refinements continue to be validated through Battlefield Labs to ensure improvements hold up under full live service conditions.

Since launch, this topic has been one of the most discussed aspects of Battlefield 6. We’ve seen examples of shots appearing to land but not registering, and situations where players felt they were eliminated after reaching cover. Some of these experiences are influenced by perception - especially when some of our weapons have a particularly fast Time to Kill combined with limited visibility - but technical issues have also contributed. We’ve addressed several of these issues already, and we are continuing to work to stabilize and refine others.

With our recent update, we optimized how bullet-related data is being transmitted between client and server. In rare cases, too much information exchanged within a single update could delay damage feedback for either the shooter or the player taking damage. These changes prioritize critical interactions, such as shots landing or damage being applied, so they are processed more reliably and in a more timely manner.

Another key area involves how clients remain synchronized with the server, often referred to as Time Nudge. In online shooters, the game client cannot display events at the exact same moment the server processes them due to network latency - information is never transmitted instantaneously between client and server. Instead, it buffers a small amount of incoming data to smooth out network or performance fluctuations. When functioning correctly, this results in fluid movement and stable hit registration.

At launch, this system could drift outside safe bounds under unstable network conditions or heavy system load, contributing to desynchronization. We are targeting configuration adjustments to better constrain and stabilize this behavior in the next major update. The goal is to ensure that what you see on screen more closely matches what the server sees, even when performance fluctuates. Internal and Labs testing shows improved alignment, but more player impressions are needed before we consider this resolved.

In addition to this, we will look into refining the responsiveness and clarity of both incoming and outgoing damage indicators. When you take damage or land shots, feedback should be immediate and readable across UI, audio, and visual effects. Improvements in this area will continue alongside our networking efforts. We’ve also corrected cases where the soldier health bar updated a few frames after the actual damage occurred and where incoming damage animations lacked clarity, which could have compressed multiple hits into what looked like a single hit.

We are also examining how the server validates damage during close encounters. In multiplayer shooters, the server decides whether damage should count, since players are never experiencing the exact same timeline due to latency. In some cases, if the server determines that a player was already eliminated, it may invalidate incoming damage to prevent unintended trade eliminations. This behavior exists to preserve fairness, but it comes with some trade-offs, particularly in fast close-quarters fights where a shot may feel like it should have landed. We are reviewing how these server-side damage rejections behave to ensure the balance between fairness and responsiveness.

Lastly, we identified cases where third-person character visuals do not always accurately reflect what is happening in combat. One example involves enemy facing direction, where a character model may appear to be oriented away from you while they are in fact aiming and firing in your direction. We have a fix scheduled for the next update. Separately, we have also observed inconsistencies when transitioning from standing to prone, where a player’s first-person view may suggest safety while their third-person character model remains partially exposed to others. The fix for this behavior is planned for later in the season to better align visual representation with actual gameplay.


Time To Kill (TTK) / Gunplay

The first phase of Season 2 delivered improvements to recoil consistency and a weapon balance pass to ensure weapon handling feels more predictable and responsive. We’ve heard concerns that Time To Death (TTD) can feel too fast, and it remains an active topic of discussion within the team. Before we make broad changes, we’re concentrating on strengthening combat clarity, including responsive audio-visual damage feedback, improved enemy readability, continued Netcode refinements, and more.

TTD is heavily influenced by how clearly combat events are communicated. When multiple bullets land in rapid succession and feedback is unclear, even a four-shot kill can feel instantaneous. At the same time, many players report that TTK from the shooter’s perspective feels satisfying and responsive. Introducing broad changes before stabilizing the underlying systems risks creating a “bullet sponge” experience, elongating TTK, weakening weapon satisfaction and unintentionally shifting pacing. Our priority is to strengthen systems that support gunplay, especially those that affect TTK.

One approach currently being validated in Battlefield Labs involves reducing damage dealt to limbs across several weapon archetypes. Shots landing on arms or legs may require an additional bullet to secure a kill, while headshots remain unaffected. If a bullet passes through an arm and strikes the head, it will correctly register as head damage. This approach rewards accuracy without fundamentally changing the feel of gunplay.


In addition, we are validating adjustments to the economy of the Hollow Point and Synthetic Tip ammunition attachments through Battlefield Labs as well. Our aim is to make them more meaningful and competitive choices when customizing weapons, ensuring that attachment selection reflects intentional trade-offs rather than default picks.

Weapon control has also been a central focus. Since launch, recoil compensation could behave unpredictably, sometimes requiring more input than expected to counter weapon kickback. This season introduced tighter alignment between recoil output and the aim input required to manage it, improving overall recoil stability. With that foundation in place, we will continue to evaluate recoil balance across weapon archetypes to determine whether additional tuning adjustments are needed. Ongoing refinements will continue through Battlefield Labs as we gather live in-game data across skill brackets and modes.

Our goal is to ensure that when you win or lose an engagement, it feels earned or fair.


Soldier Visibility

Soldier visibility continues to influence pacing and perceived fairness, especially in close-range and interior engagements. We are exploring improvements to lighting transitions and visibility systems without breaking immersion. This includes refining how characters read against dynamic environments and varied lighting conditions. Larger art-direction shifts are unlikely in the near term, but targeted changes and longer-term exploration remain active.

Visibility impacts more than spotting an enemy. It affects decision-making, reaction time, and how combat feels overall. When you cannot see who eliminated you, fast TTD feels even more abrupt.

One significant factor involves transitions between interior and exterior areas. Current exposure calculations consider first-person weapon and arm models, which can exaggerate lighting shifts. We are investigating adjustments that exclude these models from the calculations of the exposure in favor of world lighting, with the goal of reducing instances of blinding exteriors or overly dark interiors. While this will not eliminate every scenario, it should meaningfully improve how exposure and lighting transitions between exterior and interior environments behave during gameplay.

Battlefield environments are intentionally grounded and detailed. Debris, destruction, dust, and environmental effects all contribute to immersion but can also make soldiers blend into their surroundings. The game uses a visibility filter and a brightness boost that increases at range to help separate characters from the environment. We are targeting testing in Battlefield Labs once improvements are in place, focusing on improving close-quarter and long range clarity while ensuring characters do not appear out of place within the world.

Achieving the right balance between immersion and readability requires careful iteration. While large visual shifts are unlikely in the short term, we are continuing to make targeted adjustments and researching longer-term solutions for both live updates and future Battlefield experiences.


Audio

Audio clarity plays a critical role in combat awareness, especially when it comes to footsteps and vehicle positioning. Since launch, we’ve been working to address cases where footsteps were unclear, vehicles were difficult to track, or sounds would unintentionally drop out in intense moments. Extreme Measures introduced initial fixes to raise footstep clarity and rebalance audio priorities, with more comprehensive changes planned for our next major update.


Audio challenges in Battlefield are rarely caused by a single issue. Footstep clarity, vehicle audibility, and positional accuracy are influenced by memory limits, file size constraints, performance considerations, and how different sounds compete for priority in large-scale engagement. In scenarios like buildings collapsing while multiple players are firing, the system must decide which sounds take precedence. That prioritization is complex, especially at scale.

With this season, we addressed several of these constraints by reducing file sizes, optimizing performance, and adjusting audio priorities so that footsteps and key combat cues stand out more consistently. These changes were an important first step, but they do not fully solve every scenario players have reported.

In the next update, we are introducing more updates to how footsteps behave within the mix. Footsteps will interact more dynamically with surrounding sounds and feature improved built-in prioritization. Close enemies will be more audible without relying on heavy volume boosts, and distinctions between enemies, friendlies, and your own movement will be clearer. The reliability of obstruction will also be increased, ensuring that sound behaves more consistently when blocked by surfaces, and reduces cases where footstep assets fail to play due to performance constraints.

Vehicle audio is also receiving targeted adjustments. Multiple jets will contribute less to overall noise-floor buildup, and enemy ground vehicles will be prioritized more clearly in the mix, particularly in REDSEC. These changes are intended to improve spatial awareness without overwhelming other critical audio cues.

We’ve also made global mix adjustments to improve clarity and positioning accuracy overall, including updates to stereo and headphone mixes and new width settings in the audio menu that allow for further customization. Default settings are tuned for balanced comfort and positional accuracy, but players who prefer a narrower or wider soundstage will now have more control.

As with all improvements, audio clarity requires continued testing under live conditions. Feedback from the community has been essential in identifying edge cases we could not reproduce internally, including unintended vehicle silence. We will continue refining these systems and keep you updated as further adjustments are validated.


Thank You

Large-scale validation can only truly happen in a live environment, which makes your feedback and the data we gather from real matches incredibly valuable. If you encounter issues, enabling the Netgraph in the System settings and sharing clips that include it helps us investigate more effectively. We will continue to speak openly about Netcode and combat reliability, answer questions where we can, and keep you informed with a clear and direct approach as this work evolves.


//Florian Le Bihan, Principal Game Designer

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

Continue reading...
 

Battlefield 6 - Community Update - Season 2 Reactions and BR Solos Testing

Hey everyone,


Season 2 released recently, and it’s been great seeing so many of you jump into Contaminated and take to the skies with the Little Bird. We’ve been closely reading your feedback from the first days of the season and want to take a moment to acknowledge some of the initial reactions we’ve seen, while also looking ahead at what’s planned for the next phase of Season 2 and beyond.


Season 2 Initial Reactions

We’ve seen a lot of positive reactions to Contaminated. Many of you have called out the sandbox variety, flanking routes, and vehicle interplay as some of the best experiences you’ve had so far in Battlefield 6. The feedback is incredibly encouraging, and we can’t wait to deliver even more.


Combat flow is a crucial part of every BF6 map, and Contaminated is no exception. Based on feedback, we expanded the available airspace to give pilots more room to maneuver while keeping ground combat readable and balanced. So far, we are seeing great reactions to this adjustment, and we’ll continue to monitor how engagements evolve so we can apply those learnings to future maps.

Looking beyond, larger-scale experiences remain an important part of expanding Battlefield 6. We are continuing to test Golmud Railway in Battlefield Labs as one of our most ambitious large-scale maps for this game. Our focus is not just scale, but also ensuring it delivers strong vehicle depth and consistent pacing across the full playspace. BF Labs allows us to fine-tune these elements with players before bringing them into the live experience.

The time leading up to Season 2 allowed us to prioritize improvements to the quality of our updates, with additional effort focused on strengthening the overall experience. We are iterating our processes along with the game to deliver the best content possible as we move forward. When you log in on day one of a season, we want the experience to feel polished, cohesive, and respectful of how you choose to play — whether that’s a specific map, mode, or Portal experience.

Additional topics we’re monitoring:


  • Movement: Movement impacts every layer of gameplay, and updates here need to be deliberate and measured. With other gameplay systems evolving alongside it, we want to evaluate how the overall combat experience settles before making further changes.



  • Progression: Season 2 introduced improvements, but this topic remains an active and ongoing discussion internally. We’re closely tracking how the Season 2 changes are landing and gathering data on how players engage with different paths. Our goal is for the time you invest — regardless of mode or playstyle — to feel rewarding and fair. We share more details on additional progression changes later in this update.



  • Portal: Previously, we intentionally delayed adding new hardware to the SDK to allow additional time for stabilization and bug fixes. This included delaying the addition of the Little Bird (AH-6M), which will be added to the SDK in a future update. We’re currently reevaluating this approach for future seasons, so while this may not always be possible, our goal is to support new hardware in Portal as soon as it launches.



  • Portal: We’ve received reports of latency (rubber banding) in some player-made experiences. Our investigation shows that having more than 40 vehicles in an experience can cause unnecessary lag. This includes vehicles that are spawned but not actively in use. Another alteration we've seen that improves latency is having the player count lowered from 64. We are continuing to investigate long-term solutions while also working to improve overall performance.

We’ll also be sharing a dedicated blog soon that takes a deeper look at ongoing quality-of-life improvements, including hit registration, Netcode, time-to-kill tuning, soldier visibility, and audio updates.


New Ways to Experience Battlefield

Limited-Time Modes are one of the ways we keep Battlefield feeling fresh and full of new ways to play. They allow us to introduce new mechanics, environmental twists, and sandbox variations that expand how combat unfolds, whether that’s changing visibility, reshaping engagement ranges, or adding new tactical considerations.

With VL-7 Smoke, we introduced a new layer of battlefield control and area denial. As reactions could vary, we made sure players had the option to experience it in dedicated playlists or continue playing without it. Supporting different ways to play is important to us. Some of you leaned into the added chaos, while others preferred the classic experience, and we want Battlefield to provide room for both.


Not every LTM is meant to become permanent, but each one expands the toolbox. When an idea resonates strongly with the community, we have the flexibility to bring it back, iterate on it, evolve it, or integrate elements into the broader Battlefield experience. The Freeze mechanic introduced during Winter Offensive is one example. While the event itself was time-limited, the mechanic now lives on in Portal, allowing players to continue experimenting with it. This evolution is part of how we want to keep Battlefield 6 innovative and fun.

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What’s Coming in Nightfall

Nightfall shifts the battlefield in a way that changes how you move, how you communicate, and how you read the battlefield. With darkness rolling in on a new map, sightlines shrink, audio becomes more important, and squad coordination matters more than ever. Night vision goggles, featured on our roadmap, introduce a new layer of tactical decision making. It creates a different kind of tension, one that feels tactical and immersive, and we’re excited to see how you step into the dark.

On top of that, there are a number of key improvements arriving alongside the Nightfall update.


Progression

Progression has been a consistent topic of discussion. We’ve continued monitoring data and reviewing your experiences, and it’s clear that certain parts of progression, particularly within Weapon Mastery, are taking too long to feel rewarding.

With the next phase of this season, we’re introducing targeted adjustments aimed at smoothing the overall progression pacing and reducing unnecessary grind.

Weapon Mastery progression will feel faster and more consistent. We’ve tuned the Mastery XP curve to smooth out attachment unlock pacing, increased the rate at which sidearms rank up so they align more closely with primary weapons, and moved camo unlocks earlier so cosmetic rewards arrive sooner in your progression journey.

These adjustments build on the progression updates introduced at the start of the season. We will continue to evaluate how these changes land across different modes and playstyles, with further refinements later in the season.


Ping System

We’ve heard your feedback that the current ping system can feel cluttered and hard to read in intense moments. Clear communication is critical in Battlefield, and we want pings to feel intuitive and reliable.

With our next update, we’re addressing an issue where enemies spotted using the Recon Drone would not consistently remain marked for squad members. In some cases, the spot would briefly appear and then disappear even when visibility was maintained. This fix ensures drone spotting behaves more reliably and remains visible when appropriate.

Later in the season, we’re planning broader refinements to the ping system focused on improving clarity, reducing visual noise, and strengthening squad readability. These updates are aimed at making communication faster and easier to interpret without changing the core feel of squad coordination. Looking further ahead, we’re continuing to evolve this system with improvements to how pings are prioritized, how responsive they feel, and how they are presented. We’ll share more details as those changes get closer to release.


REDSEC

Following Extreme Measures, we’ve continued reviewing sentiment around loot flow and late-game survivability in REDSEC. The next phase of updates includes targeted resource adjustments alongside an underground expansion to the map.

Fort Lyndon is expanding beneath the surface with a new underground point-of-interest, permanently introducing a new combat space. This area is expected to become a key hotspot and we’re looking forward to seeing how players adapt their tactics around it.

With our next update, this location will temporarily feature higher-tier loot to spotlight the new POI. Updated chest visuals and a new icon will help indicate rewards tiers. To access this area, look for green smoke marking the entrances. These visual indicators and enhanced loot are specific to this update and will evolve as the season progresses.

Also in the next update, Weapons Caches previously accessible only through Missions will become lootable containers once missions are disabled. These will offer stronger rewards, including four armor plates, to ensure more reliable access to resources as matches progress.

Air Strikes will also be rebalanced as part of this update. Most will be found in the new POI or earned as Mission Rewards, with significantly reduced availability in standard containers across the map.

We will also resolve an issue where anti-vehicle crates could spawn without loot inside.

Later in the season, we plan to introduce a new Armor Drop Strike Package to provide additional defensive options in late-game scenarios. We’re also enhancing the Ammo Drop by increasing its ammunition supply and adding armor plates. In addition, additional armor plates will replace grenades in MRAPVs and Safes to further improve armor availability.

These updates are intended to smooth late-game pacing and reduce situations where players feel under-equipped in final engagements. We will continue to make adjustments to REDSEC throughout this season and beyond as we evaluate how these changes impact overall match flow.


Battle Royale Solos Testing Coming To Latest Update

You’ve been asking for a way to drop into Battle Royale solo, no squadmates, no backup, just you. During the weekend of March 6-9, we’ll be introducing BR solos inside a new Battlefield Labs section within the live game, available to all players.

BF Labs can take different forms depending on what we’re testing. For BR solos, having a Battlefield Labs section in the live game allows us to evaluate the experience at scale with as many players as possible. Our goals are to gather feedback and assess how REDSEC’s pacing, balance, and tension hold up in a true one-versus-everyone format. This mode is experimental and subject to change.

After your matches, you’ll be able to share your thoughts through a survey that’s accessible from the main menu. You can also discuss the mode in our official Battlefield Discord, where you can connect with other players and share your thoughts.

Here’s how BR solos will differ from Quads and Duos:


  • No squad revives or redeploy towers. Second Chance remains enabled.


  • Missions are adjusted for single-player completion, with tuned rewards.


  • Class Training Path XP requirements have been adjusted to scale appropriately for a single-player experience.


Vehicles, including tanks, remain enabled for this test. Part of this is to understand how combat vehicles impact pacing and late-game balance in a solo environment. We’ll be closely reviewing feedback around missions, vehicle balance, class training perks, and overall feel.

Please note that some UI elements and voice-over lines will still reference squad-based language. Due to recording and localization timelines, not all VO has been adapted for Solo play in this test build.

As this part of Battlefield Labs is available in the live game, there is no NDA for this test. Players are free to stream, share clips, and discuss their experience throughout the test window.

Drop in solo, test your limits, and let us know how it feels. Your feedback will help shape what comes next. We can’t wait to see how you take on the challenge and we’re looking forward to hearing what you think when it goes live on March 6.


Community Highlights

Alongside of featuring community-made Portal experiences in-game, here is an additional experience from the community that we have been thoroughly enjoying, and think you should check out:

Undead Ground ZeroExperience code: ZQ2V4

Created by: TabbedScamper

Slay the undead at St. Lydian Memorial: epicenter of the REDFALL outbreak. Power is dead, alarms are echoing through the halls, NATO is closing in. Extract the VIP by barricading windows, buying guns, and keeping your team alive. The VIP knows how it began... escape before the truth is erased forever.

Choose from all 4 classes, and vote on Easy/Normal/Hard difficulty, and fight through waves of Undead, Sprinters, DeadBombs, and Crawlers while earning cash for wall weapons, ammo stations, Mystery Crates, and the Amp-a-Arsenal weapon upgrade system. Collect 8 perks including Vigor-Jet, Gunslang-Jet's 3rd weapon slot, and Knockout-Jet's explosive melee; grab power-ups like Nukes, Killshots, Double Cash, and Bottomless Clips; solve the fuse box puzzle to restore power; fund and escort the VIP to safety; then pool $150,000 to repair the helicopter and extract your whole squad to win.

Recently, we featured happycamprs BF6 Operations (experience code ZHSPM). Each sector is built to feel distinct, with different combat rhythms and terrain so the operation evolves instead of repeating itself. If you haven’t checked it out yet, we recommend getting your squad together to play!


Join Us

Season 2 represents a step forward in how we approach updates, communication, and iteration. From improvements to seasonal experiences, we’re continuing to expand how you play, compete, and create moments on the battlefield. Every update builds on the last, and we’re excited to keep evolving the experience alongside you.

Please keep the feedback coming. Whether it’s praise, frustration, or detailed breakdowns, sharing your specific experiences, original thoughts, and suggestions helps us prioritize and improve. If you encounter issues, please report them on the EA forums. For discussion, squad-ups, and ongoing updates, join us on our Battlefield Discord.


We appreciate the time you invest and the passion you bring to Battlefield. See you out there.

//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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Battlefield 6 - Anticheat Metrics - January

Hey Soldier,

We saw ongoing discussion on how match infection rate (MIR) could be effectively calculated when cheaters and cheat developers aim to avoid detection. While we can’t share every detail, we can explain the fundamentals of its design. MIR includes both confirmed cheaters – all of which are banned – and those we suspect based on the full set of detections and signals that are constantly growing and updating. These signals include ones we can’t use as conclusive evidence by themselves such as player reports, gameplay footage from social media, etc.

Every match that includes either a confirmed cheater or suspected cheater is marked as infected. We then calculate all the confirmed and suspected infections versus the total number of matches to determine the MIR. As Javelin and Battlefield engineers introduce new detection signals, and our game integrity analysts refine, add, update, or retire existing ones, MIR updates automatically to reflect those developments. This allows it to effectively shift alongside the evolving threat landscape and maintain an accurate view of the overall match health.

Because MIR was designed as a look-back metric to reflect these shifts and minimize rework, it needs time to mature and stabilize. This is why we are looking at the previous month in these updates. For example, after this additional month the overall MIR calculated for December 31st matured to 2.28% from its previous value of 3.09% as reported in our earlier December post.

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Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.


In January, MIR started at 2.38%. Over the course of the month, gradually increasing with only a few periods of decline. There were two significant reasons for this: one was a significant increase in our ability to detect and ban 6 additional “Stealth” cheats that purposefully avoid being high impact and therefore avoid player reports and obvious detection signals. The other was a new ban acceleration method tested on the 18th, and then initially deployed on 26th. January still saw that gradual increase end at 3.60% on the 31st as of this update.

Through January, EA Javelin Anti-Cheat prevented 384,918 attempts to cheat or tamper with the game before they could impact matches. We are still tracking 224 cheat-related programs, hardware solutions, vendors, resellers, and their associated communities. Of those, now 212 of them (94.64%) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline.

We’ll continue reviewing your questions and feedback and will be sharing February’s metrics in roughly another month’s time.


Keep it fair out there - see you on the Battlefield.

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BATTLEFIELD 6 GAME UPDATE 1.2.1.5

Game update 1.2.1.5 focuses on quality-of-life improvements, stability fixes, and resolving several issues across gameplay, UI, Battle Pass, and Battle Royale. This update also restores missing Store content and addresses critical revive and gadget interactions. Update 1.2.1.5 will arrive on Tuesday, March 3rd.

Major Updates for 1.2.1.5


  • Implemented additional stability improvements to reduce client crashes.


  • Improved frontend tile loading times for a smoother menu experience.


  • Restored missing Store items to player inventory from the Bountiful Harvest, Pax Vanguard, and Devil Dogs bundles.

CHANGELOG

PLAYER



  • Addressed a crash that could occur during camera behaviour transitions.


  • Implemented further stability improvements to reduce client crashes.


  • Resolved an issue where initiating a revive while equipping a mask could cause the mask to remain in hand and block weapon usage.


  • Restored previously owned items that had disappeared from player inventories, including content from the Bountiful Harvest, Pax Vanguard, and Devil Dogs bundles.

WEAPONS


  • Improved the visual fidelity of the Objective Ace skin when viewed at longer distances.

MAPS & MODES


  • Updated spawn logic with an additional out-of-combat area check to prevent unintended spawn locations.

UI & HUD


  • Corrected an issue where the Tier Skip deeplink in the Bulletin directed players to an empty Store screen.


  • Improved frontend tile loading times to reduce delays when navigating menus.


  • Resolved an issue where Battle Pass rewards on the active path could display placeholder text or missing icons.

PORTAL


  • Addressed a crash related to area validation checks.


REDSEC

PLAYER



  • Resolved an issue in Battle Royale where the Tracking Pulse Recon trait could activate when destroying any deployable gadget.

UI & HUD


  • Addressed an issue in Battle Royale Duos where pings were not displayed in the elimination feed.

AUDIO


  • Resolved an issue in Gauntlet where Gas Mask voice-over lines would play while inside armoured vehicles.

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.

Continue reading...
 

Year of the Horse in Battlefield 6 | REDSEC

Bring the fireworks – and firepower – to the battlefield during the Year of the Horse

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CHALLENGES & REWARDS

Show off your horsepower and earn rewards by completing 7 new challenges. Win matches, revive or resupply teammates, deal damage with vehicles, and more. Complete challenges to unlock themed rewards, includes Weapon Packages, a Player Card Icon, and Weapon Charm.

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BUNDLES

“THE SEARING STEED”
Ride into battle and secure victory with “The Searing Steed” Bundle. Featuring a Pax Armata Soldier Skin, Weapon Package, Vehicle Skin, and more.

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“THE EQUINE HEARTH”
A little luck never hurts. Ring in a prosperous Year of the Horse with “The Equine Hearth” Bundle. Featuring 2 Weapon Packages, 2 Weapon Charms, a Player Card Title, and more.

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Plus, gallop into the new year with up to 35% off Battlefield 6 Standard Edition or 25% off the Phantom Edition, now through Feb 25.

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

Conditions & restrictions apply. See retailer site for details.

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Battlefield 6 | REDSEC Season 2 Live Now

Season 2 erupts onto the battlefield, taking the thrill of all-out war to another level with new content and features. Play now.


The war with Pax Armata crosses the globe and infiltrates the mountainsides of Germany in a grueling assault to reclaim a once owned NATO airbase. Season 2 will be released in 3 parts: Extreme Measures, Nightfall, and Hunter/ Prey, featuring high-intensity maps, critical gadgets, iconic new hardware, and vehicles for waging the ultimate all-out war experience. Season 2 later sees the limited-time mode Operation Augur, where the stakes are high and strategy is crucial - driving squads to get to the frontline and secure the win.

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EXTREME MEASURES
Lock and load. This update introduces VL-7 psychoactive smoke, distorting the battlefield with its hallucinogenic effects, as well as new expansive map Contaminated, 3 new weapons, 2 new gadgets, and the return of the legendary AH-6 Little Bird.

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REDSEC
VL-7 psychoactive smoke infiltrates REDSEC. Battle Royale is engulfed by this new weapon in Fort Lyndon, where squads must loot masks and filters for survival. Season 2 delivers new limited-time modes to REDSEC, leveraging the smoke and creating intense, mind-bending combat.

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SEASON 2 BATTLE PASS
Level up your loadout. Instantly unlock 6 rewards, and take part in 4 brand-new themed paths stocked with new hardware, weapon packages, soldier skins, XP boosts, and more. Complete these to unlock the Ultimate Path, packed with even more rewards to take control and dominate the battlefield.

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BATTLEFIELD PRO
Get ahead of the fight with Battlefield Pro. Gain 6 instant BF Pro unlocks, 25 tier skips, and dig into an exclusive bonus path loaded with tactical gear built to amplify your arsenal and give you the edge on the frontline. Lock in and go all-out.

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EMBED BF PRO VIDEO HERE

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Requires Battlefield 6 (sold separately) or REDSEC & all game updates.

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REDSEC - Community Update - Armor, Looting and More

Hey everyone,

As we head into Season 2, we want to take a moment to talk about where REDSEC stands today and what’s coming. While our previous REDSEC blog focused on armor, we’ve since been closely following player discussion and match data across the board. Today’s update covers what we’ve learned and what changes are on the horizon.


Armor Feedback and Changes

One piece of feedback we’ve seen is that armor plates can feel too scarce, particularly as matches move into mid- and late-game phases. When armor becomes difficult to recover after engagements, it can stall momentum and make successful fights feel less rewarding.


To help address this, we made a change back in December so that players drop a minimum of two armor plates upon death. This helps squads recover after winning engagements and ensures that combat feeds back into the team’s available resources rather than leaving everyone searching for more plates.


We are also adding a chance for armor plates to spawn in Class Crates, increasing the overall availability of armor across the map, as Season 2 goes live. Combined with plate drops on death, our goal is to make armor feel more accessible and more predictable, rather than something you’re constantly struggling to find.


As with any balance changes, we’ll continue to monitor how these adjustments play out in live matches and pair that with your suggestions as we evaluate next steps.


What’s Coming in REDSEC Season 2

Season 2 REDSEC content will include Limited-Time Modes for both Battle Royale and Gauntlet. These modes will include new features to the game, creating new moments and gameplay experiences.


We’re also introducing the Mobile Redeploy Strike Package, which offers a new way for squads to get back into the fight, particularly in late-game scenarios where Redeploy Towers may be sparse or unavailable. It’s designed to give squads an opportunity to recover fallen squadmates and rejoin the action, in a similar way to using a Redeploy Tower.


The Mobile Redeploy must be placed outdoors with an unobstructed view from above, and while active, it emits a visible purple smoke, making its location readable to other players. After activating, there is a 45-second delay before squadmates can redeploy, giving nearby players an opportunity to destroy the Mobile Redeploy and prevent respawns.


Mobile Redeploys are most commonly found by looting Ambulances, with a small chance to appear in Tactical Armory Crates, Safes, and MRAPVs. They can also be earned through missions that advertise the new reward.


Alongside this, we’re also adjusting vehicle pacing by adding a cooldown on Vehicle Keycard rewards from missions, once one is successfully acquired. Tanks play a key role in making REDSEC unique, but this change makes immediate back-to-back access less common while still allowing teams to gain access to multiple tanks through other means.


We’re looking forward to seeing how these changes impact pacing, survivability, and counterplay once Season 2 is live.


Improvements Beyond Season 2 Launch

Beyond the launch of Season 2 content, we’re actively focusing on several areas that shape how looting, communication, survivability, and vehicles feel over the course of a Battle Royale match.


We’re addressing cases where ground loot fails to appear, or appears late, during the initial drop, so that landing feels more reliable and players can immediately engage in the match. We’re also fixing issues with air drop crates arriving late or missing intended items, ensuring that these high-value moments are consistently worth contesting.


We’re also improving core systems that affect how you read and react to combat:


  • Loot: We’re exploring additional ways to support loot availability during the mid- and late-game, helping maintain match flow as player counts decrease.


  • Ping System: Ping behavior is being tightened, including cases where pings don’t register or behave inconsistently at distances.


  • Audio: Vehicles and footstep audio is being refined to improve directional clarity and threat awareness.


  • Gadgets: We’re reviewing drones and strike packages based on feedback around how they influence the Battle Royale meta.

Not all of these changes will arrive at the same time, but these areas represent our current priorities, and work is actively underway.


How Looting is Designed in REDSEC

Hi everyone, I’m Melad Darbandi, a gameplay designer at Ripple Effect Studios, working on the looting experience within Battlefield: REDSEC. I want to share a bit more context around our approach to the looting systems in Battle Royale. With REDSEC, we set out to create a more grounded and contextual looting experience.

Here are some examples of how we make loot more grounded:


  • Loot is nested inside physical containers, rather than just scattered freely across the environment


  • Containers have weight and presence when interacted with


  • Loot reacts to the sandbox, responding dynamically to what’s happening around you

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We’ve also designed certain loot containers to have clear and thematic roles based on where you find them.


  • Looking to breach and clear an area?

    Police Vans focus on close-quarters combat, including shotguns, a high chance at a shotgun kit, flashbangs, and potential smokescreens to help control tight engagements.


  • Need to support your squad?

    Ambulances guarantee a Defibrillator and also have a strong chance to contain a Mobile Redeploy Strike Package, arriving in Season 2.


  • Dealing with vehicles?

    Box Trucks and Anti-Vehicle Drops are your primary sources for anti-vehicle gear. If a tank is detected nearby, the contents in an unopened Box Truck can dynamically shift, or anti-vehicle crates can be deployed in the area.

These systems represent the type of behavior you can expect from loot in REDSEC today and moving forward. As we introduce new seasons and events, we also plan to refresh loot pools in deliberate ways. That may include surfacing underused weapon archetypes in specific contexts, while being more intentional about how and when those changes occur, based on what we’ve learned during the California Resistance Event.

P.S. Have people found all the hidden Superior weapons on Fort Lyndon yet? They’re a homage to certain characters in the Battlefield universe you may be familiar with. Happy looting!


More to Come

Across all of this work, our focus remains on making REDSEC feel consistent, fun, and rewarding from your first drop to the final circle. Going forward, you can expect more communication like this along with regular balance passes as new content, improvements, and events are introduced.

Please continue to report bugs on our EA Forums and join the community on the Battlefield Discord server.


// 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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BATTLEFIELD 6 GAME UPDATE 1.2.1.0

Season 2 begins February 17th with Game Update 1.2.1.0, introducing a new map, limited-time modes, the Little Bird helicopter, weapons, gadgets, and progression to Battlefield 6.

At 09:00 UTC, players will be able to download the update, with Season 2 challenges becoming available.

At 12:00 UTC, all Season 2 content goes live, including new game modes, map, weapons, tiles, the Battle Pass, and additional progression content.


New Map: Contaminated


A large-scale European mountainside battlefield set around a strategic German airbase.


  • Supports all combat sizes


  • Includes land vehicles and helicopters


  • Available across Conquest, Breakthrough, Escalation, Squad Death Match, and Strikepoint

New Limited-Time Modes

Season 2 introduces a set of limited-time experiences built around VL-7, a new psychoactive smoke weapon spreading across multiple battlefields. As contaminated zones emerge, squads must adapt their tactics, manage masks and filters, and fight for control in increasingly hostile environments across multiplayer, Battle Royale, and Gauntlet.

VL-7 Strike: A limited-time mode where the psychoactive smoke VL-7 spreads across select areas in multiplayer and REDSEC. Players must use masks and manage their filters carefully, as running out will leave them exposed to VL-7’s disorienting effects.

Battle Royale - Synthesis: Smoke engulfs Fort Lyndon, transforming the battleground. Fight and loot within contaminated zones while securing masks and filters to survive the smoke’s effects.

Gauntlet: Altered State: Gauntlet returns with a new twist. Squads compete in a knockout-style elimination format while navigating psychoactive smoke and racing to complete missions under pressure.

New Vehicle


  • AH-6 Little Bird: The iconic attack helicopter returns for NATO forces, offering high mobility and lethal firepower in skilled hands.

New Weapons


  • M121 A2: A belt-fed machine gun delivering high damage, especially effective at close range.


  • GRT-CPS: A semi-automatic designated marksman rifle designed for mid- to long-range engagements, featuring a high-capacity magazine for sustained fire.


  • VCR-2: A short-range assault rifle with a rapid rate of fire, built for intense close-quarters combat.

New Gadgets


  • 9K38 IGLA: A lock-on, anti-air missile launcher that requires active guidance from engineers to stay on target. Provides superior missile maneuverability to adept users.


  • HTI-Mk2: A short- to medium-range Recon device that can detect and reveal enemy gadgets, overload recon drones, and neutralise incoming rockets.


  • Protective Mask: Essential equipment for contaminated zones, protecting players from psychoactive smoke. Additional filters can be acquired and equipped to extend protection time.

Battle Pass & Progression


  • Season 2 Battle Pass: Instantly unlock 6 rewards and progress through 4 themed paths featuring new hardware, weapon packages, soldier skins, XP boosts, and more. Complete all paths to unlock the Ultimate Path.


  • BF Pro: In addition to the regular Battle Pass, BF Pro includes 6 instant unlocks, 25 tier skips, BF Radio, Portal Server Hosting, and access to an exclusive bonus path with additional tactical rewards.

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Game Update 1.2.1.0 delivers over 240 gameplay improvements and quality-of-life fixes across nearly every part of Battlefield 6. These changes are shaped by community feedback and real match data, with a focus on improving weapon handling, movement, vehicles, gadgets, UI, audio, and overall gameplay reliability. This update continues our ongoing commitment to improve consistency and reliability across the core Battlefield experience.

Major Updates for 1.2.1.0


  • Weapon Balance and Recoil Improvements: Delivered a broad recoil tuning pass across automatic weapons, alongside targeted balance fixes to improve consistency, role clarity, and long-term weapon handling.


  • Movement and Traversal Fixes: Improved soldier movement predictability with refined acceleration, slide and jump behaviour, smoother vaulting logic, and improved ladder animations in both first- and third-person.
    Vehicle and Gadget Reliability: Resolved multiple issues affecting vehicles and gadgets, including anti-vehicle interactions, drone behaviour, deployables, and vehicle damage feedback.


  • Maps and Mode Fixes: Addressed numerous map exploits, traversal issues, capture logic problems, and world reset bugs across Conquest, Breakthrough, Strikepoint, Gauntlet, and other modes.


  • UI, HUD and Progression Polish: Introducing a new stat screen in the Player Profile, as well as Improved clarity and reliability across the HUD, Battle Pass, challenges, End of Round flow, matchmaking, and party systems.


  • Portal Stability and Tooling Updates: Fixed a wide range of issues affecting Portal creation tools, scripting, mutators, assets, exploits, and server stability.


  • Audio, Visual and Stability Improvements: Improved audio reliability, visual consistency, cosmetic presentation, and overall game stability across platforms.

AREAS OF IMPROVEMENT

As part of Update 1.2.1.0, we've made improvements to both how recoil behaves at a system level and how recoil is used to balance automatic weapons.

Since launch, recoil compensation could feel inconsistent in certain situations. In some cases, the amount of aim input required to counter recoil did not reliably match the recoil being applied, which could make weapons feel harder to control than expected. While improvements were made during Season 1 to reduce the most extreme cases, some inconsistency could still be noticeable during regular gameplay. With this update, recoil compensation has been made fully consistent, ensuring that the aim input required to counter recoil now correctly matches the recoil applied. This results in more predictable and reliable weapon handling.

Separately from this systemic fix, we've also made a broad recoil tuning pass across automatic weapons. Recoil is one of the main ways we balance weapons across different engagement distances: higher-damage weapons are intentionally harder to control, while lighter weapons trade raw power for ease of use and consistency. Over time, we saw this balance starting to drift once we looked at how these weapons were actually being used in live matches across common combat ranges.

This tuning pass brings recoil behaviour back in line with each weapon's intended role. You should expect automatic weapons to feel more consistent and better differentiated across ranges, with higher-impact weapons demanding more control and positioning, while others remain reliable and forgiving in closer engagements.


CHANGELOG

PLAYER:



  • Adjusted the acceleration curve of slide and jumps to better account for the player's speed when entering a slide or a jump.


  • All squad members now display animated health icons when downed, clearly indicating who is able to revive you.


  • Fixed a matchmaking error that could occur when a player left the party while the party leader was already in a match.


  • Fixed a movement extrapolation issue that could cause other soldiers to appear jittery when traversing uneven terrain or changing states.


  • Fixed a rare issue where melee could become unusable if switched to immediately after being revived.


  • Fixed an issue where a player’s legs could clip through thin walls or objects when backpedalling into them.


  • Fixed an issue where a soldier could become invisible and continue moving after dying in a swimming pool.


  • Fixed an issue where a victim’s facing direction could be briefly incorrect when starting a melee takedown on a prone target.


  • Fixed an issue where accepting a squad invite on Xbox could unintentionally select a highlighted tile in the main menu.


  • Fixed an issue where Battle Pickups would sometimes be dropped after being revived.


  • Fixed an issue where deployable Gadgets could be used while on a zipline.


  • Fixed an issue where equipping a camo skin on one vehicle could cause vehicle thumbnails or icons to incorrectly appear camouflaged across all vehicles.


  • Fixed an issue where melee animations could break when initiated immediately after exiting a vehicle in first-person.


  • Fixed an issue where revived players could occasionally receive an unintended weapon state.


  • Fixed an issue where soldiers could be launched unexpectedly when entering a ladder positioned above the camera.


  • Fixed an issue where stickers were not applied correctly on the War Wolf Legendary weapon package for the L85A3.


  • Fixed an issue where the left hand could be seen floating while doing a takedown with the knife equipped.


  • Fixed an issue where the selected player patch could appear duplicated and incorrectly placed on the backpack when using the Veritas Epic skin.


  • Fixed an issue where the Spiteful Mirage skin was missing hair during the End of Round flow.


  • Fixed an issue where the Thunder Engineer skin did not focus the camera on the correct uniform patch location.


  • Fixed an issue where the uniform patch appeared twice on the Peregrine Sniper Epic skin.


  • Fixed an issue where the Wraith Recon skin could become partially transparent in first-person view when starting a match in King of the Hill.


  • Fixed an issue where unlocking characters via the Battle Pass deeplink would not correctly unlock the character.


  • Fixed an issue where unlocking the Brodie character via the Battle Pass deeplink would not correctly unlock the character.


  • Fixed an issue where vaulting onto a vehicle could sometimes destroy it and launch the player unexpectedly.


  • Fixed an issue where weapon pose could fail to update correctly when firing while sprint-jumping.


  • Fixed an issue where weapon switching after being revived could leave players without a usable weapon. The game now prioritises equipping a weapon with available ammunition.


  • Fixed case scenarios where it would sometimes be possible to grab ledges much higher than intended with vault grab


  • Fixed duplicate naming for some of the weapon charms.


  • Fixed excessive mud weathering on the Two-Faced Epic skin’s character model.


  • Improved first-person ladder animations for entering, climbing, and exiting.


  • Improved foot placement when climbing ladders.


  • Improved predictability and consistency of player movement with new acceleration curves instead of linear accelerations. Those updated accelerations retain responsive movement while allowing micro-adjustments of movement (i.e. to peek corners) and ensure that other players' movement looks more correct to improve the quality and predictability of gunfights.


  • Improved the transition of the soldier’s lower body in first-person view when stopping movement.


  • Improved third-person ladder animations, including hand and foot placement on ladders.


  • Improved vault detection near overhangs while airborne.


  • Made animation and logic improvements to vaulting over medium-sized obstacles, refining momentum and smoothing transitions into movement.


  • Prevented players from vaulting back onto the same ladder when jumping down backwards from it.


  • Reduced the intensity of hit reactions while on fire to improve visual clarity during combat.


  • Reduced the maximum slide impulse length by 25% to improve balance and readability during fast movement.


  • Updated the Winter Warning cosmetic to better align with Battlefield’s visual identity.

VEHICLES:


  • Disabled angle-based damage mitigation on the Traverser Mark II to better reflect its lighter armour profile. It now takes consistent damage from all directions.


  • Fixed an issue where attack helicopter rocket trails could disappear when firing at long distances.


  • Fixed an issue where helicopter rotary cannon tracers could sometimes originate behind the muzzle.


  • Fixed an issue where jet throttle input could remain active after ejecting from the aircraft.


  • Fixed an issue where tank turret aiming speeds differed between first-person and third-person zoom views.


  • Fixed unreliable bullet collision on Anti-Air vehicle radar dishes.


  • Reduced muzzle flash intensity on Anti-Air Tanks and stationary Anti-Air weapons when zoomed in.


  • You can no longer move vehicles forward or backward while the Big Map is open, preventing input conflicts with map zoom controls on controllers.

GADGETS:


  • Fixed an issue where Anti-Tank Mines could fail to deploy correctly in first-person view.


  • Fixed an issue where attached M4A1 SLAM AV Mine explosives on the XFGM-6D Recon Drone did not correctly affect battery life or top speed. Attached explosives now behave consistently and detonate when the XFGM-6D Recon Drone is destroyed.


  • Fixed an issue where the RPG-7 and the MBT-LAW launchers would be inaccurate if fired right after the zoom transition is completed.


  • Fixed an issue where the Smoke Grenade was missing from the Support class Loadout #2.


  • Fixed an issue where the XFGM-6D Recon Drone could be destroyed when its operating soldier was downed.


  • Fixed an issue where the CSB IV EOD Bot could instantly regain an ammo charge when destroyed.


  • Fixed an issue where the LTLM II Portable Laser Designator could prioritise already-painted targets instead of the vehicle being aimed at.


  • Fixed an issue where the Repair Tool torch flame video effect was misaligned in third-person view using non-default FOV values.


  • Fixed an issue where the Repair Tool would not repair vehicles when targeting glass components.


  • Fixed an issue where the RPG-7 could fire unintentionally when switching weapons after releasing the trigger.


  • Fixed a bug that prevent the player from returning properly to the previous weapon after throwing a supply pouch and would keep throwing more supply pouches


  • Improved consistency when destroying Anti-Tank Mines and M4 SLAM AV Mines with explosives. Clearing out minefields should be easier and more consistent using a tank.


  • Improved consistency of Defibrillator revives detection on stairs and uneven terrain.

WEAPONS:


  • Adjusted in-world spotting range when firing a weapon without a suppressor or flash hider, reducing it from 75 to 54 metres.


  • Adjusted minimap spotting range when firing suppressed weapons, increasing it from 15 to 21 metres to better align with intended balance.


  • Fixed consistency with recoil compensation, making sure that the amount of aim input needed to compensate for recoil matches the amount of recoil.


  • Fixed a visual issue with the standard fire mode on the SL9 being incorrectly set to safe; it is now set to full auto by default.


  • Fixed an issue where locked weapon skins could be used in the Firing Range.


  • Fixed an issue where shooting the first target dummy could generate particle effects at the player’s position.


  • Fixed an issue where the 5 mW Green Laser was too expensive to equip on the DRS-IAR.


  • Fixed an issue where the Flashlight could appear slightly misaligned when equipped on the MP5.


  • Fixed an issue where the LA-23 Laser pad could appear floating when equipped on the RPKM.


  • Fixed an issue where Scope glints and laser sight lens flares would be visible through the cover of smoke grenades.


  • Fixed inconsistent knife melee timing to improve reliability during close-quarters combat.


  • Fixed multiple weapon attachment visual issues, including lasers, flashlights, and optic alignment.


  • Fixed the LMR27s Fast 15- and 20-round magazines not reducing reload time as intended.


  • Fixed the SGX RO-M 1.75x sight to function consistently with other weapons.


  • Fixed visual issues with bolt-action rifle animations, including intrusive ADS motion and incorrect finger placement.


  • Improved scope glint orientation at long distances so enemy aim direction is more accurately telegraphed.


  • Knife takedowns against enemies who are prone on their back now correctly connect with the defender.


  • Reduced the Mini Scout muzzle velocity from 880 to 800 m/s.


  • Reduced the Mini Scout limb damage to better align with lower-torso damage values.


  • Updated the M433 Level 50 Mastery Package to use the correct magazine mesh.


  • Updated the Range Finder custom zeroing to not apply its effect instantly; it now requires a short delay before taking effect.


  • Updated player-facing descriptions for non-sniper grippod attachments to better reflect their gameplay effects.


  • Updated player-facing name of the TR-7's fluted barrel to match the formatting of its other barrels.


  • Weapon Recoil Tuning: Adjusted recoil behaviour across automatic weapons to better reflect real combat ranges and ease-of-use expectations, improving ranged consistency while preserving intended weapon roles.

    • AK-205: Adjusted recoil behaviour to better match expectations for a 5.45×39mm weapon, with minimal impact on overall handling.


    • B36A4, L85A3, M433, SOR-555 MK2: Reduced recoil randomness, improving consistency and effectiveness at longer ranges.


    • DB-12: Increased rate of fire and faster pump action to improve reliability in close-quarters combat.


    • L110: Reduced recoil to reinforce the handling differences between belt-fed Machine Guns and Assault Rifles.


    • LMR27: Increased damage at close to mid ranges to better reward accurate headshots.


    • M123K: Reduced recoil to improve sustained-fire control and reinforce its role as a belt-fed Machine Gun.


    • M277: Reduced recoil, improving effectiveness at range.


    • M417 A2, QBZ-192: Reduced recoil randomness to ensure they remain competitive relative to updated Assault Rifles.


    • PW5A3, SGX: Increased recoil, making them slightly harder to control and less precise at longer distances.


    • PW7A2, USG-90: Adjusted recoil behaviour to improve effectiveness at range while slightly increasing handling difficulty up close.


    • SCW-10: Increased recoil to reduce effectiveness at range and reinforce its close-quarters role.


    • SG 553R: Increased recoil to limit effectiveness at range and better align with its strong close-range performance.


    • SOR-300SC: Adjusted recoil to ensure it remains competitive alongside updated Assault Rifles.

MAPS & MODES:


  • Added Rush as a new mode to Mirak Valley.


  • Fixed an issue in Escalation on Operation Firestorm where vehicles would not spawn at HQ as intended.


  • Fixed an issue in Squad Deathmatch where locked squads could cause the scoreboard to appear partially empty.


  • Fixed an issue in Sabotage where attackers could reach elevated positions and spawn-camp the defending team on Blackwell Fields.


  • Fixed an issue in Sabotage where attackers could spawn within direct line of sight of defenders when deploying at HQ on Blackwell Fields.


  • Fixed an issue on Siege of Cairo where players could reach the top of buildings in Sector D3 using the Deployable Cover gadget.


  • Fixed missing water and visual issues in several swimming pools across Eastwood.

Manhattan Bridge


  • Fixed an issue where destroying a garage by D objective could trigger a whiteout effect across the map.


  • Fixed an issue where destroying an office building by F objective could incorrectly trigger a blackout and cause other players to see random colors and bright lights across the map.


  • Fixed an issue where destroying parts of a plaster ridge at C objective could expose occlusion problems, causing large sections of the map to disappear when viewed from certain positions.


  • Fixed an issue where players could stand on top of the bridge, creating unintended gameplay advantages.


  • Fixed an issue where points of interest on the minimap were incorrectly labelled as “Dumbo” instead of Manhattan Bridge.

Empire State


  • Fixed an issue where players could capture Point B (Sector 2) on Breakthrough from an unintended upper floor.


  • Fixed an issue where players could place the Assault Ladder on invisible collision near the NATO HQ.


  • Fixed an issue where players could reach unintended areas above the D flag after being launched into the air.

Strikepoint


  • Fixed an issue on Liberation Peak, Operation Firestorm, and Iberian Offensive where multiple world and vehicle assets would not restore correctly after the halftime world reset.


  • Fixed an issue where matches could end prematurely when teams were tied at 5:5.


  • Fixed an issue where players joining a match late could spawn under the map.


  • Fixed a rare issue where a wiped team could be incorrectly awarded a point.


  • Added the Scout Helicopter to the following maps and modes:

Conquest


  • Manhattan Bridge


  • Operation Firestorm


  • New Sobek City


  • Mirak Valley

Escalation


  • Manhattan Bridge


  • Eastwood


  • Operation Firestorm


  • New Sobek City


  • Mirak Valley

PROGRESSION:


  • Battle Pass Tokens are now earned more quickly through Career XP and Weekly Challenges, allowing for faster progression through regular gameplay.


  • Fixed an issue where rerolling challenges could become unavailable when switching between the Battle Pass and Daily Challenges.


  • Fixed an issue where the assignment tracker did not correctly track missions from the Unit page.


  • Fixed incorrect tracking for multiple weekly and assignment-based challenges.


  • Fixed multiple issues with challenge criteria displaying or progressing incorrectly across REDSEC Gauntlet and Weekly Challenges.


  • Fixed incorrect progress display for Week 2 challenges.


  • Fixed an issue where exploration assignments could complete with fewer actions than intended.

UI & HUD:


  • Engineer icon changed to improve readability and make role more clear based on community feedback.


  • Fixed a localisation issue where the Loadout Zeroing and Attachment prompts could overlap in several languages.


  • Fixed an incorrect icon for the M3A3 Bradley.


  • Fixed an issue causing Field XP UI animations to trigger too frequently.


  • Fixed an issue causing low minimap shadow quality and rendering artefacts on some multiplayer maps.


  • Fixed an issue on PC where the Big Map displayed keyboard and mouse icons even when using a controller.


  • Fixed an issue where Battle Pass points earned from weekly missions were not reflected correctly on the End of Round screen.


  • Fixed an issue where Battle Pass progression tokens were not updating correctly on the End of Round screen after completing Bonus Paths.


  • Fixed an issue where closing the pause menu from the Deploy Screen using a controller could immediately reopen it.


  • Fixed an issue where completed assignments could appear incorrectly sorted as completed on the End of Round screen.


  • Fixed an issue where equipping or previewing gadgets and melee weapons could cause them to appear under the vehicle section in the Loadouts screen.


  • Fixed an issue where locked Battle Pass rewards could appear stuck in the Loadout screen after navigating back from the Battle Pass.


  • Fixed an issue where mortar hit indicators and damage numbers were not displayed correctly.


  • Fixed an issue where the Big Map and scoreboard button prompts were missing in Gauntlet End of Round screens.


  • Fixed an issue where the crosshair could briefly display incorrect spacing when switching weapons.


  • Fixed an issue where the gunner seat aiming indicators on attack helicopters remained static while the helicopter was moving, leading to incorrect aiming feedback.


  • Fixed an issue where the “Go to Store” button prompt was not functional for vehicle customization on PlayStation 5.


  • Fixed an issue where item previews could persist after exiting Store bundles.


  • Fixed an issue where item rotation and zoom could shift to other items when rapidly switching during inspection.


  • Fixed an issue where the Free-to-Play tutorial for custom loadout access did not trigger correctly under certain conditions.


  • Fixed an issue where the map could flip back and forth when rolling an aircraft.


  • Fixed an issue where the resupply message was not visible even when resource indicators were enabled in settings.


  • Fixed an issue where the revive in-world icon for squadmates could disappear too early. The icon now remains visible until the player is fully dead and no longer revivable.


  • Fixed an issue where the “Show Game Mode Events” option did not function correctly when disabled.


  • Fixed an issue where the “Stay with Squad” option was missing from the End of Round screen.


  • Fixed an issue where the “Steady Aim” prompt unintentionally appeared on Designated Marksman Rifles; it is now shown only on bolt-action rifles.


  • Fixed an issue where the tank damage screen effect would not properly cancel when exiting the vehicle.


  • Fixed an issue where the “Tracked” section could display an incorrect number of tracked missions.


  • Fixed an issue where UI elements could overlap or misalign during fast menu navigation.


  • Fixed an issue where weapon package deeplinks did not navigate to the correct challenge tile.


  • Fixed duplicate ladder indicators appearing on the jet HUD.


  • Fixed enemy lock-on in-world icons displaying incorrect state colours when targeting vehicles.


  • Fixed missing deeplinks for Dog Tags unlocked via challenges or through the Store.


  • Fixed missing or incorrect icon art for several assignment and unit challenge rewards.


  • Fixed inconsistencies between Battle Pass progression shown on the End of Round screen and the Battle Pass menu.


  • Fixed incorrect unit descriptions for select NATO and Pax Armata forces.


  • Fixed missing high-definition feedback when the Phalanx HQ Defence destroyed incoming projectiles in Conquest.


  • Fixed missing or incorrect game mode tiles appearing on launch or after finishing a match.


  • Fixed multiple issues causing in-world icons to flicker, including look-at, occlusion, and delayed occlusion updates.


  • Fixed new reward markers not resetting correctly when switching between Season and Bonus Paths.


  • Fixed player pickup request icons not displaying correctly.


  • Improved readability of missile intercepted indicators.


  • Improved the revive in-world progress bar to more closely match the downed player’s screen, reducing the gap where a revive was no longer possible but still appeared active.


  • Reduced delay of UI hit indicators showing up when a hit has been confirmed.


  • Reorganised killer information on the kill card to improve readability.


  • Season 2 introduces a new stat screen in the Player Profile, featuring Career Total, Career Best, and Accolade stats. Each of these three screens showcases a variety of detailed statistics. The Career Total stats header includes both overall totals and breakdowns by game mode, while Career Best stats are tracked for both "In a Match" and "In a Life" categories.

SETTINGS:


  • Added an accessibility option for flash and stun grenades that replaces the white flash effect with a black screen effect, reducing sudden brightness while preserving gameplay impact. This option can be enabled in the Accessibility settings.

PORTAL:


  • Fixed a memory leak that could occur when specific scripting events were triggered repeatedly.


  • Fixed an exploit that allowed players to farm excessive XP by repeatedly destroying AI-spawned vehicles.


  • Fixed an issue where Battle Pickups spawned via Loot Spawners were missing minimap and big map icons.


  • Fixed an issue where certain rules events triggered at incorrect times, including capture point enter/exit events.


  • Fixed an issue where experiences in the “In Review” state could not be edited or deleted.


  • Fixed an issue where modifying reinforcement multipliers could cause incorrect ticket counts to be displayed during sector progression.


  • Fixed an issue where players could be reassigned incorrectly or prevented from deploying when squads reached maximum size.


  • Fixed an issue where players could create AFK farming experiences that bypassed intended progression limits.


  • Fixed an issue where players could not report a server while in the redeploy screen.


  • Fixed an issue where Portal Sandbox displayed an incorrect map size in map rotation.


  • Fixed an issue where removing all maps from a map rotation could cause the editor panel to disappear.


  • Fixed an issue where spawning ammo via Loot Spawners had no effect.


  • Fixed an issue where the Export button displayed a placeholder icon.


  • Fixed an issue where users could bypass editor limits by importing modified workspaces.


  • Fixed asset conflicts and errors that could appear when uploading or editing certain maps.


  • Fixed incorrect Front End indicators related to limited-time events.


  • Fixed incorrect map availability and categorisation for Custom Portal modes.


  • Fixed incorrect or lingering UI elements related to respawning, squad reassignment, and mission flow.


  • Fixed incorrect or missing tooltips, placeholder text, and untranslated labels in the Web Editor.


  • Fixed issues that could lead to very long loading times for some Portal experiences.


  • Fixed issues where certain assets could cause players to be returned to the Front End when hosting experiences.


  • Fixed issues where certain gadgets, weapons, vehicles, and Battle Pickups were missing from restriction settings or did not respect configured restrictions.


  • Fixed issues where strike package markers, beacon indicators, and objective icons could behave incorrectly across sessions.


  • Fixed issues where values entered for certain seasonal and environmental mutators were not saved correctly.


  • Fixed issues with Rules Editor lists being scrambled or inaccurate when selecting weapons, gadgets, or ammo.


  • Fixed issues with scripting functions and nodes, including incorrect vector calculations, squad lookup limits, and long-running player events stopping unexpectedly.


  • Fixed missing maps, assets, and set dressing in the Portal SDK, including Season 2 content and winter environment assets.


  • Fixed missing or incorrect indicators for heat warnings, second chance states, and beacon pulses.


  • Fixed multiple issues in the Portal Web Editor where weapons, gadgets, vehicles, and maps were missing, incorrectly categorised, or displayed with placeholder names, images, or meshes.


  • Fixed multiple mutators that had no functionality or incorrect default values, including reinforcement, health regeneration, zoom snap, passenger seat, and verification-related settings.


  • Fixed multiple placeholder or low-resolution vehicle and object meshes appearing when placed in Portal experiences.


  • Fixed rare server hangs affecting Linux-based Portal servers.


  • Fixed server log spam related to loot physics and proximity systems.


  • Updated and replaced several Battle Royale and Portal-related challenges that were no longer functioning as intended.

AUDIO:


  • Fixed an issue where pinging a Vehicle Supply Crate did not trigger the correct supply voice-over line.


  • Fixed audio stuttering when vehicles are sabotaged using the Repair Tool.


  • Improved audibility of enemy ziplines and parachutes, as well as friendly blowtorches, when many sounds are playing.


  • Improved audio obstruction for vehicles, weapons, and soldier footsteps by refining sound source positioning.


  • Improved clarity of distant enemy footsteps by better aligning layered audio content.


  • Improved panning for close non-player footsteps at very short distances.


  • Improved reliability of multiple sound effects under heavy load, including defibrillators, blowtorches, ziplines, and parachutes.

NETWORK:


  • Fixed rare cases where the game could become unresponsive after reconnecting network cables during gameplay or while accepting invitations on Xbox Series consoles.

REDSEC

PLAYER:



  • Fixed an issue where dying with a Data Drive could prevent the Extraction mission from progressing.


  • Fixed an issue where in rare cases soldiers could take higher than intended damage when wearing armor.


  • Fixed an issue where mission completion rewards could fail to drop correctly if the player initiating the mission was killed just before completion.


  • Fixed an issue where the deploy input during Battle Royale insertion was not triggering consistently.


  • Fixed an issue where the party leader would be returned to the Front End after selecting Stay with Squad in Battle Royale Duos.

VEHICLES:


  • Added the Traverser Mark II to select Large, Medium, and Small Gauntlet layouts.


  • Fixed an issue where the weapon could rotate incorrectly in first-person view when using the Traverser Mark II Remote Weapon Station.


  • Fixed an issue where incorrect or missing crosshairs could appear for side passengers in the Traverse Mark II.

WEAPONS:


  • Improved attachment setups for M4A1, M277, SVDM, Mini Scout, UMG-40, and 18.5KS-K, ensuring these weapons use their intended attachments and are better balanced when found as loot.

CALL-INS:


  • Fixed an issue where the UAV call-in sound effect could continue playing if the action was cancelled by vaulting.


  • Increased the drop speed of Custom Weapon Drops, Supply Drops, and Mission Rewards after being spawned in the air.


  • Introducing a new, limited, tactical Strike Package, allowing players to call in a volley of gas discharging artillery shells on a targeted location of the map. This Strike offers a unique way to disrupt and deny key areas to enemies.

MAP:


  • Fixed an issue where tanker container ramps could clip through large deployables; ramps now correctly damage or destroy objects and vehicles when lowering.


  • Fixed multiple terrain and object placement issues.

PROGRESSION:


  • Fixed an issue where Battle Royale “Special Forces Operator“ Challenge rewards were not granted correctly.

UI & HUD:


  • Fixed an issue where strike package map markers would not disappear when joining a Gauntlet session right after playing a Battle Royale match.


  • Fixed an issue where the Clear Ping action did not work with default controller bindings.

Battle Royale


  • Fixed an issue where helicopter insertion flight paths on the Big Map could become misaligned when the helicopter or endpoint icons were off-screen.


  • Fixed an issue where the Decryption Beacon displayed an incorrect texture.


  • Fixed an issue where the loot feed could incorrectly increment the number looted when picking up the same item repeatedly.


  • Fixed an issue where players could toggle flashlight and laser attachments while navigating the inventory.


  • Fixed an issue where the UAV icon was too small on the minimap and big map.


  • Fixed multiple issues with the Second Chance UI, including incorrect timers, widgets persisting after squad wipes, and incorrect visibility when players left the match.


  • Removed outdated soldier voice-over lines referencing “supply drops” when pinging crates or supply vehicles.

Gauntlet


  • Fixed an issue where the Beacon Pulse icon could appear too far away when first picked up by an enemy.


  • Fixed an issue where the countdown icon on the Mobile Respawn gadget could disappear too early.


  • Fixed overlapping UI elements when rapidly exiting the Edit Loadout menu.


  • Fixed overlapping UI elements where “Random Deploy” could appear behind class selection buttons on the redeploy screen.

AUDIO:


  • Fixed an issue where dropped items would not correctly play pickup sound effects.


  • Fixed missing collision sounds for dropped ammunition.


  • Improved reliability of audio feedback for UAV call-ins and mission-related interactions.


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 Season 2 Official Gameplay Trailer

SEASON 2 OFFICIAL GAMEPLAY TRAILER

Season 2 introduces high-intensity combat with the expansive map Contaminated and a grueling assault to reclaim a once-owned NATO airbase in the mountains of Germany. VL-7 psychoactive smoke distorts the battlefield, alongside three new weapons, two new gadgets, and the return of the AH-6 Little Bird. Watch now.

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SEASON 2 ROADMAP

Season 2 will be released in 3 phases: Extreme Measures, Nightfall, and Hunter/ Prey, featuring high-intensity maps, critical gadgets, iconic new hardware, and vehicles for waging the ultimate all-out war experience. Season 2 later sees the limited-time mode Operation Augur, where the stakes are high and strategy is crucial - driving squads to get to the frontline and secure the win.

The first phase for Season 2, Extreme Measures, takes the thrill of all-out war to another level, introducing VL-7 psychoactive smoke, distorting the battlefield with its non-lethal hallucinogenic effects, as well as new expansive map Contaminated, to be released in Battlefield 6, along with 3 new weapons, 2 new gadgets, and the return of the legendary AH-6 Little Bird in both games. In addition to new Hardware, the free-to-play REDSEC experience will also include limited-time modes where intense, mind-bending combat will test your squad to their limit. Learn more.

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Battlefield 6 - Community Update - Looking Ahead to Season 2

Hey everyone,


Season 2 is almost here. Before it goes live, we wanted to share an update on what’s coming this season, along with what we’re already working on beyond its launch, based on what you’ve been discussing across the Battlefield community.


Significant Updates Coming in Season 2

The first content update of Season 2 introduces Contaminated, a new map designed to deliver focused combat with multiple pathways and flanking opportunities. Arriving with it is a Limited-Time Mode that, as seen in our recent story trailer, expands Battlefield 6’s narrative and introduces a new element of tactics in the fight against Pax Armata. There’s more variety coming later in the season with a new high-intensity map and a Limited-Time Mode that will require players to battle through an underground base covered in darkness.


In addition to new content, Season 2 brings a wide variety of updates and fixes. Some of the key areas of improvement include:


  • Progression Improvements:

    • Broader Challenge Parameters: Challenges have been streamlined by reducing the emphasis on highly mode-specific challenges, removing the daily sidearm challenge from regular rotation, and expanding criteria like allowing assists to count toward Daily Challenges. We’ll continue to closely monitor completion rates and adjust challenge criteria where they feel too restrictive.


    • Faster Battle Pass: Battle Pass progression has been adjusted to be more rewarding this season. This includes recalculating how Battle Pass Tokens are earned from Career XP, allowing you to earn progress more quickly through regular gameplay and Weekly Challenges.


    • More Rewarding Progression in REDSEC: Career XP and Weapon XP earn rates have been increased in Battle Royale and Gauntlet, helping progression feel more balanced between REDSEC and Battlefield 6 experiences.


    • Career Reward Rebalance: Career and Battle Pass Boosters were added to some earlier Career ranks, particularly to better support players who focus on REDSEC. This change helps progression feel meaningful even when standard Career unlocks, such as gadgets, throwables, and loadout slots, don’t provide direct benefits in Battle Royale or Gauntlet.



  • Weapon Balance and Recoil Improvements: Recoil compensation has been made fully consistent, resulting in more predictable and reliable weapon handling. Building on this, automatic weapons have received a broad tuning pass to reinforce role clarity and ensure weapons feel appropriately distinct across different combat distances.



  • Player Movement: Soldier movement has been improved to feel more predictable and readable in fast-paced combat. This includes updated acceleration curves, smoother vaulting and ladder transitions, and fixes that reduce visual inconsistencies or unexpected behavior during traversal and close-quarters interactions.



  • Audio Improvements: Audio has been polished to improve clarity and reliability during matches. This includes clearer cues for movement and interactions to help with positioning, better handling of overlapping sounds, and more dependable playback of critical audio in busy combat scenarios. Continued refinements and improvements are already in the works for later in the season as well.

We’ll be sharing more details on the season’s content with a full Season Roadmap at the end of the week, followed by complete Update Notes covering all changes. We’re excited for you to jump in and start playing as soon as Season 2 goes live.


Ongoing Development Focus

At the same time, we’re working on a clear set of gameplay improvements that will continue rolling out over the course of the season and beyond.

Current areas for improvement that are in active development include hit registration and netcode, ongoing recoil review, visibility, the ping system for map locations, and additional audio improvements (i.e. footsteps). We are targeting some of these improvements to be tested in Battlefield Labs for player-driven iteration, and will be included throughout upcoming game updates once they are validated. There are additional areas under review that we’ll provide more details on as decisions are finalized.


Battlefield Labs

Battlefield Labs continues to be a critical part of how we test, iterate, and validate gameplay changes alongside the community. As we move into Season 2, Labs will remain focused on combat feel, consistency, and balance.

We recently tested the new Contaminated map together with a new gameplay feature with players in Battlefield Labs. These playtests helped us better understand how the feature impacted moment-to-moment decision-making and player comfort during combat, and based on player reactions we made a series of adjustments to ensure it's better prepared for the launch of Season 2.

We are also planning to test our Time-to-Kill (TTK) tuning, with a focus on improving combat readability and consistency. The goal of this work is to require stronger aim accuracy and firing discipline in order to achieve the fastest TTK. As part of this work, we’re looking at elements such as limb multipliers, headshot damage, and the cost of ammunition types that enhance headshot effectiveness.


Golmud Railway Testing

We recently started some initial, focused Battlefield Labs play sessions on the Golmud Railway map, which will arrive in Battlefield 6 in an upcoming Season. As we mentioned in our previous blog, this version of the map is not a one-to-one copy but instead being reworked and adjusted to best fit the experience of Battlefield 6, and early impressions show that players are already picking up on the differences in this new interpretation.


Initial reactions have been positive, particularly around the overall scale and flow of the playspace. Players noted that the map feels familiar while still offering something new, including improvements to the northern town area and added cover that better supports infantry movement and engagements.


As with all Battlefield Labs content, Golmud Railway is still in active development. Some elements, such as the train that runs through the map, were not fully functional during the first session, but work is already underway to bring these features back for future sessions. We’ll continue testing Golmud Railway with our BF Labs participants and aim to provide updates in the future as the map continues to evolve.


REDSEC Updates

We recently introduced a change that ensures players drop a minimum of two armor plates upon death. Building on that, we’re planning to increase overall armor availability in Season 2 by adding a chance for additional armor plates to spawn in Class Crates. This is intended to improve pacing and survivability across matches, particularly in situations where armor plates can feel scarce as a match progresses.

We’re also making additional changes to the availability of Vehicle Keycard rewards. Tanks are a core part of what makes REDSEC unique, and we want players to have meaningful access to them. At the same time, having multiple tanks active for a single team should be rare and earned. To support this, we’re introducing a cooldown on Vehicle Keycards as a mission reward after one is successfully acquired, making it significantly harder to chain tank access back-to-back.


As these changes go live, we’ll monitor how they perform and will share more details on additional REDSEC improvements in a separate update.


Community Highlights

Alongside of featuring community-made Portal experiences in-game, here are a few additional experiences from the community that we have been thoroughly enjoying, and think you should check out:


BF Craft
Created by: Yujei

Experience Code: Z1AHQ

It’s TDM with base building! Switch to a weapon to select a fortification, then interact to place it.

Battleburg ATV Obstacle Course
Created by: royzagaming

Experience Code: YK8TD

The first extreme ATV course featuring rock gardens, jumps, and its very own labyrinth. We highly recommend using the Engineer class, as you will need it.


Hot Potato

Created by: Choanie
Experience Code: ZEQ3W

Run for your life in this deadly game of hot potato! One player has a blowtorch and must tag someone before they explode. Everyone else is defenseless. Timer starts at 60s, decreasing each round. The last survivor wins.


Recently, we featured BellumI988’s Portal remake of Operation Metro (experience code ZYDGB). We had a blast jumping into the meat grinder with players. If you haven’t checked it out yet, we recommend getting your squad together to play!


Portal Protip: If you notice longer load times on your experience, and don’t have bots active, we recommend disabling “Support AI Navigation” on the web builder. This will support faster load times, especially if the combat area is large.


Closing

Thank you for continuing to share your experiences with us, and we look forward to sharing more details with you nearer to Season 2 and beyond. If you have any bugs to report, share them on our EA forums, and join our community and connect with us on our Battlefield Discord.

Thank you for playing, and we will 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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Battlefield 6 Season 1 Ending Soon

Season 1 ends soon, Soldier. Lock in and earn more before Season 2 begins.


GET BATTLEFIELD PRO

Gain 6 instant BF Pro unlocks, 25 tier skips, and dig into an exclusive bonus path loaded with tactical gear built to amplify your arsenal and give you the edge on the frontline.


NEW BONUS PATH, CHALLENGES, AND REWARDS

Unlock new rewards, like the "Piercing Trauma" Weapon Skin, "Far Sight" Soldier Skin, and 60 min XP Boosts, in the new Frostfire Bonus Path. Experience new weekly challenges and the Portal Creator Showcase.


BEFORE THE SEASON ENDS

Season 1 is nearly over. There's still time to complete all Battle Pass paths and unlock Weapons, Soldier and Vehicle Skins, Battlefield Coins, and more.

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Battlefield 6 - Anticheat Metrics - December

Hey Soldier,

Since our Season 1 Update back in November, the teams have been closely watching and reading discussions around cheating in Battlefield 6. A lot of the conversation lacks reliable information, and sharing one large update every season isn’t enough to properly inform players. To address that, we’re going to be regularly updating you with a breakdown of recent anti-cheat metrics and what they mean.

With that in mind, it’s important to understand that cheater-related metrics naturally ebb and flow for a variety of reasons. Metrics can improve when we update reporting flows, release new detections, add telemetry, or gain a deeper understanding of how specific cheats work. On the other hand, they can deteriorate when cheat developers identify gaps in detection, leverage new or reintroduced bugs or exploits in our systems, or develop new methods of cheating. These fluctuations are expected and help guide where we focus our efforts.

December: Results & Impact

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Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.


In December, the MIR started at 2.532%. Over the course of the month, that number declined to 2.025%, before rising to 3.090% toward the end of the holiday period. For comparison, during the October - November timeframe covered in our previous update, MIR peaked at 2.580% on November 28th.

Throughout December, EA Javelin Anti-Cheat prevented 580,389 attempts to cheat or tamper with the game before they could impact matches. We also tracked 224 cheat-related programs, hardware solutions, vendors, resellers, and their associated communities. Of those, 206 of them (91.2%) publicly reported feature failures, detection notices, downtime, or fully took their cheats offline.

We’re now moving into the new year with continued focus on detection, prevention, and enforcement. You can expect our next update covering January’s metrics in roughly a month’s time, with more detail to help keep you informed.


Keep it fair out there - see you on the Battlefield.

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BATTLEFIELD 6 GAME UPDATE 1.1.3.6

Update 1.1.3.6 is a small quality-of-life update focused on polish, stability, and targeted fixes across Battlefield 6. It addresses a selection of gameplay flow issues, UI reliability improvements, audio consistency fixes, and map-specific adjustments, with a particular focus on smoothing out edge cases reported by players.

The update will be available on Tuesday, February 3 at 09:00 UTC.


Major Updates for 1.1.3.6



  • Fixed player movement issues, including cases of excessive sprint-jump momentum and unintended movement behaviour. This won't impact player movement at a large scale and is meant to target those specific edge cases.


  • Addressed REDSEC Battle Royale issues affecting insertions, parachute behaviour, and redeploy UI elements.


  • Resolved a set of destruction-related visual and lighting issues on Eastwood that could result in lighting artifacts, blackouts, or incorrect colour rendering.


  • Fixed a handful of UI, audio, and stability issues, including crashes related to challenges, minimap accuracy, unintended gadget audio playback, and platform-specific problems.

CHANGELOG

PLAYER:



  • Fixed an issue where sprint-jump momentum could behave inconsistently and grant higher or lower momentum than intended.


  • Updated the Objective Ace and Winter Warning cosmetics to better align with Battlefield’s visual identity.

MAPS & MODES


  • Fixed an issue on Eastwood where destroying a building near the A flag could cause unintended green or purple visual effects across nearby structures.


  • Fixed an issue on Eastwood where destroying a building near the B flag could cause a complete lighting blackout across the map.


  • Fixed an issue on Eastwood where destroying the villa near the B flag could cause excessively bright lighting artifacts to appear.

UI & HUD:


  • Fixed an issue where downed squadmates were shown on the minimap for classes unable to revive them.


  • Updated legal text to reflect current policies and requirements.

AUDIO:


  • Fixed an issue where UAV Drone enemy detection audio could be heard by all teammates instead of only the operator.

PERFORMANCE & STABILITY:


  • Fixed an issue on PlayStation 5 where ownership validation could fail during system lifecycle events, causing connectivity issues.


  • Fixed an out-of-memory crash on Xbox Series S that could occur when loading Daily and Weekly Challenges.

REDSEC

PLAYER:



  • Fixed an issue where Battle Royale Initiation matches did not end after eliminating the final AI opponent.


  • Fixed an issue where parachute deployment could remain linked to the jump leader after breaking off.


  • Fixed an issue where players could become stuck mid-air during insertion after progressing through the pre-deploy sequence.

UI & HUD:


  • Fixed an issue where the Second Chance redeploy icon could incorrectly transfer to a living teammate.


  • Fixed an issue where the Second Chance redeploy timer refreshed each time the map was opened.


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 - Battlefield Labs Season 2 Testing and Beyond

Hey everyone,

We hope you had a wonderful holiday season and are ready to jump back into the action as Battlefield Labs kicks off the new year.

As we mentioned in our January Update blog, we’re using Labs to further polish and refine Season 2 content, validating changes and making final tuning adjustments ahead of launch while continuing to apply what we learn as we evolve the experience.

In this next session, we’ll be testing content on one of Season 2’s new maps: Contaminated.

We’ll be evaluating how vehicle gameplay and aerial presence interact with infantry combat, alongside cover and asset placement, and objective boundaries. We’ll also be testing how the map’s unique gameplay mechanics function in live matches, as well as the tools available to players to interact with them.

While we’re saving full details on the new map for a later time, we can share that in terms of size, Contaminated falls between Eastwood and Mirak Valley, and is comparable to classic Battlefield maps such as St. Quentin Scar (Battlefield 1) or Arras (Battlefield V).

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Alongside our Season 2 map testing, upcoming Battlefield Labs sessions will also include a handful of additional gameplay-focused tests. This includes early testing of the AH-6 Little Bird ahead of its planned arrival in Season 2, allowing us to evaluate how it fits within the broader vehicle ecosystem and how it performs across different combat scenarios.


On the Horizon

Looking further ahead, we’ll be running more exploratory tests across aircraft and vehicle combat systems. This includes initial testing of Aircraft Radar, an important part of the aircraft gameplay experience and a system we’re actively evaluating as part of future air combat improvements.

In parallel, we’ll be exploring a tuning package focused on rocket and vehicle interactions, including early adjustments to weapons such as RPGs and TOW launchers, as well as vehicle handling considerations when countering rockets.

Future testing will also validate improvements we’re making to hit registration and overall combat consistency, as it is one of the more complex areas of development. We spoke with Lead Producer David Sirland, who emphasized that “these issues are rarely tied to a single change, but instead require careful iteration across multiple systems, extensive testing, and time to validate results at scale.”

This work includes a number of changes currently in development, with some improvements planned to arrive earlier in Season 2 and additional, more impactful updates in the coming months. Battlefield Labs will help us test, iterate, and validate these improvements as they progress, including scenarios where players may be eliminated after reaching cover, often referred to as “death behind cover” or desync-related behavior.

We also have plans to bring a fan-favorite map from Battlefield 4 into Battlefield Labs, prior to it going live in a future season: Golmud Railway.

Golmud Railway is being rebuilt for today’s Battlefield, not simply ported forward. Our goal is to preserve what made the map so memorable in Battlefield 4, particularly its combined arms gameplay, while improving how it plays and supports Battlefield 6 systems. Golmud is planned to be the largest Battlefield 6 map to date, giving us the opportunity to expand gameplay on a larger scale.

We’re bringing Golmud into Battlefield Labs early as this will be a multi-session project. Through Labs, we want to test changes such as larger flight space, increased cover for aircraft, and other adjustments as the map evolves over time.

We’ll share more details on timing and how to take part in upcoming play sessions at a later date.


Battle Royale Solos Testing

We’re also continuing internal and exploratory testing around Battle Royale Solo play, as we evaluate how different player configurations impact pacing, balance, and the overall Battle Royale experience.

This work is focused on understanding where Solo play can best fit within the broader Battle Royale roster, including how it affects match flow, survivability, and long-term engagement when featured alongside other Battle Royale experiences. These tests are part of our ongoing effort to make informed decisions about how Battle Royale is structured and presented over time, rather than committing to a single permanent configuration.

Any future player-facing testing would be approached with the goal of learning and validation, and we’ll share more details ahead of time if and when those tests are planned. As always, when testing does take place, clear guidance on participation and feedback will be provided so we can evaluate how the experience performs in real matches.


Get Involved

We’re looking forward to getting back into Battlefield Labs and continuing to build the future of Battlefield alongside you. Battlefield Labs play sessions are an important part of how we test, iterate, and refine new ideas, and your participation helps guide where we go next.

If you’re interested in taking part, you can learn more about Battlefield Labs and sign up for EA Playtesting on our website. To stay up to date on all things Battlefield, including Battlefield Labs updates, we also recommend joining the official Battlefield Discord.


We’ll see you in Labs!


//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.

Battlefield Labs participation remains subject to NDA, which means no sharing of screenshots, videos, or any of the content that is being tested. The timing and details of tests are confirmed via email to invited participants, so make sure you use an email address you frequently check when signing up.


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BATTLEFIELD 6 GAME UPDATE 1.1.3.5

With Update 1.1.3.5, we’re delivering a smaller set of focused improvements aimed at polish and consistency across Battlefield 6. This update enhances melee responsiveness, refines jet combat, improves ladder interactions, and resolves UI and HUD issues in Multiplayer and REDSEC, alongside fixes for Battle Royale and Gauntlet stability.

The update will be available on Tuesday, January 20, at 9 AM UTC (1 AM PDT, 4 AM EDT, 10 AM CET).

Major Updates for 1.1.3.5


  • Improved responsiveness, consistency, and sprint behavior for melee attacks, including knives and the sledgehammer.


  • Updated jet combat balance by reducing jet cannon effectiveness against other air vehicles.


  • Updated and refined the UI and HUD across Multiplayer and REDSEC, improving armor bar visibility, reticle presentation, and menu navigation.

CHANGELOG

VEHICLES:



  • Fixed an issue where vehicles could explode when a takedown was performed on an enemy soldier lying on top of them.


  • Reduced jet cannon damage against other jets and helicopters, requiring approximately 40% more hits to destroy enemy air targets.

WEAPONS:


  • Bipod attachments no longer display as always providing a hipfire accuracy bonus, as this bonus only applies while the bipod is deployed.


  • Fixed an issue where the GRIM 1.50x optic on the DB-12 cost fewer loadout points than intended (15 instead of 25).


  • Fixed an issue where the RPKM iron sights would shoot low when using the short barrel.


  • Fixed an issue where the TR-7 Light Barrel incorrectly improved muzzle velocity.


  • Fixed bipod mount input behaviour for Alternate, Lefty Alternate, Southpaw, and Legacy Southpaw presets so the bipod mount now follows the melee button.


  • Improved attack speed for knife melee attacks.


  • Improved buffering behaviour for knife and sledgehammer attacks.


  • Improved consistency of melee damage timing against enemies and the environment.


  • Improved consistency of recoil modifiers when using a controller across different weapons.


  • Improved how sprint is interrupted when performing melee attacks. Sprint is now only interrupted until the attack reaches its target, rather than for the full duration of the animation.


  • In the Firing Range, target dummies can now take damage while in the process of getting back up.


  • Shooting with a suppressor now emits a small muzzle flash when viewed from close range only.

GADGETS:


  • Fixed an issue where the GDPIS was not destroyed when targeted by the XFGM-6D Recon Drone, Defibrillators, or the Repair Tool.


  • Fixed an issue where the Sniper Decoy did not properly hide scope glints from nearby snipers.

Assault Ladder


  • Fixed an issue where ladders positioned above the player could not be entered.


  • Fixed an issue where soldiers could be launched unexpectedly when attempting to enter a ladder.


  • Improved the soldier animations while climbing ladders.

UI & HUD:


  • Added a new option allowing players to customize the reticle colour inside weapon and gadget scopes.


  • Fixed an issue where home screen focus navigation could become locked to the bulletin.


  • Fixed cases where weapon menus displayed incorrect Reload Time stats for LMGs.


  • Soldier lightning improvements to the front-end


  • Improved front-end lighting to enhance the visual quality of soldier characters.


  • The Reticle Colour option now correctly updates reticle colours for Thermal Scopes and other supported gadgets.

VFX & Video:


  • Adjusted explosion particle effects by lowering the shockwave force.


REDSEC

WEAPONS:



  • Fixed an issue where jump landing movement speed reduction behaved inconsistently in REDSEC compared to other multiplayer experiences.

MAP & MODES:


  • Fixed an edge case in Gauntlet mode “Data Extraction” where the drone could disappear permanently if drives were deposited at the exact moment it landed.

UI & HUD:

Battle Royale


  • Fixed an issue where the armor bar could disappear intermittently.


  • Fixed an issue where the Airburst Incendiary Launcher icon appeared as a grenade in the loot feed.

Gauntlet


  • Fixed an issue where the armor bar could disappear after quickly editing a loadout.


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 and REDSEC Season 1

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Thank you to the Battlefield community for your feedback and support since the launch of Battlefield 6 and our all-new free-to-play destination built on Battlefield’s iconic DNA, REDSEC. Last year, our franchise received an unprecedented amount of support: millions of players returned to Battlefield or joined us for the first time during the most successful launch in Battlefield history.

That launch included a commitment to providing monthly content-rich updates for our players. After delivering a packed Season 1 in 2025, including the surprise launch of REDSEC, a battle on the homefront with California Resistance, the year-ending festive Winter Offensive event, as well as deploying several patches, we head into the new year excited about what's next.

During our ongoing development, we've continued to review community feedback and, in order to keep our promise, determined that our best path forward is to extend Season 1 and give ourselves extra time to further polish and refine Season 2

Season 1 will be extended past its in-game end date of January 20, and we will launch Season 2 on February 17. The Season 1 extension update to Battlefield 6 and REDSEC will be released on January 20, which will include new weekly challenges, a Bonus Path, and a continuation of the Season 1 Battle Pass until the start date of Season 2.

We are also reinforcing Battlefield Labs as the public preview for future game updates in the late stages of development. Both the Season 1 extension and the use of Battlefield Labs will set the foundation for new and exciting content throughout our live seasons, including what will come in Season 2.

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We look forward to sharing more details about Season 2 in February and a greater 2026 roadmap for Battlefield 6 and REDSEC in the near future.

Season 1 January Update Details

Prior to the January 20th Season 1 extension update, expect Update Notes about the exact fixes and stability improvements from our Community team; this Update Notes post, as well as previous Update Note posts, can be found in the “Game Updates” section of our website here.

The Season 1 extension will also have an additional Bonus Path, a showcase of Portal Community Experiences, several Double XP periods, and free daily login rewards:

Frostfire Bonus Path - Available January 27th

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Available on January 27, unlock new customization rewards, including a Weapon Package and a Soldier Skin, as well as XP Boosts, by advancing through the tiers of the Frostfire Bonus Path. Additional rewards require purchase of the Season 1 Battle Pass.

Free rewards from the Frostfire Bonus Path will include a Hardware XP Boost, a Vehicle Skin and playercard customization items, while Battle Pass owners can grab a new Weapon Package, a Career XP Boost and additional customization items.

The Frostfire Bonus Path can be completed concurrently alongside the Season 1 Battle Pass. In other words, you do not need to choose to make progress between a Season 1 Battle Pass Path - i.e. Rogue Ops, Soldiers Of Fortune - and the Frostfire Bonus Path. Each Bonus Path Tier requires 10 Bonus Path Points to unlock, which means you need to earn 110 Bonus Path points to complete the Bonus Path.

Unlike previous Bonus Paths, all Bonus Path Points for the Frostfire Bonus Path are earned through Weekly Challenges; there are no Bonus Challenges associated with this Bonus Path.

For each Weekly Challenge, the amount of Points earned varies by challenge; for example, an easier Weekly Challenge can award a range of Bonus Path Points depending on difficulty. Not all Weekly Challenges reward Bonus Path points; consult your in-game Challenges menu for more information and see how it works, for example, with Winter Offensive.

Valentine’s Day, Daily Login Rewards, Double XP Weekends and More

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Later this update, we’ll be celebrating Valentine’s Day: commit to your duo now, or forever hold your peace. We’re also introducing another set of Daily Login Rewards and several Double XP Weekends throughout the update period.

All these moments will be communicated in-game and through our social media channels; stay connected with us on the following platforms by clicking each link to our official accounts:


Moving forward together, we look forward to continuing our conversations with you, the Battlefield community, both in-game and across our official channels. Again, thank you for being a part of our community and joining us for the future of this franchise, starting with our next update on January 20, 2026.

We’ll see you on the Battlefield.

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