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REDSEC - Community Update – Armor

Hey everyone,

The team is incredibly excited to see all the fun you’re having with REDSEC. We’ve poured years of work into it, and watching your clips, reading your feedback, and hearing your concerns has been fantastic. Thank you for playing and for sharing your thoughts.

With tons of REDSEC matches played since the launch of Battle Royale and Gauntlet, we’ve seen a lot of feedback on the topic along with some recurring questions and misunderstandings around how armor works in REDSEC, how it differs from main Battlefield 6 Multiplayer (MP), and where we might be looking at bugs versus intentional design. So today we’d like to go in depth on the topic of armor and cover:


  • Our philosophy for armor in REDSEC


  • How this ties back to Battlefield 6 MP


  • A deep dive on current armor mechanics from Ryan, the lead designer on the armor system


Our Armor Philosophy in REDSEC

When we set out to build the Battle Royale experience, one of our big goals was to keep as much parity with Battlefield 6 Multiplayer as possible, while still delivering the core fundamentals of the Battle Royale genre.

We want skills and muscle memory you build in one experience to transfer into the others. If you learn recoil patterns, ranges, and damage breakpoints in MP, that knowledge should mostly still apply when you drop into REDSEC.

At the same time, Battle Royale has some unique needs:


  • High stakes: One fight can end your match.


  • Looting: Gear progression is core to the experience.


  • Map scale & pacing: Engagements tend to be mid- to long-range, which already lines up nicely with Battlefield’s overall DNA.

Because of that, we made lootable infantry armor a key area where REDSEC intentionally diverges from standard MP tuning.

What Armor Is Meant to Do

Armor’s job in REDSEC is to extend time-to-kill (TTK) so you have a bit more breathing room in high-stakes fights. We want armor to impact how long you live, not make weapons feel totally different between modes.

So our guiding principle is to leave core gun mechanics and soldier health damage the same across experiences, and tune REDSEC by adjusting damage vs. armor (extra health) instead.

That way, a weapon feels familiar whether you’re in MP, Gauntlet, or Battle Royale. We can also make changes that only affect REDSEC by tweaking damage vs. armor, without breaking weapon balance elsewhere.

We feel we landed armor in a good spot for the launch of REDSEC, but this isn’t “set and forget.” We’ll keep monitoring your feedback and our data, and we’ll make future balance passes where needed.

Now, let’s hand it over to Ryan for the more detailed breakdown.


Armor & Damage – A Deep Dive

Hi! I’m Ryan.

For those who don’t know me, I’ve been around the Battlefield franchise in one form or another since BF1, and in various Battlefield communities back in the BF3/BF4 days. For REDSEC, I’m the lead designer of the armor system, and I’d like to walk you through how armor works, how weapon damage plays into it, and how it differs from the rest of Battlefield 6.

Armor Values in REDSEC

Let’s start with some basic numbers:


  • Armor in Gauntlet: 40 HP


  • Armor in Battle Royale: 80 HP total (2 plates at 40 HP each)

Think of armor as extra health layered on top of your standard soldier health. Once that armor is gone, everything works like you’re used to from other Battlefield 6 experiences.

How We Think About Damage

Every weapon in Battlefield 6 has a damage profile. That profile is primarily driven by the caliber of bullet it fires. A specific caliber (for example, 7.62x39mm) has a core damage profile. When that caliber is used across different weapon archetypes (like rifles, carbines, LMGs), we may tweak it slightly, but they still share underlying values and behavior.

For REDSEC specifically, each caliber effectively has two damage curves: Damage vs. Soldier Health and Damage vs. Armor.

In REDSEC, we only adjust weapon damage against armor. Once armor breaks, that weapon will deal the same damage to soldier health, at the same ranges, as it does in the rest of Battlefield 6.


The Two Big Systemic Adjustments

We currently make two systemic adjustments to how infantry weapons interact with armor in REDSEC.

1. Extended Damage Drop-off Ranges vs. Armor

All weapons have damage “steps” at different ranges (max damage, then lower damage as range increases). For damage vs. armor, we extend those drop-off ranges by 10 meters.

REDSEC fights tend to happen at longer ranges (the larger map size and extended engagement ranges found on Fort Lyndon). Extending the effective ranges vs. armor helps weapons feel more consistent between MP and REDSEC, even though the context is different.

This adjustment applies to all primary and secondary weapons.

2. Lowering Extreme Close-Range Damage vs. Armor for Automatic Weapons

For automatic weapons, we make another key change vs. armor. The first, very close-range max damage step against armor is essentially removed (or significantly reduced). In cases where we have a Carbine variant of a bullet (like 7.62x39mm vs. 7.62x39mm_Carbine), we keep the caliber’s max damage vs. armor aligned across the caliber and lower that close-range damage step to match the non-carbine, instead of flattening it all the way down.

During playtesting, we found that at very close ranges, where both theoretical and practical hit rates can approach 100%, armor often felt nonexistent, especially against high-rate-of-fire weapons. You’d land a perfect close-range spray and barely notice armor was there at all (or worse, it felt inconsistent depending on the weapon).

So this adjustment is primarily aimed at controlling high-ROF weapons at very close range and making armor feel like it actually matters when you’re face-to-face, instead of just evaporating instantly.


A Concrete Example (7.62x39mm)

To make this a bit more tangible, let’s walk through an example using 7.62x39mm. For 7.62x39mm (ACE, RPKM):


  • Deals 33.4 damage out to 9 meters, then drops to 27.3 damage


  • Drops to 21.5 damage at 21 meters


  • Drops to 20 damage at 36 meters


  • Drops to 16.7 damage at 75 meters

For 7.62x39mm_Carbine (SIG553R):


  • Deals 33.4 damage out to 9 meters, then drops to 25 damage


  • Drops to 20 damage at 21 meters


  • Drops to 16.7 damage at 36 meters

  • Drops to 14.3 damage at 75 meters

These “steps” line up with changes in bullets-to-kill (BTK) and are what you’re feeling when a weapon shifts from, say, a 3-shot kill to a 4-shot kill.

Now compare that to damage vs. armor, all those damage drop-off ranges are pushed out by 10 meters vs. armor. The very close-range damage (within ~9 meters) is flattened, so armor doesn’t just vanish instantly. Example: 33.4 is reduced to 27.3 damage vs. armor at those very close ranges. Carbine variants are lowered to match that 27.3 damage, rather than being pushed even lower.

At longer ranges, your damage against armor feels more in line with your expectations from MP, just with the added buffer armor provides. At very close ranges, armor meaningfully slows down TTK, especially against very fast-firing weapons, without making the gun feel like a totally different weapon.

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Where We Go From Here

Armor in REDSEC is in a place we’re happy with for launch, but this is not the final word. We’ll keep tracking data across all skill levels and modes, listening to your feedback on how armor feels in real matches, and looking for any outliers.

When sharing armor feedback from BR experiences, specific details about the weapon or archetype of weapons involved in the encounter, as well as engagement ranges, are very helpful. In Gauntlet, including details on the mode that was being played helps the team a lot. Please continue to report bugs on our EA Forums, and join the community on the Battlefield Discord server.

When we make changes, we’ll continue to favor adjustments vs. armor, to preserve weapon feel across Battlefield 6 and be transparent about what changed and why.

Thanks again for playing, for putting time into REDSEC, and for sending us your thoughts (and your wild squad wipes). Keep the feedback coming, we’re listening, we’re iterating, and we’ll see you in the next drop.


//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 – Latest Updates Ahead of Winter Offensive

Hello everyone,

Welcome to our latest Community Update for Battlefield 6! With Update 1.1.2.0 settling in, we are taking a moment to share a deeper look at ongoing and upcoming work across the Battlefield Studios as we prepare for the Season 1 Winter Offensive update.

Latest Improvements

Here is a recap of recent adjustments before we dive into the upcoming changes.


  • Escalation - On November 18, we increased the time required to capture objectives and territory in Escalation by roughly 20%. This keeps the mode’s high-energy pace while giving players more room for tactical decisions, better reactions, and smoother, more strategic matches. Your feedback has been positive about your experience in Escalation after the changes, and we will continue monitoring both internal data and community feedback.


  • Challenges - On November 19, alongside the 1.1.2.0 Update, we made several changes and fixes to the Challenges system. While this has alleviated several issues with progression and reward tracking, we’re still seeing reports from players that not all challenges properly unlock their rewards after finishing them. The team is investigating, and we’ll provide an update as we get more traction on this.


  • Anticheat - On November 28, our Anticheat team provided an update on the current state of anticheat, how the Match Infection Rate is trending, how we use it to help measure game quality, and what’s next for them.


  • Portal - ICYMI, Downtown, Marina, Sandbox maps are now available in Portal, through REDSEC, and we’re excited to see what experiences you’ll create in these new areas.
Winter Offensive

Update 1.1.3.0, Winter Offensive will be arriving on December 9, and the Update Notes are incoming over the next few days. Below you’ll find some of the highlights.

Audio ImprovementsWith this update, we have made a broad set of audio improvements, including better prioritization of important combat and vehicle sounds, and a comprehensive pass on footsteps to improve clarity, distance definition, and positional awareness across the game. We have also continued to work on performance and memory issues that could cause sounds, such as vehicles or footsteps, to sometimes not play as intended, which has been particularly noticeable on larger Battle Royale maps.

Mode AdjustmentsAcross Rush and Breakthrough, we’re making major updates focused on improving attacker flow, reducing defender oversaturation, and tightening clarity around objectives. Our goal is to make each push feel more readable, fair, and momentum-based without undermining strong defensive play.

In Breakthrough, capture volumes and vehicle availability have been updated across several maps. These changes are guided by your feedback and internal data to help bring win rates closer together for both teams. As one example, Siege of Cairo now features an additional attacker tank in Sectors 1 and 3, along with an updated capture area on B to give attackers a clearer foothold.

In Rush, M-COM locations on Manhattan Bridge and Liberation Peak have been adjusted to give attackers more reliable access and to smooth out the flow between sectors.

Across both modes, multiple capture zones have been reshaped or clarified so players understand more clearly where to contest or defend. Vehicle spawns have also been rebalanced on several maps to better support attackers where pushes tended to stall and to reduce setups where defenders held overwhelming vehicle advantages. These updates are intended to reduce bottlenecks, remove frustration points, and create more consistent and engaging fights around objectives.

Beyond these highlights, we have also made a range of quality-of-life improvements across UI clarity, minimap behavior, controller aiming responsiveness, and more, which you will see detailed in the full notes.

Lastly, beyond the Winter Offensive update, we are also looking into recent performance issues reported by some players and are reviewing data to understand where improvements are needed.

Combat Systems

In this update we have also made broad improvements across our combat systems to help deliver more consistent, predictable, and responsive gameplay.

Hit Registration and NetcodeWe are continuing to build on our work to make hit registration feel consistent, reliable, and predictable during every engagement. With this update, we have improved how bullet trajectories are aligned in fast-paced situations, including cases where shots were fired while transitioning into a zoom. These improvements correct inconsistencies that could affect hit registration and the readability of where your shots were landing. We have also made updates to better handle high-density combat scenarios to ensure bullets register more reliably when multiple players are fighting in close proximity.

In parallel, we have tightened the clarity of damage feedback so that health UI changes and damage cues feel more immediate and easier to understand during combat. While this is separate from Netcode itself, improving how damage is presented plays a key role in making hit registration feel responsive and intuitive.

Lastly, we have resolved an issue where clients could briefly display certain pieces of geometry as intact even though they had already been destroyed on the server. Fixing this eliminates cases where incoming damage could appear to pass through walls.

Soldier visibility

Development is also ongoing to further enhance soldier visibility and to make combat readability feel sharp and intuitive across all environments. In this update, we have refined how visibility effects activate at close range so that soldiers stand out more clearly in darker or low-contrast areas. We have also updated prone animations to include more subtle movement, improving the ability to spot soldiers using low-profile positions.

We are already looking ahead at broader improvements to lighting and exposure, especially in indoor vs. outdoor transitions, and how characters read against complex environments. This work continues to be a major focus for us, and we are approaching it with the goal of improving clarity without compromising the intended Battlefield visual style.

Weapon adjustments

Weapon feel and reliability are always top priorities for the team. This update includes wide-ranging improvements to weapon handling, including fixes to first-shot accuracy, attachment behavior, and tuning across various recoil patterns and weapon categories. These changes aim to deliver more predictable and consistent weapon performance in active combat. We will continue to refine weapon behaviour based on live data and player feedback, with additional adjustments already in development for future updates.

Ongoing work and future improvements

We are actively exploring several areas aimed at improving clarity, responsiveness, and fairness in combat. This includes further work on edge cases related to hit registration, investigating rare desync scenarios with destructible objects, and gathering deeper data on situations where players feel they were eliminated after reaching cover. These areas remain key priorities, and the findings from our ongoing investigations will inform updates planned for the new year.

On the weapons front, we will continue monitoring the effects of the dispersion changes introduced in California Resistance. The early trends show a healthy distribution of weapon usage across categories, and we will keep tracking performance to identify outliers as the meta evolves.


REDSEC

  • Armor in REDSEC: We have seen discussions in the community about how armor works in REDSEC, how it interacts with weapon damage, and where behaviour may differ from what players expect. We have sat down with the team to review the system in detail and have a dedicated blog on this topic rolling out in the first week of December.


  • Tank Availability: We have seen your discussions around tanks feeling too strong in some cases, and we are making a first pass on this. We are lowering the frequency of tank missions availability as a first change to the system. We will keep an eye on internal data and how you engage around the change, combined with your feedback, for additional changes with an upcoming update.
Community Highlights

Portal experiences you should give a try


Our team continues to be amazed by the incredibly talented, creative, wonderful, funny, and entertaining experiences our players put together in Portal. We will highlight more cool experiences going forward, and thought that the two below would be a good start to check out player-created Portal experiences if you haven’t done that so far.

Snipers VS. Runners

Experience code: YT6XX


  • As a sniper: Don’t let the runners reach the end of the obstacle course.


  • As a runner: Don’t lose your head. ;)

KING OF THE RING

Experience code: Z3JN4


  • Players race around a ring and try to reach the end without falling off or being blown up by the rocket launcher-wielding player in the middle of the ring. Will you make it to the finish line or get blown to pieces?

Battlefield REDSEC Elite Series

In case you missed it, we’re launching the Battlefield REDSEC Elite Series, and you can become part of those adrenaline-filled moments when your squad pushes their limits and gets the W.

Thank you for your ongoing support, feedback, and PTFOing!

We’ll see you on the Battlefield.

//The Battlefield Team

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

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Battlefield 6 - Community Update – Battlefield Labs Returns

Hello everyone,

Tomorrow, we’re bringing Battlefield Labs back online. Earlier phases of Battlefield Labs helped us gather fast, focused feedback on new ideas before they reached our live game. We’re now evolving and building on that foundation on how we test together as a part of our commitment to deliver the biggest and most exciting Battlefield live service in franchise history.

Up Next

Our next Battlefield Labs session marks the return of the program, with an early opportunity to experience some of the changes and content arriving in the December 9 game update.

Combat improvements under testing

This session focuses on improvements across core gameplay, including clarity, responsiveness, and overall combat feel. These changes will be tested on Eastwood and Operation Firestorm in the All-Out Warfare playlist (Conquest and Escalation) and include:


  • Audio footstep updates that improve distance perception, surface definition, and enemy audibility.


  • Networking and hit registration refinements aimed at more consistent interactions and better responsiveness during close-quarters and high-intensity combat.


  • Broader adjustments across key combat systems that influence all experiences, evaluated through focused Labs testing.

This play session will be PC-only on the EA app, and through Steam, at the following times:


  • APAC: Tuesday, December 2 from 8-10 PM JST


  • EU: Tuesday, December 2 from 7-9 PM CET


  • NA: Tuesday, December 2 from 4-6 PM PST

As a reminder, participation within Battlefield Labs continues to be subject to an NDA.

Before the session begins we’ll confirm timing as a separate note to invited participants. Be sure to keep an eye on your email inbox for which you signed-up to Battlefield Labs.

Evolving Battlefield Labs

As Battlefield Labs continues to grow, we are expanding how we test new gameplay throughout our development phases to gather clearer insights, involve more players, and validate upcoming experiences more effectively. Looking ahead, we'll host two main types of play opportunities for Battlefield Labs:


  • Planned Play Sessions - these are either experimental, or future focused and recurring sessions around specific features or content that we want to validate ahead of release, giving players the chance to experience upcoming updates early and help shape their final form.


  • Quick, short-notice sessions - these sessions are put together on short notice and allow us to gather rapid insights on focused gameplay changes that benefit from immediate community feedback.

Lastly, we are investigating new and smoother ways to make future Labs sessions accessible for more players. We’ll share more information as details evolve.

Looking Ahead

In the months ahead, we’ll use Battlefield Labs to look at a broader range of early concepts and experimental scenarios that benefit from real player insight. Beyond that, we are preparing future Labs sessions that explore changes to map layouts, pacing, and alternative team compositions such as smaller player counts or vehicle-focused setups.

As we continue to grow Battlefield Labs, it will continue to be a reliable space for testing early ideas, gathering focused feedback, and involving a wider range of players in shaping what comes next for Battlefield across areas such as:


  • New maps and experiences


  • New modes and experimental rulesets


  • Prototype mechanics and systems


  • Environmental changes


  • Future seasonal beats before they fully solidify


  • Stability and performance


Get Involved

We’re excited for the return of Battlefield Lab and to resume our playtesting efforts to build the future of Battlefield alongside you.

Learn more about Battlefield Labs and sign up to EA Playtesting on our website today, and join the Battlefield Discord to join the discussion and stay updated on the latest information.

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.


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Battlefield 6 - Anticheat Update - Season 1

Battlefield 6 is officially live — and what a launch it’s been! Over the record-breaking Launch and its initial weeks, players around the world dove in for millions of matches and a lot of conversation about our battle against cheaters.

In a past Javelin blog, we’ve talked about measuring cheating through what we call Match Infection Rate (MIR) — our measure of confidence that at least one cheater impacted any particular match. You can interpret this as the chance that you as a player would encounter a cheater in your matches. We prefer using this to know whether we are being successful or not as opposed to just volumes of enforcement such bans because even though we’ve been busy blocking, kicking, suspending and banning cheaters, it doesn’t mean much if we haven’t protected your play experience. This helps make sure we focus not just on catching cheaters after they have already cheated and ruined your match, but that we are effectively keeping them from ever producing an impact to begin with.

We’re proud to share that ~98% of all matches were fair and free of cheater impacts during the week following launch — meaning our average Match Infection Rate (MIR) was ~2%. That means almost every player who jumped into the Battlefield enjoyed a level playing field.

A Quick Look Back: What We Learned in the Open Beta

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The Open Beta was invaluable for tuning our detection systems, operations workflows, and compatibility processes. We took those learnings and enhanced them for launch, directly contributing to the stability and strength you’ve all experienced so far.

Throughout Open Beta, we had the opportunity to put our anti-cheat technology and operations teams to the test:


  • Over 1.2 million cheat attempts were blocked — we removed tens of thousands of cheaters. We even banned some over-confident cheaters who were live-streaming their cheats in real time.


  • We drove a significant increase in fair matches — from 93.1% at the start to nearly 98% by the end of the final day.


  • Secure Boot adoption jumped from 62.5% to 92.5% — we wanted to thank you for getting this enabled so quickly and share that this enabled us to leverage it in various ways at launch with confidence. You should have seen a tank decal in your inbox in-game as a thank you if you were part of those players enabling the feature.

Since Launch: Results & Impact Month 1

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Over the launch weekend, EA Javelin Anticheat prevented more than 367,000 cheat attempts — less than during comparable Open Beta weekends but in line with the current number of cheat developers we are tracking. This has grown to 2.39 million cheat attempts blocked to date.

Across all of our PC players so far, we are down to 1.5% of people not being able to activate Secure Boot on PC — thanks to your feedback, efforts by our Fan Care team, and involvement of some key community contributors and will continue to sort through remaining edge cases. Secure Boot isn’t a silver bullet to stop all cheating; but it is a barrier in of itself and enables other barriers. It helps enhance our detections to make each one just that extra bit harder for cheat developers. It can be circumvented, everything can, but sometimes even experts forget that those circumventions also light up lots of indicators; just getting around a barrier doesn’t mean we didn’t watch them the whole time as they dripped paint back to their nest for us to hammer drop their whole community.

We are presently aware of, and have multiple detections for, 190 cheat related programs, hardware, vendors, and resellers and their communities. Since launch 183 of them (96.3%) have announced feature failures, detection notices, downtime, and/or taken their cheats offline entirely. While there are still clips circulating of cheaters claiming to be undetected, it’s far more likely than not that when you see gameplay of someone claiming to cheat undetected, they are already banned or have a hammer incoming. This successful disruption of the cheater community is encouraging. But, we know that bad actors will keep testing our defenses, trying new ways to break through. We are constantly monitoring these new threats and are ready to respond, but these early results show that our layered defense strategy is delivering the fair experience players deserve.

What’s Next

In the war against cheating, we’re just getting started. Here’s what’s coming next:


  • Explore Additional OS Security Features.

    • You may have noticed security features beyond Secure Boot like TPM 2.0, HVCI and VBS are part of the Battlefield 6 system requirements. It’s important to note that these are operating system security features, and in general are good security posture to have enabled for your machine and will help avoid any disruptions in playing BF6 when enforcing that requirement becomes necessary.

  • Enforce against Cheating Hardware.

    • Some of you might have seen various articles and screenshots of EA communications about users being banned because of use of cheating hardware. While most of these are humorous fan creations and not official, there is a shred of truth to them. Cheating, regardless of the how, is prohibited and using known cheating hardware is no exception.


    • We are also working to enhance this with not only our own methods of detection, but through collaboration with our platform partners to ensure these devices do not impact our playerbases anywhere, regardless of platform.


    • For players that have previously relied on such devices for accessibility, we recommend using first party official peripherals like the Xbox Adaptive Controller | Xbox and Access controller from PlayStation (US).

  • Improving reporting flows.

    • We’ve heard feedback from players that depending on the mode, have trouble effectively reporting violations or suspected cheating in-game. We are working on new flows and updates to the reporting UI to make this more seamless and allow users to provide more context to the team so we can act on accurate reports faster and with better context.

  • Improving internal operations tools.

    • Improving the efficiency and effectiveness of our internal tools enables our analysts to work faster and with greater accuracy in validating detections, investigating your cheat reports, and keeping tabs on what cheaters are doing. Our tooling is how we can react so quickly to the plethora of new cheat developers and ensure we have ways to detect them and keep them from impacting your matches.

  • Classified.

    • We have multiple teams working on various new anti-cheat features and detections across our multi-layered suite of tools across Javelin, the game client, server, and beyond coming online as fast as we can get them ready. As soon as any of these new ways of delivering ban hammers are fully tested and ready we’ll share more but for now we don’t want to tip our hand to any bad-actors looking to ruin your game experience.

The Road Ahead

Cheat developers never stop evolving, and neither will we. Fortunately, fair play is something that we’re passionate about both as developers and gamers so we’ve been preparing for a long time already. That said, you can help us by making sure you report players that you suspect are cheating through our in-game cheat reporting - those reports snap up additional telemetry and highlight accounts for us to zero in on when investigating possible cheats and cheaters, and also help us accurately measure how much cheating is impacting your player experience.

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

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Best Selling Shooter of 2025!

Battlefield 6 is the Best Selling Shooter of 2025!


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Get up to 15% off Battlefield 6 Standard and Phantom Edition until Dec 4


Battlefield 6 has powered its way to critical acclaim receiving a number of prestigious end of the year award nominations including Best Multiplayer Game, Best Action Game and Best Audio Design from The Game Awards.


From Nov 25 - Dec 2, ultimate all-out warfare is free for everyone.




Download Battlefield REDSEC to access the Free Trial, squad up, and make an unforgettable Only in Battlefield moment.



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


Requires Battlefield REDSEC. Includes in-game purchases. Limited maps & modes. Restrictions apply. See https://battlefield.com. YTD Agg. Data through 11/15/25

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Battlefield 6 Free Trial

From Nov 25 - Dec 2, ultimate all-out warfare is free for everyone.


Fight in intense urban combat on the streets of Cairo. Drop into iconic SoCal landscapes turned into battlegrounds on Eastwood and Blackwell Fields. Enter Battlefield’s iconic massive scale war in Conquest or Breakthrough, or go head-to-head destroying enemy cargo in Sabotage.

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Download Battlefield REDSEC to access the Free Trial, squad up, and make an unforgettable Only in Battlefield moment.



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






Requires Battlefield REDSEC on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement [URL='https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%28terms.ea.com%29'](terms.ea.com)[/URL] and Privacy & Cookie Policy [URL='https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%28privacy.ea.com%29'](privacy.ea.com)[/URL] required to play. Trial can be played once per EA account.

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Battlefield 6 Season 1 Free Trial - Details, Tips & Tricks

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Experience the Best Selling Shooter of 2025 during the Battlefield 6 Season 1 Free Trial, scheduled to be available from November 25 at 4 a.m. PT (12 p.m. UTC) to December 2 at 4 a.m. PT (12 p.m. UTC)*.

This Free Trial includes three playlists, including a casual Multiplayer experience, across three maps, including the two most recently released maps Eastwood and Blackwell Fields. To access the Free Trial, simply download the free-to-play Battlefield: REDSEC experience on your preferred gaming platform.

If you already play REDSEC, all your progress - Career Rank, Hardware Unlocks and Levels, Customization items, etc. - carries over to this Free Trial. All that progress also carries over to the full Battlefield 6 experience upon purchase; this Free Trial is your opportunity to try before you buy and keep everything you earn when it’s over.

If you already own Battlefield 6, now is the time to convince those friends who haven’t experienced Battlefield to squad up during the long weekend.

Here’s everything the Free Trial has to offer, including some tips & tricks to ensure you’re on the winning team:

Initiation Breakthrough - An Introduction to Battlefield 6

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Held on Siege of Cairo, this playlist is a recommended entry point for those new to the Battlefield franchise, or who want a slightly more casual experience against both players and Bots.

Initiation Breakthrough is a 48 player and Bot Multiplayer experience where teams go head-to-head in an intense frontline battle.

One team of players and Bots are the Attackers, while the other team are the Defenders. The Attackers must capture objectives in a Combat Zone sector before they run out of lives. Whenever the Attackers capture all objectives in a sector, the battle moves to a new sector up until they reach the final sector at the Defender’s true headquarters. The game ends when the Attackers claim victory by capturing all sectors or when the Defenders reduce Attacker lives to zero (and winning the game).

To secure a sector, Attackers must control all of the Defenders’ owned objectives at the same time. An objective is a small area labelled on the map with a letter (A or B); standing in - or sitting in a vehicle within - the zone fills up a progress meter which, when full, claims the objective for a team.

Initiation Breakthrough, like Initiation Battle Royale in REDSEC, is a great way to familiarize yourself with online Battlefield Multiplayer. While the Firing Range (available via the Loadouts section of the main menu) is great for testing weapons against targets, Initiation Breakthrough can be a great warm-up for learning your Class benefits - passive abilities and Gadgets, for example - and how your weapons fare in actual engagements. Don’t worry about wins and losses here; Initiation is for learning purposes and rallying the squad together before venturing into other Multiplayer playlists.

With that in mind, here are five tips specific to the Breakthrough mode for those focused on winning:

Five Tips for Initiation Breakthrough

  1. THE MORE THE MERRIER. The more teammates are on an objective, the faster its progress meter fills. Work with your squad - and across the entire team - to collectively capture objectives to advance (as an Attacker) or deny progress (as a Defender).


  2. IT’S BEST TO CONTEST. When both teams are on an objective, progress stalls. Especially as a defender, be a nuisance and attempt to remain on objectives as long as possible until they are under your team’s control.


  3. ON DEFENSE? HOLD A UNITED FRONT. The Defending team wins Breakthrough by creating an unbreakable, undivided line of defense that the Attackers cannot advance through to get to objectives. Using environmental cover pieces, suppressing fire, and clear communication, work together with fellow Defenders to quickly reduce Attacker lives before they can make significant objective progress.


  4. ON ATTACK? FIND A WEAKNESS, GET CREATIVE. Attackers succeed by finding holes in the enemy’s defense. Perhaps a flank route is uncovered, or all defenders are focused on a single objective when two are available. Learn the map, then use Gadgets and Vehicles to find new paths to victory: a wall or building between objectives can be gone over with an Assault Ladder or toppled with sledgehammers and rocket launchers, a Recon Drone can scout ahead and explode enemy mines, or sometimes, the best offense is an army of defibrillator-wielding Supports bringing back reinforcements every few seconds.


  5. OVERTIME MEANS IT AIN’T’ OVER TIL’ IT’S OVER. So long as progress is being made on a zone, Attackers can still advance to the next sector - or win - even when all their lives are expired. Don’t give up until the last zone is captured or the last Attacker is off an objective!
Team Tactical Modes Infused with Battlefield DNA - Sabotage and Team Deathmatch

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Feel more familiar with smaller, team tactical modes? Then this Free Trial has Team Deathmatch and Sabotage, a new limited-time mode with the California Resistance update, to show what the Battlefield DNA does to infantry-based combat.

Team Deathmatch is Team Deathmatch. Simply put, the objective is to eliminate or be eliminated.

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

Unlike Breakthrough, Sabotage is a two-round format to allow both teams to play offense and defense. In the first round, the designated attacking team (Team 1) must destroy all items in all sites (labelled A through C on the map) as quickly as possible while fending off the defending team (Team 2). Both the number of cargo sites destroyed and time elapsed is recorded at the end of the round. In the second round, Teams 1 and 2 swap sides: Team 1 defends the sites, while Team 2 races against the clock to beat Team 1’s first round score.

Five Tips for Team Tactical Modes

  1. REMEMBER TO REVIVE (AND REQUEST REVIVE). Unlike other first-person-shooter experiences, Battlefield encourages teamplay and squadmates saving each other from danger. Because all squadmates are able to revive each other - Support can revive faster and revive outside of their squad - make it a habit to not only look for revive opportunities, but also not “give up” and request a revive to last longer while downed.


  2. TEAM DEATHMATCH - WATCH YOUR (AND YOUR SQUAD’S) SIX. Aggressive, reactionary moves can lead to losses. Move as one squad to ensure nobody feels exposed or the need to recklessly rush forward, and always be mindful of a flanking enemy that could turn into a quick kill.


  3. SABOTAGE - … AND BOOM GOES THE DYNAMITE. Save your bullets for infantry; your grenades, Gadgets, and anything that explodes are most effective in destroying cargo. If it is safe to do so, take the extra second to switch between your weapons to your Class’ most destructive Gadgets, such as high-explosive launchers or C4, to decimate enemy piles.


  4. SABOTAGE - EVERYONE LOVES A GADGET PLAYER (ON DEFENSE). When defending cargo areas, think beyond eliminating attackers. For example, if you like to play Support, consider using the Intercept Device Gadgets (both for Grenades and for Missiles) that can prevent explosions from wrecking cargo piles.


  5. SABOTAGE - THE CLOCK IS TICKING. Destroying all cargo piles isn’t enough to win; speed is the key to victory. Wasting time by not immediately destroying cargo is an opportunity for the opposition to destroy all cargo faster. Without being hasty, prioritize destroying cargo over getting a few more eliminations for the sake of sending a message.
All-Out Warfare - Conquest, Escalation and Breakthrough

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What makes Battlefield the franchise it is today? All-Out Warfare; a Multiplayer experience where infantry and vehicles - combined arms - create incredible moments that are only in Battlefield. The core of all-out warfare is our most popular, long-standing mode known as Conquest. A new addition, but still in the spirit of all-out warfare, is Escalation: from precise tactical moments to non-stop action, Escalation puts everything in a soldier’s arsenal to the test. Rounding out this trio of modes is Breakthrough, the same mode as in the Initiation Breakthrough playlist.

In Conquest, two teams fight to capture and hold multiple control points all over the map. Starting from their headquarters, each team must capture lettered objectives around the Combat Zone by remaining in the objective’s designated area for a set amount of time. The other team can steal the objective at any time, and it can be “contested” when players from both teams are inside the area at the same time, which halts any capture progress.

Each team has a set number of lives; these decrease any time a player is killed without being revived. Lives also decrease due to captured objectives; for every objective under one team’s control, the other team loses one life every couple of seconds. The first team to reduce the other team’s lives to zero wins the game of Conquest.

Escalation operates similarly to Conquest but with three major differences: first, the lives system is removed, so that teammates can respawn an unlimited number of times without affecting score. With that in mind, respawning does take time, which could be spent capturing and defending objectives, as opposed to being revived and jumping right back into the action.

Second, the scoring system is based on capturing the majority of objectives in a territory and filling a progress meter. In other words, a team makes progress towards taking territory by controlling more objectives than the other team. A territory is taken once a team’s progress meter is filled. The first team to take three territories wins the match.

Lastly, as more territories are captured, the number of available vehicles and vehicle types increases. At first, Quad Bikes and Light Transport Vehicles are the only means to get across the map quickly. However, towards the end of the match, there may be tanks, helicopters, and jets that can be used to take over those remaining objectives.

Five Tips for All-Out Warfare

  1. PTO - PLAY THE OBJECTIVE. We’ll say it nicely: winning Conquest and Escalation boils down to capturing objectives. Being on a remote island won’t help the team win. Identify the zones to capture with your squad, then focus your efforts towards them, whether it’s spotting and eliminating from a distance or directly making objective progress on the frontlines.


  2. STICK WITH YOUR SQUAD. The sheer number of players in these modes make it so that solo play often means little. Whether you’re with friends or other members of the Battlefield community, communicate using text chat, voice chat, and the ping system to cooperatively plan and execute a winning strategy.


  3. GET TO THE CHOPPER (OR TANK… OR JET). Infantry combat only gets your squad so far in these modes. Don’t be afraid to try driving the available vehicles, or at the very least being a passenger (when available) and providing support by using those on-board weapons. Think about using a tank to bulldoze over enemy positions, using a fast-moving transport vehicle to quickly reach objectives, or hopping in a helicopter or jet to rain down fire from above and clear enemy bogies out of the sky.


  4. CONQUEST - CREATE BUFFER ZONES. Each map has key power positions - buildings, mountainous terrain, or other areas - between objectives. While holding objectives directly contributes to score, having control over these advantageous areas can lead to more opportunities to eliminate enemy lives. During a game of Conquest, notice how traffic is flowing through named objectives, then plan to create chokepoints and “buffer zones” where your team can fend off waves of enemies.


  5. ESCALATION - GO WITH THE FRENETIC FLOW. As more territories are captured and the match progresses, the playable area shrinks while vehicular reinforcements are dropped into the Combat Zone. It’s best to reconsider your current tactics to fit the size of the fight. In other words, you might want to drop the Sniper Rifle and Motion Sensor and pick up an SMG and a Repair Tool when the tanks start rolling in, although every Class can adapt to the shifting combat tide that Escalation brings.
Time is Running Out - FREE REDSEC Login Reward

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We’re still celebrating the release of California Resistance; don’t miss your opportunity to get a free Weapon Package.

Until November 30, you can unlock the “Lethal Force” Weapon Package for the M2010 ESR Sniper Rifle just by logging into Battlefield REDSEC - one more reason to jump into the Free Trial of Battlefield 6!

Simply boot up REDSEC - or Battlefield 6, if you are an owner - and claim your reward in the Inbox. Don’t know where to find the Inbox? Just look for the EA Logo - or the envelope - in the main menu, then either click it or press the corresponding button on your controller to view EA Connect. This is where you can find, see and interact with friends regardless of game platform, as well as view messages in your Inbox, including the game message that grants you the “Lethal Force” M2010 ESR Sniper Rifle Weapon Package.

Grab it before it’s gone on November 30, because this long-range powerhouse is a lethal force in long-range engagements, whether it’s in a REDSEC Battle Royale on Fort Lyndon or a large mode like Conquest in Battlefield 6 Multiplayer.

This is Your War - Jump into Battlefield REDSEC Today

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Battlefield REDSEC is free-to-play; click here to download and deploy into Fort Lyndon, as well as experience the Battlefield 6 Free Trial for a limited time.

Upgrade out of the Free Trial and experience more of Battlefield 6, including a global scale single-player campaign, the full offering of all-out warfare in Multiplayer, and the true potential of Portal.


*Requires Battlefield REDSEC and all game updates. Includes optional in-game purchases. Limited time offer. Conditions and restrictions apply. See https://battlefield.com for details.


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

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Battlefield 6

Lock and load, Soldier. Get up to 15% off Battlefield 6 Standard and Phantom Edition.


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

Plus, from Nov 25 - Dec 2, ultimate all-out warfare is free for everyone during our Battlefield 6 Free Trial.

Fight in intense urban combat on the streets of Cairo. Drop into iconic SoCal landscapes turned into battlegrounds on Eastwood and Blackwell Fields. Enter Battlefield’s iconic massive scale war in Conquest or Breakthrough, or go head-to-head destroying enemy cargo in Sabotage. Download Battlefield REDSEC to access the Free Trial, squad up, and make an unforgettable Only in Battlefield moment.



Requires Battlefield REDSEC on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement [URL='https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%28terms.ea.com%29'](terms.ea.com)[/URL] and Privacy & Cookie Policy [URL='https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%28privacy.ea.com%29'](privacy.ea.com)[/URL] required to play. Trial can be played once per EA account.


Offers may vary or change. See retailer for details.


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Introducing Competitive Battlefield REDSEC: Elite Series and Open Series

The greatest Battlefield moments happen when squads are pushed to their limits – when the path to victory demands ingenuity, teamplay, and gunplay. We want to create and support an ecosystem that champions unforgettable squad gameplay, one that empowers players to push the limits of what a squad can do. When we showcase the greatest players in our franchise, we want that action to be as intense - and fun - for them to play as it is exciting for our community to watch. Our journey to providing a better competitive Battlefield environment, in partnership with our community, starts with today’s announcement:

The Battlefield REDSEC Elite Series, launching on Wednesday, December 10, 2025.

Designed to introduce more competitive play to the franchise while also giving our community a new way to rise through the ranks, the Elite Series is the premiere destination of Battlefield competition, showcasing the absolute best competitive Battlefield REDSEC has to offer on the global stage through Battle Royale and Gauntlet.

Competitive Battlefield shouldn’t just be for professional players: we want it to be open to everyone. Alongside our Elite Series, we are also proud to announce our Open Series as the official REDSEC community competition, which begins on Friday, December 12, 2025.

The Open Series gives players of all skill levels the opportunity to compete; it’s your squad’s chance to hone and showcase your skills. With the right amount of practice and dedication in the Open Series, your squad can advance to the Elite Series to battle with the best in the world.

All competitions will take place in a cross-platform and cross-input environment - whether you play on controller or mouse & keyboard, PC or console, we are calling all players to prove themselves in both the REDSEC Elite and Open Series.

Both the Elite and Open Series are our first steps into an official competitive experience for Battlefield, and we plan on collaborating with the community to develop future competitions in our core Multiplayer modes.

Ahead of the first competition days on December 10 and 12, here’s what you need to know about the Elite Series and Open Series for Battlefield REDSEC, with more details to follow closer to the first competition dates in December:

REDSEC Elite Series - Format and How to Watch

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The Elite Series is a weekly series of competitive cash cups split across three regions - The Americas, Europe / Middle East / Africa (EMEA) and Asia-Pacific (APAC) - and features over $1 million USD in prize money during its first season from December 10 to January 18.

For this inaugural REDSEC Elite Series, we’re inviting 50 team captains from each region to handpick their dream squad of 4. These 600 total competitors not only represent the best Battlefield players in our community, but also the top FPS talent in the world.

Each region’s 50 squads will compete in a unique competitive format: A series of six REDSEC Battle Royale matches, culminating in the top eight squads fighting head-to-head in a final showdown in the cutthroat, knockout-style elimination mode known as Gauntlet. This format is repeated over three Qualifying Match Days, with squads earning Elite Series Points for their performance.

Compared to a regular, non-Elite Series Gauntlet that can be played in REDSEC, the competitive version of Gauntlet hones in on specific map and mode combinations, along with an extended round timer. Over time, we look forward to community feedback on how we can continue iterating on Gauntlet to create the most competitive experience possible.

After three Qualifying Match Days, the top-25 squads with the most Elite Series Points will advance to the regional Season Finals.

All competitions will be held online. Elite Series Qualifying Match Days will be streamed by all competitors, with Battlefield Studios hosting the Season Finals broadcast for each region.

To ensure both entertainment and competitive integrity, we pre-vetted all 150 team captains for compliance, and will run all Elite Series competitions on official high-performance game servers in strategically placed data centers protected by our Javelin anti-cheat system.

The Season 1 Prize Pool features over $1 million USD across all three regional finals, as well as tens of thousands of dollars for the top four teams of each match across all three Qualifying Match Days and the Season Finals.

Specifically, the Americas region will have a $50,000 USD prize pool for each Qualifying Match Day, as well as a $500,000 USD prize pool split across all participating squads in the Finals Gauntlet. The APAC and EMEA regions will feature a $20,000 USD prize pool for each Qualifying Match Day, as well as a $285,000 USD prize pool for the Finals Gauntlet.

And of course, Twitch Drops will be enabled for each Qualifying Match Day - and the season finals - to celebrate our new competitive initiative.

Elite Series Season 1 Schedule

Exact start times for all regions will be announced closer to the first Qualifying Match Day on December 10; mark your calendar for these dates to see the best in FPS compete:


  • Match Day #1 - Wednesday, December 10, 2025


  • Match Day #2 - Thursday, December 11, 2025


  • Match Day #3 - Tuesday, December 16, 2025


  • Season Finals - Thursday, December 18, 2025
Open Series - How to Sign Up and Become Elite

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The Open Series is an opportunity to give every squad in the Americas, EMEA and APAC a way to play competitive Battlefield and the right to fight to the top and become Elite.

Your squad can enter the Open Series by signing up and creating your squad via http://repeat.gg/, our Open Series competition partner. Download the Repeat app and navigate to the official Open Series section, to be made available later in December.

On each Open Series Match Day, competitors will find that day’s tournament code on the Repeat app, input it into the game, then use the join code they receive in game. Scoring is based on the cumulative 10 best Battle Royale and the 10 best Gauntlet matches played across all three Match Days. The top 250 Open Series squads in each region qualify for the Season Finals, to be held on Saturday, January 17, 2026. The top eight teams from that Season Finals will qualify for the following season’s Elite Series.

Just like the Elite Series, all Open Series matches will be protected by Javelin anti-cheat, with winners to be verified for fair play. A $30,000 USD total prize pool will also be awarded across all three regions - $10,000 USD per region - for the top Open Series Season Finals squads.

Open Series Schedule

Exact start times and tournament windows for all regions will be announced closer to the first Match Day on December 12. For now, ensure your squad has these dates marked on your calendar:


  • Match Day #1 - Friday, December 12, 2025


  • Match Day #2 - Friday, December 19, 2025


  • Match Day #3 - Friday, January 9, 2026


  • Season Finals - Saturday, January 17, 2026
The First Step for Competitive Battlefield’s Future

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In creating the Elite and Open Series, we recognize the Battlefield community’s existing grassroots efforts for competitive play, from tightly coordinated 4v4 and 8v8 formats to massive 32v32 showdowns across iconic modes like Conquest and Rush. We understand the community needs proper tools to drive competitive innovation, including features like spectator mode and custom lobbies, and we are excited to work with the community to test and iterate on a variety of formats to find what works best for the Battlefield 6 Multiplayer competitive experiences.

We created Battlefield Labs to amplify community feedback, feedback which inspires important changes for the game and our community. We want to bring that same commitment and communication to the Elite and Open Series. These are our first steps in testing and refining what the next era of Battlefield competition could look like. We’re excited to collaborate with you, gather your feedback, and together build the ideal competitive ecosystem for players at every level across the Battlefield franchise.

In terms of our immediate competitive plans for 2026, we aim for both the Elite Series and Open Series to continue into future seasons. With this being a unique format in the competitive space, we will carefully monitor feedback from players and the community to ensure the formats are as enjoyable to watch as they are to play.

If you are ready to compete, but are new to Battlefield or REDSEC, we encourage you to dive into our detailed mode breakdowns of Battle Royale and Gauntlet, then download Battlefield REDSEC for free and experience it for yourself.

We cannot wait to see you compete, and look forward to watching the first Elite Series match on December 10, and the start of the Open Series on December 12.

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Battlefield 6 | REDSEC Season 1 - California Resistance

The secrets of Fort Lyndon begin to unravel. Several highly-armed Prepper Stashes containing classified information are traced back to a militant SoCal prepper group known as “The 323.”

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Their supplier is Ironshore Logistics, a mysterious entity with possible connections to Pax Armata. One elite squad is dispatched to follow the trail and find some answers.

California Resistance brings all-out warfare to Southern California with a new map, a new mode, new weapons, Portal Sandbox, and Battle Pickups: Weapons of unprecedented power only discoverable in hidden stashes.

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NEW MAP: EASTWOOD*

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

NEW MODE: SABOTAGE*

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

NEW HARDWARE

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

Rorsch Mk-2 SMRW: A chargeable Railgun inflicting massive damage to soldiers, vehicles, and structures.
MP-RMG: An armor-piercing Minigun with a fast rate of fire, effective against all enemy types.

NEW WEAPONS


DB-12 - Shotgun

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

M357 Trait - Sidearm

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

NEW REDSEC GAUNTLET MISSION: RODEO

Saddle up for a tank-centered addition to the Gauntlet mission rotation.
In Rodeo, squads must earn eliminations while occupying heavily armored tanks scattered throughout the playable area. The two squads with the least amount of points are removed from the Gauntlet match.

PORTAL SANDBOX

Build Battlefield 6 from the ground up. Portal is now available as a sandbox, a blank canvas giving creators more freedom than ever to craft and customize unforgettable experiences.


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


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

*Requires Battlefield 6 (sold separately) & all game updates. Applicable platform account and platform subscription (sold separately) may be required. Persistent internet connection and EA account required."

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BATTLEFIELD 6 GAME UPDATE 1.1.2.0

This update delivers a broad set of improvements to soldier responsiveness, aim consistency, animation fidelity, and overall stability across Battlefield 6. We’ve also introduced a new limited-time mode, refined Aim Assist behaviour, and resolved a large number of weapon, gadget, and vehicle issues based on community feedback. The update will be available tomorrow, November 18th, at 09:00 UTC.


New Content: California Resistance



  • New Map: Eastwood. A map with the Southern California theme.

    • Variations of this map will be available for all official modes.


    • Conquest mode on this map will include tanks, helicopters, and the Golf Cart.

  • New Time-Limited Mode: Sabotage. A themed event mode focused on demolition and counterplay.


  • New Weapons: DB-12 Shotgun and M357 Trait Sidearm.


  • Gauntlet mode to include a new mission type: Rodeo. This mission provides multiple vehicles for players to fight over and battle with each other with. Players earn bonus points for defeating enemies while in a vehicle.


  • Portal updates:

    • Sandbox map. This option will let Portal experience builders start with a more level playing field to bring their imagination to life.


    • The Golf Cart vehicle is available for use in building experiences.

  • Battle Pass: The California Resistance bonus path becomes available for a limited time.


  • New underbarrel attachment: Slim Handstop, unlocked via Challenge.


  • New feature coming later in the update: Battle Pickups. These powerful weapons will be available in specific experiences and Portal with limited ammunition but pack enough firepower to help turn the tide of battle in your favor.

Major Updates for 1.1.2.0


  • Aim Assist has been reset to its Open Beta tuning, restoring consistent infantry targeting behaviour across all input types.


  • Improved input latency and stick response for controllers, providing smoother aiming and more responsive soldier movement.


  • Weapon accuracy and dispersion tuning: fixed unintended weapon dispersion increase rates and improved non-Recon sniper rifle accuracy while globally reducing dispersion across all weapon types.


  • Challenge and progression clarity improvements make requirements easier to understand and track.


  • Major polish pass to deployable gadgets, including the LWCMS Portable Mortar, LTLM II Portable Laser Designator, and Supply Crate systems.


  • Fort Lyndon added to Portal, expanding available segments for community-created experiences.


AREAS OF IMPROVEMENT

Aim Assist


As we got closer to launch, we revisited aim assist tuning based on internal testing and the full range of maps and combat distances coming with release. Our goal was to make aim assist feel more effective beyond mid-range fights which was one of our focuses within Battlefield Labs and Open Beta.

At launch, we increased slowdown at longer ranges, but once the game went live, we saw that this made high-zoom aiming feel less smooth and harder to control.

After reviewing player feedback and gameplay data, we’re reverting aim assist back to the values some of you experienced during Open Beta and Battlefield Labs. This will now serve as the default, whilst still providing you with the ability to alter the aim assist to your preference and playstyle via settings.

This change keeps aim slowdown consistent across all ranges, helping with muscle memory and providing a steadier, more reliable feel as we move into future seasons.

CHANGELOG

PLAYER:



  • Aim Assist: fully reset to Open Beta tuning, with related options reset to default to ensure consistency.


  • Fixed an issue where Vehicle Stick Acceleration Presets would affect Infantry Aiming Left/Right Acceleration option availability.


  • Fixed an issue where setting Stick Acceleration Presets to “Standard” would set the Aiming Left/Right Acceleration options incorrectly to 50% instead of 70%.


  • Fixed missing Infantry and Vehicle prefixes in captions for Stick Acceleration Presets and Aiming Left/Right Acceleration options.


  • Fixed an issue where stick deadzones would ignore the first 10% of movement if using a PS5 Controller on PC.


  • Fixed an issue where player movement (Left Stick) would not register until beyond 30% of travel past the deadzone.


  • Fixed joystick aiming input behaviour.


  • Added a short sprint “restart” animation when landing from small heights.


  • Added new death animations for sliding and combat-dive states.


  • Fixed a diving loop when entering shallow water.


  • Fixed an issue preventing players from vaulting out of water in certain areas.


  • Fixed an issue preventing takedown initiation against an enemy soldier if the enemy soldier already initiated a takedown against a friendly player.


  • Fixed an issue where a dragged player could face the wrong direction if turning quickly.


  • Fixed an issue where holding a grenade while jumping, sliding, or diving froze the first-person pose.


  • Fixed an issue where switching weapons while drag-reviving would break the reviver’s first-person view.


  • Fixed an issue where the Assault Class extra grenade ability would not grant two grenades on spawn.


  • Fixed an issue where weapons could become invisible when crouching before vaulting.


  • Fixed bouncing behaviour when landing on object edges.


  • Fixed broken ragdolls when killed on ladders, while jumping, near ledges, or in vehicle seats.


  • Fixed camera clipping when dropping from height while prone.


  • Fixed clipping when initiating a drag & revive.


  • Fixed first-person camera clipping through objects when dying nearby.


  • Fixed the issue where the Rush signature trait 'Mission Focused' applied its icon and speed boost to all teammates.


  • Fixed incorrect prone aiming angles on slopes.


  • Fixed misaligned victim position during takedowns when using high FOV settings.


  • Fixed mismatched rotation between first-person and third-person soldier aim directions.


  • Fixed misplaced weapon shadows while vaulting or swimming.


  • Fixed missing pickup prompts while prone.


  • Fixed missing water splash effects while swimming.


  • Fixed stuck third-person soldier animations when entering player view.


  • Fixed teleporting or invisibility when entering vehicles during a vault.


  • Fixed third-person facing inconsistencies when soldiers were mounted.


  • Improved combat-dive animations in first and third person.


  • Improved LTLM II sprint animation in first person.


  • Improved vault detection in cluttered environments.


  • Increased double-tap window for Danger Ping from 0.2 s to 0.333 s.


  • Updated first-person animation cadence for moving up and down stairs.


  • Fixed an issue where hit registration would fail when engaging into gunfights after exiting vehicles.

VEHICLES:


  • Fixed camera reset when entering an GDF-009 AA Stationary Gun after another user.


  • Fixed clipping gunner weapons in IFV seats.


  • Fixed faint metallic impact sound from M1A2 SEPv3 Main Battle Tank turret wreckage.


  • Fixed several cases where IFV's MR Missile could do more damage than intended to MBT, IFV and AA vehicles


  • Fixed inconsistent projectile video effects on the Abrams main gun.


  • Fixed instant 180-degree turn after exiting a vehicle.


  • Fixed missing scoring for Vehicle Supply when teammates received ammo.


  • Fixed oversized hitbox on UH-79 Helicopter.


  • Fixed passenger and gunner placement issues in the UH-79 Helicopter.


  • Fixed re-entry issues when mounting flipped Quad Bikes.


  • Fixed unintended aim-assist from Attack Helicopters gunner missiles.


  • Fixed unresponsive joystick free-camera controls in transport vehicles.

WEAPONS:


  • Dispersion tuning pass: dispersion has been globally reduced slightly to reduce its impact on the experience


  • Fixed multiple instances of Canted Reflex and Canted Iron Sight optics clipping with higher-magnification scopes


  • Fixed several issues with underbarrel attachment alignment


  • Fixed minor misplacements or clipping on sights and barrels


  • Fixed missing or incorrect magazine icons, naming, and mesh assignments.


  • Fixed the issue where the SV-98 displayed lower damage stats when equipping the 5 MW Red attachment.


  • Fixed the issue where slug ammunition despawned too quickly after being fired from shotguns.


  • Fixed the issue where the SU-230 LPVO 4x variable scope lacked a smooth transition and audible zoom toggle when aiming down sights.


  • Fixed the issue where two Green Lasers for the DRS-IAR shared identical Hipfire stat boosts.


  • Fixed the issue where impact sparks failed to meet photosensitivity compliance standards.


  • Fixed an issue in third-person where the Mini Scout could clip with the player’s head while aiming.


  • Fixed animation and posture issues affecting the PSR and other rifles when moving or looking at extreme angles.


  • Increased weight of long-range performance in balance for automatic weapons; benefiting PW7A2 and KV9, with minor adjustments elsewhere.


  • Reduced recoil and variation for LMR27, M39, and SVDM for improved long-range reliability.

GADGETS:


  • Allowed friendly soldiers to damage and detonate certain friendly gadgets.


  • Fixed an issue where Class Ability would sometimes not activate although the UI shows it as available.


  • Fixed auto-deployment of Motion Sensor after recon kit swap.


  • Fixed broken M320A1 Grenade Launcher ground model.


  • Fixed C-4 pickup edge-of-screen interaction.


  • Fixed clipping of the UAV remote when activating it while using certain weapons like rifles.


  • Fixed clipping when holding the CSS Bundle.


  • Fixed CSS Bundle line-of-sight requirements causing unwanted blocking.


  • Fixed Deployable Cover persistence after vehicle destruction.


  • Fixed disappearing “pip” indicator during CSS Bundle supply.


  • Fixed duplicate deploy-audio playback on M4A1 SLAM and C-4.


  • Fixed failed projectile attachment for X95 BRE Breaching Projectile Launcher.


  • Fixed inconsistent hit registration for the Defibrillator after range adjustment.


  • Fixed interaction logic for the Supply Pouch and Assault Ladder.


  • Fixed LTLM II Tripod soldier collision.


  • Fixed M15 AV Mine premature detonation on aircraft wrecks.


  • Fixed M15 AV Mine proximity placement exploit.


  • Fixed missing pickup prompt for thrown C-4 satchels.


  • Fixed MP-APS smoke-propagation failure between friendlies.


  • Fixed multiple haptic and feedback issues on gadgets, including the LWCMS Portable Mortar and the CSB IV Bot Pressure Mine.


  • Fixed placement preview interference from the GPDIS.


  • Fixed XFGM-6D Recon Drone physics allowing vehicle pushing.

MAPS & MODES:


  • Added Sabotage as a new time-limited event mode.


  • Added the new map “Eastwood”.


  • Fixed black-screen spawn issue with Deploy Beacon in TDM, SDM, Domination, and KOTH.


  • Fixed incomplete or incorrect round-outcome data when joining mid-match.


  • Fixed matchmaking logic to prevent late-stage match joins.


  • Fixed multiple destruction-reset issues after side swap in Strikepoint and Sabotage.


  • Fixed post-insertion movement lock at round start.


  • Fixed unintended AFK kicks while spectating in Strikepoint.


  • Reduced opacity of excessive environmental smoke across multiple maps.

UI & HUD:


  • Added a message when attempting to change stance without sufficient space.


  • Downed players now appear in the kill log in modes using the crawling downed state (e.g. Strikepoint, REDSEC).


  • Extended top UI on Strikepoint to show detailed alive/downed/dead player counts.


  • Fixed incorrect Assault Training Path icons.


  • Fixed incorrect colour usage on squad-mate health bars.


  • Fixed missing tooltips and UI prompts across tutorials and mission briefings in Single Player.


  • Fixed missing XP Tracker icon at level 3 when using Field Upgrades.


  • Kill-confirmation indicator now displays if a victim bleeds out after being damaged by the player in modes using the crawling downed state (e.g. Strikepoint, REDSEC).


  • Minor UI polish and alignment updates to various game modes.


  • Non-squad friendlies now display a “Thank you!” subtitle after being revived.

SETTINGS:


  • Added a new option allowing players to sprint automatically when pushing the stick fully forward.


  • Added new keybinding that allows the player to instantly swap to the knife instead of having to hold the button. This keybinding will not allow to perform takedowns contextually but will still allow takedowns to be performed once the melee weapon is equipped.

SINGLE PLAYER:


  • Addressed multiple occurrences of excessive bright flashes and unintended visual effects.


  • Fixed an issue where AI squadmates would not respond to revive orders and other commands, improving squad functionality and responsiveness.


  • Fixed loss of grenade functionality and shadow-rendering errors in underground areas during the “Moving Mountains” mission.


  • Fixed multiple instances where sound effects or Voice Over would fail to play correctly during gameplay and cinematic moments.


  • Fixed subtitle and audio-video synchronisation issues during gameplay and cinematic sequences.


  • Fixed various instances of corrupted shadows and LOD behaviour when using lower graphics settings.


  • Resolved object clipping and teleporting issues during car-chase sequences in the “Moving Mountains” mission.


  • Resolved several cases of stuttering and desync when using certain graphics presets on NVIDIA and AMD hardware.


  • Resolved several issues that could result in infinite loading screens during mission transitions and save or load operations.


  • Resolved shader stutters in the prologue mission “Always Faithfull”.


  • Fixed issues with party invites not working during campaign loading screens.

AUDIO:


  • Added new sound effects for Double Ping; refined single and danger ping sound hierarchy.


  • Added new soldier movement and gunfire sound effects, and fixed multiple foley issues.


  • Added turret movement audio for Marauder RWS weapons.


  • Corrected door sound assignments.


  • Corrected swimming, obstruction, and platform footstep audio.


  • Fixed character voice over not updating when changing soldier mid-match.


  • Fixed looped ambient sounds (e.g. food truck) and incorrect debris impacts.


  • Fixed missing first person voice over gasp when revived.


  • Fixed missing third person voice over for explosive deployments.


  • Fixed missing LP voice over zoom audio.


  • Fixed missing ping audio while spectating.


  • Fixed missing reload sound effects when a weapon had 1 bullet remaining.


  • Fixed missing voice over for supply actions and revive requests.


  • Fixed multiple Commander voice over issues.


  • Fixed Music-in-Menus setting not muting music.


  • Fixed seat-change and turret-reload audio on Marauder RWS guns.


  • Fixed underwater breathing voice over and inconsistent swimming audio.


  • Polished Front-End and Loading music transitions between matches.


  • Synced Battle Pass sounds effects to animations.


  • Tweaked light-fixture audio setup.


  • Updated hostile-voice over logic and adjusted reload voice over mix.


  • Updated music urgency system for Portal.

PORTAL:


  • Added new scripting functions for music control: mod.LoadMusic(), mod.UnloadMusic(), mod.PlayMusic(), mod.SetMusicParam().


  • Fixed RayCast() in ModBuilder to properly detect terrain and environment objects.

HARDWARE:


  • Fixed an issue where framerate would be be capped to 300FPS with Nvidia cards


REDSEC:

VEHICLES:



  • Fixed the issue where the Golf Cart could set off the PTKM-1R gadget in Gauntlet.


  • Fixed persistent gunner MG model after Rhib Boat destruction.

UI & HUD:


  • Added level display information to the Training Path section within the Class Details screen.


  • Fixed an issue where soldiers and UI elements could be missing in pre-game lobbies after matchmaking.


  • Fixed an issue where the M417 A2 would not appear in kill cards or the kill feed.

AUDIO:


  • Fixed an issue where the squadmate death sound effect could trigger for non-teammates.


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

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Community Update – Latest Updates Ahead of California Resistance

To the Battlefield Community,

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

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

94e579d0db7599388f823735dac90b3ab3ef8ca3.png

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

Latest Live Updates

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


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


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


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

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

In Active Development

Coming with California Resistance (November 18)



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


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


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


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


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

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


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


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


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

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


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


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


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


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


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


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


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

REDSEC


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


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


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


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


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

Community Highlights

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

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

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


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

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


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


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

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

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

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

Together, Forward

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

We’ll see you on the Battlefield.

//The Battlefield Team


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

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Lead the Way Pack

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


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

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

The following items are included:


  • “Regiment” NATO Assault Soldier Skin


  • “Hold Fast” Glider 96 Vehicle Skin


  • “Legacy Strike” M277 Weapon Package


  • “All the Way” Soldier Patch


  • “Sua Sponte” Dog Tag


  • “Battleworn” Parachute


  • 60 Min Battle Pass XP Boost


  • 1 Battle Pass Tier Skip


Supporting Real-World Rangers

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

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

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

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

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

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

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


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BATTLEFIELD 6 GAME UPDATE 1.1.1.5

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

Major Updates for 1.1.1.5:


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


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


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


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


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

CHANGELOG

PLAYER:



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


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


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

VEHICLES:


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

GADGETS:


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

MAPS & MODES:


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


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


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

UI & HUD:


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

PROGRESSION:


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


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

PORTAL:


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


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

AUDIO:


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

REDSEC

PLAYER:



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


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


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


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

UI & HUD:


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

PROGRESSION:


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

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Community Update – Changes to Challenges & Assignments

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

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

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

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

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

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

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

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

Class Challenges

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


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

    • Reduced from 50 deploys to 5.

  • Support 2: Revive teammates as Support.

    • Reduced from 200 revives to 60.

Weapon Assignments

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


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

    • Reduced from requiring 10000 inflicted damage to 3000.

Mode & Unit Assignments

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


  • Conquest 2: Wins in Conquest.

    • Reduced from 5 wins to 2.

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

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

Gameplay & Mastery

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


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

    • Reduced from 20 Multi Kills to 5.

  • Adaptable 2: Repair damaged Vehicles in a life.

    • Reduced from requiring 3000 damage to 500.

REROLL CHALLENGES SYSTEM

We have also made adjustments to the reroll challenges system.

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

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

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

See you on the Battlefield.


//The Battlefield Team

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

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Rogue Operators inbound

Rogue Operators inbound