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BATTLEFIELD 6 GAME UPDATE 1.3.3.0

On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC.

At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes.

At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon.

Battlefield 6 Free Trial

From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment.


NEW CONTENT

Wet Work Event
Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt.


New Mode

Tactical Obliteration:
The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy.


New Battle Royale Mode

Casual Battle Royale:
A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad.


New Melee Weapon

EOD Bot Arm:
This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements.


587d95d9eda788d2a2c05082014a63b68a0fe1e1.png


Major Updates for 1.3.3.0


  • New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial.


  • Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently.


  • Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover.


  • Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles.


  • REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight.


  • UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance.


  • Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish.


CHANGELOG

PLAYER:



  • Dummy Targets no longer slide into place when entering the Firing Range.


  • Firing Range now includes an additional target at 5m for testing close-quarters weapon damage.


  • First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat.


  • Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should.


  • Soldier rotation now behaves correctly when changing stance while dragging a downed teammate.


  • The Briefing Screen camera now centres correctly at the start of a round.


  • Weapons no longer disappear in first-person after being revived.

Netcode-specific Improvements


  • Blood effects no longer appear on screen from shots that did not hit the player.


  • Client hit confirmations now display faster when receiving damage.


  • Damage corrections have been reduced by improving how client damage is matched with the server.


  • Damage feedback is no longer delayed when taking damage from multiple sources at the same time.


  • Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover.


  • Death timing is now more responsive in dense combat situations.


  • Netgraph and connection icons no longer freeze when experiencing rubberbanding.


  • Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies.


  • Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions.


  • Network TimeNudge now recovers faster after performance spikes, with reduced spike severity.


  • The client game clock now synchronises with the server more quickly after poor CPU performance.


  • Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering.

VEHICLES:

Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2.


  • ATPs now reset team ownership correctly when nearby friendlies are downed.


  • Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets.


  • Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain.


  • Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again.


  • Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x.


  • Emergency Repair Pause On Damage timer increased from 1 to 2 seconds.


  • Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit.


  • Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures.


  • Projectile Intercept System activation time reduced to 0.55 seconds.


  • Radio selection now works correctly when using a controller.


  • RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters.


  • The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits.

Main Battle Tanks


  • MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets.


  • MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m.


  • MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters.

Infantry Fighting Vehicles


  • IFV AP Shell initial velocity increased from 375 to 445 metres per second.


  • IFV AP Shells now pierce the Projectile Intercept System.


  • IFV AP Shells rate of fire increased from 120 to 160 rounds per minute.


  • IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters.

Mobile Anti-Air Vehicle


  • Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200.


  • General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130.


  • High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets.


  • High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%.

Thermal Smoke


  • Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage.


  • Thermal Smoke no longer removes C-4 Explosives.


  • Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits.

GADGETS:


  • Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended.


  • LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying.


  • M320A1 SMK and M320A1 THRM icons now display optics in the correct position.


  • M84 Flashbangs no longer deal damage to gadgets.


  • Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person.


  • Shell impacts from Mortars and JAGM strikes are now visible on the Big Map.


  • The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade.


  • The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed.


  • The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo.


  • TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby.

WEAPONS:


  • Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values.


  • Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values.


  • L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles.


  • M2010 5-round magazine now sits correctly in third-person view.


  • M45A1 and Vz.61 sidearms now use Subsonic Ammo by default.


  • M87A1 magazine tubes no longer become invisible in third-person view.


  • Speedloader attachments now play the correct animation in third-person view.


  • The Extended Fast Magazine on the L115 now uses the correct 3D asset.


  • The PP-19 no longer clips through the character model while in the Loadout screen.


  • The Taclight-Hip icon now displays correctly.


  • Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood.


  • Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value.


  • USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies.


  • Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession.


  • Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground.

AK-205


  • AK-205 314mm Fluted Barrel icon now better reflects the attachment model.


  • AK-205 barrel icons now display correctly.


  • AK-205 ergonomic attachments now correctly update weapon stat values.

M16A4


  • M16A4 Carry Handle Iron Sight naming now displays correctly.


  • M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly.


  • M16A4 Flip-Up Iron Sight naming now displays correctly.


  • M16A4 single-fire behaviour in third-person now ejects one shell casing per shot.


  • M16A4 third-person reload animations now correctly press the magazine catch and release.

RPK-74M


  • RPK-74M Ballistic Tip attachment cost set to 20.


  • RPK-74M soldier finger animation now behaves correctly after firing a single shot.


  • RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips.


  • RPK-74M third-person prone pose no longer clips the hand through the magazine.

Bolt-Action Rifles Sweet Spot

Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse.


  • L115 sweet spot range decreased from 120-175m to 100-133m.


  • M2010 ESR sweet spot range decreased from 75-120m to 75-100m.


  • PSR sweet spot range decreased from 100-150m to 90-120m.


  • SV-98 sweet spot range decreased from 54-90m to 54-75m.

WEAPON BALLISTIC CHANGES:

To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim.


  • Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo.


  • Muzzle Velocity reduced for most primary weapons.

Muzzle Velocity Adjustments:


  • ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%)


  • LMR27: Decreased from 880 m/s to 800 m/s (-9.09%)


  • SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%)


  • SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%)


  • TR7: Decreased from 648 m/s to 604 m/s (-6.79%)


  • NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%)


  • M417A2: Decreased from 600 m/s to 560 m/s (-6.67%)


  • M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%)


  • CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%)


  • M240L: Decreased from 630 m/s to 590 m/s (-6.35%)


  • M4A1: Decreased from 630 m/s to 590 m/s (-6.35%)


  • VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%)


  • SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%)


  • GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%)


  • RPKM: Decreased from 670 m/s to 630 m/s (-5.97%)


  • M123K: Decreased from 670 m/s to 630 m/s (-5.97%)


  • M433: Decreased from 670 m/s to 630 m/s (-5.97%)


  • SGX: Decreased from 402 m/s to 378 m/s (-5.97%)


  • QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%)


  • DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%)


  • M/60: Decreased from 720 m/s to 680 m/s (-5.56%)


  • AK4D: Decreased from 720 m/s to 680 m/s (-5.56%)


  • PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%)


  • M16A4: Decreased from 720 m/s to 680 m/s (-5.56%)


  • SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%)


  • PSR: Decreased from 720 m/s to 680 m/s (-5.56%)


  • SV-98: Decreased from 720 m/s to 680 m/s (-5.56%)


  • L115: Decreased from 703 m/s to 664 m/s (-5.55%)


  • L110: Decreased from 780 m/s to 740 m/s (-5.13%)


  • B36A4: Decreased from 780 m/s to 740 m/s (-5.13%)


  • M277: Decreased from 624 m/s to 592 m/s (-5.13%)


  • PP-19: Decreased from 468 m/s to 444 m/s (-5.13%)


  • M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%)


  • SVDM: Decreased from 800 m/s to 760 m/s (-5.00%)


  • GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%)


  • M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%)


  • Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%)


  • M250: Decreased from 760 m/s to 724 m/s (-4.74%)


  • Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%)


  • USG-90: Decreased from 570 m/s to 543 m/s (-4.74%)


  • SL9: Decreased from 510 m/s to 486 m/s (-4.71%)


  • L85A3: Decreased from 814 m/s to 778 m/s (-4.42%)


  • UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%)


  • SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%)


  • PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%)


  • VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%)


  • AK-205: Decreased from 737 m/s to 708 m/s (-3.93%)


  • KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%)


  • RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%)


  • KV9: Increased from 348 m/s to 362 m/s (+4.02%)

RECOIL CONSISTENCY CHANGES:

We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics.

Recoil Variation Adjustments:


  • TR-7: Decreased from 47.1° to 40.8° (-13.4%)


  • AK4D: Decreased from 25.4° to 20.0° (-21.3%)


  • NVO-228E: Decreased from 36.8° to 28.9° (-21.5%)


  • VCR-2: Decreased from 64.9° to 50.3° (-22.5%)


  • M433: Decreased from 50.9° to 41.4° (-18.7%)


  • M16A4: Decreased from 46.4° to 37.5° (-19.2%)


  • B36A4: Decreased from 37.4° to 28.0° (-25.1%)


  • L85A3: Decreased from 29.4° to 22.8° (-22.4%)


  • SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%)


  • KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%)


  • M417A2: Decreased from 19.8° to 15.4° (-22.2%)


  • SG 553R: Decreased from 43.3° to 35.8° (-17.3%)


  • SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%)


  • M277: Decreased from 39.4° to 34.4° (-12.7%)


  • M4A1: Decreased from 37.9° to 30.7° (-19.0%)


  • GRT-BC: Decreased from 31.2° to 26.1° (-16.3%)


  • QBZ-192: Decreased from 23.5° to 19.9° (-15.3%)


  • AK-205: Decreased from 7.8° to 7.4° (-5.1%)


  • RPKM: Decreased from 22.7° to 17.5° (-22.9%)


  • DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%)


  • KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%)


  • RPK-74M: Decreased from 18.9° to 16.1° (-14.8%)


  • M121 A2: Decreased from 39.5° to 31.8° (-19.5%)


  • M240L: Decreased from 41.8° to 34.5° (-17.5%)


  • M/60: Decreased from 38.8° to 29.9° (-22.9%)


  • M250: Decreased from 39.7° to 35.9° (-9.6%)


  • M123K: Decreased from 55.9° to 47.7° (-14.7%)


  • L110: Decreased from 39.4° to 31.0° (-21.3%)


  • SCW-10: Decreased from 35.0° to 33.5° (-4.3%)


  • UMG-40: Decreased from 17.4° to 13.0° (-25.3%)


  • KV9: Decreased from 57.6° to 50.0° (-13.2%)


  • CZ3A1: Decreased from 59.1° to 50.8° (-14.0%)


  • SGX: Decreased from 39.8° to 31.7° (-20.4%)


  • PW5A3: Decreased from 33.2° to 28.3° (-14.8%)


  • PP-19: Decreased from 21.4° to 18.0° (-15.9%)


  • SL9: Decreased from 16.2° to 13.0° (-19.8%)


  • USG-90: Decreased from 42.8° to 35.5° (-17.1%)


  • PW7A2: Decreased from 33.3° to 27.8° (-16.5%)


  • VZ. 61: Decreased from 20.8° to 18.4° (-11.5%)

Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill.


Damage Multipliers


To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms.

This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso.

In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight.

To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments.


Automatic Weapons Damage Multipliers:



  • Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type)


  • Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x


  • Stomach: Decreased from 1x to 0.84x


  • Limbs: Decreased from 1x to 0.84x

DMRs Damage Multipliers:


  • Head: Unchanged (1.34x, 1.5x, 1.75x)


  • Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x


  • Stomach: Decreased from 1x to 0.91x


  • Limbs: Decreased from 1x to 0.91x

Sniper Rifles Damage Multipliers:


  • Head: Unchanged (1.75x)


  • Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x


  • Stomach: Decreased from 0.8x to 0.67x


  • Limbs: Decreased from 0.8x to 0.67x


Weapon Dispersion


Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery.

Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges.

Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth.

On average, dispersion growth has increased by 14%.

Weapons with the highest damage output can receive up to a 22% dispersion increase.

Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms.


MAPS & MODES:



  • Capture points can now be pinged correctly.


  • M-COM “Destroyed Support” events now trigger correctly.


  • Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill.


  • Obliteration Bomb objectives no longer become trapped under debris piles.


  • Obliteration now backfills with Bots to populate the server and meet game start criteria.


  • Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo.


  • Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby.


  • Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress.


  • Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active.


  • Updated the Automated Anti-Air range to be consistent across all maps.


  • Water no longer flickers when viewed from a distance.

PROGRESSION:


  • Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen.


  • Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective.

UI & HUD:


  • “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open.


  • Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play.


  • Air vehicle icons now remain visible when aircraft are at a higher altitude than the player.


  • An Event tab has been added, making it easier to explore event content, track progress, and earn rewards.


  • Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position.


  • Battle Pass items now remain correctly framed within the menu.


  • Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time.


  • BF Pro challenges can now be tracked as intended.


  • Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud.


  • Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations.


  • Combat areas for flying vehicles now appear correctly when viewed on the Big Map.


  • Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort.


  • Cosmetic items now display the correct icons and artwork more reliably.


  • Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed.


  • Deploy Screen camera no longer shifts unpredictably when attempting to centre.


  • Distance limits for displaying nearby medics while downed have been adjusted to 50m.


  • Enemy icons now appear correctly on the Big Map.


  • Free Mode Trial tiles now keep their Trial tags after a menu refresh.


  • Gadgets and melee weapons now appear correctly framed within the Loadouts menu.


  • Hit indicators no longer appear before a spectated player is seen damaging another player.


  • Obliteration game mode name now appears correctly in its Custom Search description title.


  • Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context.


  • Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S.


  • Profile tabs now display hover visuals when hovered and focus visuals when focused.


  • Purchased Battle Pass tier items no longer appear incorrectly locked.


  • Revive icon opacity for friendlies now applies correctly when zooming.


  • Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu.


  • Spotted notifications now continue to appear correctly after a player’s first death.


  • Sprays now appear correctly in Store bundle previews.


  • The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence.


  • The “Getting Revived by” UI text no longer appears compressed.


  • The crosshair no longer moves unintentionally when swapping weapons while sprinting.


  • The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages.


  • The pre-game lobby now displays the player’s selected Training Path.


  • The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match.


  • Weapon Charm thumbnails now display with the correct orientation.


  • World icons no longer use the “When Zooming” opacity setting while not zooming.

SETTINGS:


  • Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive.


  • Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight.

PORTAL:


  • “Core_Stinger_RankUp” music now triggers more reliably and as intended.


  • “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3.


  • “mod.SetPlayerMaxHealth()” error logs now display the correct value.


  • “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences.


  • Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions.


  • AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn.


  • Custom Bazaar has been added to the Spatial Editor.


  • Free Camera has been updated with a new control system.


  • M-COM functionality and Bomb asset have been added to Obliteration.


  • Operation Metro community map has been added to the SDK.


  • Physics Impulse now includes an example and a Readme file.


  • Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area.


  • Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle.


  • Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time.


  • Screen Effects now support Freeze Max amounts above 200.


  • Sound Effect feedback now plays when joining a match through the Portal Server Browser.


  • Text formatting now appears consistently in the Portal Server Browser.


  • The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects.


  • The Rules Editor now updates correctly after importing a Blockly JSON file.


  • The Train on Railway to Golmud now only loads the variant requested by the experience creator.


  • Third-person camera collision and positioning have been improved.


  • Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs.


  • Vehicle Resupply Station has been added to the SDK.


  • Verified modes have been added for Squad Deathmatch and Team Deathmatch.

AUDIO:


  • Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle.


  • Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue.


  • Defibrillator charge replenishment now has unique sound effects.


  • Focus sound now plays correctly on the “Select Character” button when using a controller.


  • Foley audio no longer cuts off when stopping movement.


  • Land vehicle Doppler and pass-by audio has been improved.


  • Lopez voice lines no longer reference tanks when other enemy vehicles are present.


  • Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby.


  • Navigation sound effects now play correctly when viewing player profiles through the Social menu.


  • Obliteration urgency music now plays correctly when a match ends by time limit.


  • Small concrete buildings now provide improved destruction audio feedback.


  • Small vehicle wreck fire audio now has improved spatialisation.


  • Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality.


  • Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession.


  • Sound effect feedback now plays when joining a match through the Portal Server Browser.


  • The Defibrillator reload animations now include new audio.


  • Vehicles no longer randomly play low-health sounds when they should not.


  • Weapon-to-shoulder movement now has added audio when stopping a sprint.


  • Wooden surfaces now play the correct sounds when destroyed by a melee weapon.

AI:


  • Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar.


  • Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar.


  • Bots can now use boost when driving cars and tanks.


  • Bots now recognise parked vehicles as obstacles.


  • Bots now turn more effectively at speed when driving cars and tanks.


  • Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars.


REDSEC

PLAYER:



  • Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play.


  • Ammo and armour plates can now be automatically looted when placed on certain couches.


  • Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled.


  • Corrected an issue where ammo and armour plates sometimes had to be manually picked up.


  • Corrected an issue where weapon drops sometimes were empty.


  • Improved infantry armour animations during stance transitions, including entering and exiting prone.


  • Players no longer get stuck interacting with the Antenna during the Signal Decryption mission.


  • Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning.


  • Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying.


  • Second Chance fade transitions are now snappier and better hide redeploy transitions.


  • Second Chance messages now appear with improved timing and added animations.


  • Second Chance redeployment and spectating no longer result in a black screen.


  • Second Chance respawn sequences now play at the player’s upcoming spawn location.


  • Squads redeploying through Second Chance after a squad wipe now spawn together more reliably.


  • Teams redeploying through Second Chance now redeploy together more reliably.


  • The “Tank Hunter” mission can now be attempted more than once per match.


  • Thermite Charges can no longer be picked up after sabotaging armoured vehicles.

CALL-INS:


  • Updated airstrike call-ins to correctly display their replenishment state before being equipped.


  • Updated the Missile Strike Package inventory display to show the correct number of uses to the player.

GADGETS:


  • Grenade Launchers and explosives can no longer open Safes in Battle Royale.

MAP:


  • Lighting has been improved to address visual glitches across the Downtown area.


  • Psygas now appears as intended in the Downtown layout in Gauntlet.


  • REDSEC missions have been removed from the “Defense Testing Complex 3” area.


  • The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area.

UI & HUD:


  • Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale.


  • Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open.


  • PP-19 loot and upgrade feed entries now display the correct SMG icon.


  • The Compass UI now correctly shows the presence of shooting enemies in Battle Royale.


  • Updated several Contract and Counter Mission icons.

COMPETITIVE:


  • Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards.


  • Ranked screen season visuals now show the active game mode and no longer display the arbitrary year.


  • Several Ranked Camo cosmetics have been moved to categories that better fit their style.


  • The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”.


  • Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1.

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.


*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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