游戏预览
配置要求
最低配置
- 系统
- Windows 10
- CPU
- Intel Core i5-8400, AMD Ryzen 5 2600
- 内存
- 16 GB RAM
- 显卡
- Nvidia RTX 2060, AMD Radeon RX 5600 XT 6GB, Intel Arc A380
- 存储
- 55 GB available space
推荐配置
- 系统
- Windows 11
- CPU
- Intel Core i7-10700, AMD Ryzen 7 3700X
- 内存
- 16 GB RAM
- 显卡
- Nvidia RTX 3060Ti, AMD Radeon RX 6700-XT, Intel Arc B580
- 存储
- 80 GB available space
在线人数趋势(最近 7 天)
在线人数(7 天)
价格历史(90天)
游戏简介
尽享终极全面战争体验。在坦克、战斗机和大量武器横行的战场上,最致命的武器就是你的小队。
更新记录
Season 4 Roadmap - Everything You Need to Know
NATO thought the War of 2027 was over. They were wrong.
Pax Armata, decentralized with Warlords around the globe, are commandeering critical supply lines to put NATO in a stranglehold. Their next target? Offshore US bases in the Pacific and the Fort Lyndon coastline.
Rally the squad, it’s time to dominate land, sea, and sky on the Pacific Front.
Battlefield 6 and REDSEC Season 4 begins on July 21 at 4 a.m. PT (12 p.m. UTC) with the return of Naval Warfare and the debut of a brand-new map for the franchise: Tsuru Reef.
The required Season 4 update (Game Update 1.4.1.0) for Battlefield 6 and REDSEC will also introduce hundreds of gameplay improvements, fixes, and individual updates including:
•
Water Gameplay Improvements
•
Player Movement and Combat Polish
•
Vehicle and Water Interaction Updates
•
UI, HUD and Menu Clarity
•
Portal Creator Updates
•
Audio Improvements
•
REDSEC and Ranked Battle Royale Polish
Technical information about this patch is published in the “Game Updates” section of our website here. We also encourage you to join us on the Battlefield official Discord server for additional Community Updates, as well as to find your squad for everything Season 3 has to offer.
With all that in mind, here is everything you need to know about Season 4:
BRAND-NEW BATTLEFIELD 6 MAP: TSURU REEF
Prepare to jump into the deep end of the biggest all-out battleground yet: Tsuru Reef.
Enter a sprawling island chain dense with luxury bungalows, tropical vegetation, and jagged cliff edges. Engage in naval combat across the surrounding ocean, or utilize land and air vehicles to take it to the max.
This brand-new map for the Battlefield franchise is a critical NATO base co-managed by the Japan Air Self-Defense Force, now under siege from Pax Armata. Featuring an eerily familiar luxury resort, a dormant volcano, and plenty of open ocean for naval combat, this archipelago is the ultimate theater of war that supports both all-out warfare and tactical modes.
NAVAL WARFARE ARRIVES IN MULTIPLAYER
Naval vehicles have reached the shore.
Core to Battlefield franchise history since its inception, naval warfare is back for a new generation of combined arms. Available on Tsuru Reef - and later in season on Wake Island - squads can hit the seas to open up new paths to victory through amphibious tactics.
You could take a swim… Or weave through the waves with the 7.7m NSW RHIB, an agile high-speed boat mounted with a machine gun to take out any threat. The new RCB-90 patrol boat, meanwhile, is a tank on water; a heavily armored assault vessel built for commanding the coastline.
Get more intel on Naval Warfare and how to use these new vehicles in our dedicated guide.
NEW DYNAMIC WAVE SYSTEM
Master the seas and battle over the hostile ocean with the new wave system, a unique gameplay mechanic bringing dynamic naval warfare to the front line.
Building off previous Battlefield naval experiences and the power of Battlefield 6’s engine physics, this system adds a deep layer of natural ebbs and flows, alongside key interactions with weapons, gadgets and vehicles, to simulate realistic natural environments. Oceans create waves, boats can cause wakes, buoyant gadgets and underwater explosions become viable tactics, and bullets can only penetrate the surface as much as their caliber allows. Plus, dragging and reviving will be available while in the water, allowing squads to revive shipwrecked allies or those who get caught swimming off dangerous shores.
Navigate high-stakes marine assaults or use the tide to strategically disrupt enemy lines of sight.
NEW VEHICLE: RCB-90
Rule the waves on this fierce two-seat armored Patrol Boat. Built for power, aggression, and versatility, it’s capable of obliterating enemy vehicles or executing ruthless flanking maneuvers.
Although it is not as fast as a Light Transport Boat, the RCB-90 features a driver and a gunner seat: The gunner can launch 120mm mortar shells with varying effects and damage profiles based on customization choices, while the driver can fire at will with a 30mm autocannon and missiles.
ARRIVING FROM REDSEC: 7.7M NSW RHIB
Tear across the water on this Light Transport Boat designed for agility, originally available in REDSEC and now anchored in Multiplayer. Mounted with a machine gun and equipped with 4 seats, it's the perfect ally for a fast-paced naval assault.
REDSEC RANKED BATTLE ROYALE: NEW REWARDS
The next season of Ranked Battle Royale has docked; get ready to lock in with new permanent rewards.
In addition to a suite of Playercard Backgrounds, Titles, and Icons, the Ranked Rewards pool will be refreshed with special Soldier Patches, Vehicle Decals, and more.
Of note, for every Rank but Rookie, the End of Season Reward includes a Soldier Skin for Pax Armata’s Brodie. This Skin is themed to the Rank you achieve, such that a Bronze Rank gets a Bronze-patterned skin, Gold Rank is adorned with gold trim, and Diamond shines flawlessly… But above all other Ranks, only the few can claim the “S4 Eliminator” Soldier Skin, the End of Season Reward for the #1 Elite 250 competitor.
For more information about the Season 4 Rank Reset and overall updates to Ranked Battle Royale, including changes to Ranked Points for kills and assists, read our full update here.
NEW SEASON 4 LAUNCH CONTENT ACROSS BATTLEFIELD 6 AND REDSEC
Three rifles, three means to assert total dominance. Available first in the Season 4 Battle Pass, it’s time to reload that arsenal, especially if you’re a Frontliner or Grenadier ready to deliver an all-out assault.
NEW ASSAULT RIFLE: EF88
A bullpup assault rifle with an Australian twist, built for precision and efficiency. Best suited for mid-long range combat situations, use it to strike down enemy forces at a distance.
An Oceanic take on an iconic European weapon, the EF88 sits among the average in its Class, competing against peers like the L85A3 rather directly rivalling a bullpup from launch, the TR-7. Because of its slow fire rate, steady damage, and relatively tamable recoil, its effectiveness sits in the category standard of 20 to 75 meters.
NEW CARBINE RIFLE - BROD 3
Aim and adapt. This aggressive, versatile, and highly-customizable carbine can serve you and your squad well in close-to-mid-range combat.
Comparable to the GRT-BC, the BROD 3 has a similar fast fire rate and solid mobility, specifically designed to sit in the Assault Class’ sling or as a formidable Primary for any soldier. Take your time on the firing range with this NATO rifle, and you’ll learn what attachment combination unlocks your potential on the Battlefield.
NEW MARKSMAN RIFLE: VSSM
Low volume. High damage. A Designated Marksman Rifle with an integrated suppressor and subsonic ammo, ideal for going undetected. With the option of going fully automatic, it can eliminate threats with both speed and stealth.
Those familiar with a bit of Bad Company or warfare in 2042 know much about this unique weapon on the Battlefield. The VSSM is built for aggressive soldiers ready to carry out clandestine operations, demanding consistency and accuracy with shots to the head and upper chest. Its full-automatic mode will require sacrifices for other attachments, but in the right, steady hands, this rifle bends archetypes and creates its own path to victory.
NEW ATTACHMENTS
Reload and refresh your attachment set-ups with two new attachments available at Season 4 launch, unlockable via new Challenge Assignment.
The 4" Shotgun Barrel Extension is a set of new extended barrel options for all non double-barrelled Shotguns, increasing projectile velocity at the cost of aim down sight speed and some mobility.
At launch, it will only cost five Attachment Points compared to the standard 10, opening up more options for attachment choice diversity. Do you combine this new attachment with #00 Buckshot or Slugs to catch enemies by surprise at range? Or try to mitigate its mobility penalties with an angled underbarrel grip or Laser? The choice is yours…
The 1p86 LPVO, meanwhile, is a new Low Powered Variable Optic meant to rival the SU-230 LPVO. Whereas the latter optic offers zoom levels of 1.0x and 4.0x, the new 1p86 grants slightly enhanced magnifications of 1.5x and 4.5x. Subtle to the average soldier, but that half-step augmentation can make a difference when needing a clearer sight picture of distant targets.
TOP GUN CLEARED FOR A FLY-BY ON AUGUST 18
Be the best of the best. As pressure mounts to secure its resources in the Pacific, NATO calls on Top Gun to deploy elite aviators across the skies in a series of crucial aerial operations against Pax Armata.
WAKE ISLAND RETURNS TO BATTLEFIELD 6 MULTIPLAYER
This legendary island returns.
An iconic locale from Battlefield 1942, based on its latest appearance in Battlefield V: War in the Pacific, Wake Island is reimagined for Battlefield 6 to fit its scale and gameplay systems. Prepare to patrol and defend the shoreline, demolish bridges with C-4, or take advantage of the offshore aircraft carrier. Maximize every move in this deceptively scenic coastal terrain.
TOP GUN LIMITED TIME EVENT
Battlefield 6 joins g-forces with Top Gun in the most significant seasonal event yet. Take on two new themed modes, Gauntlet: Fighter Sweep and Carrier Strike, and step into the boots of iconic Top Gun characters in the new squad unit, CJTF Helix. Reach new heights with event challenges, themed cosmetics, and a new limited-time currency, all built for aviators to master their skills in the skies. Jump in the cockpit and prepare for takeoff.
MULTIPLAYER MODE - TOP GUN: CARRIER STRIKE MODE
Go full force. This iconic mode has been reworked and improved, requiring land, naval, and aviation squads operating at maximum effort in an adrenaline-fueled battle to destroy the opposition’s carrier. Ground troops punch through the line, working alongside naval forces to pave a path to victory. Aviators can soar over enemy lines but will need to stay alert to avoid anti-aircraft attacks. Come out on top by successfully seizing and taking down the enemy aircraft carrier.
REDSEC GAUNTLET: FIGHTER SWEEP MODE
Greetings, aviators. Take to the sky with your wingman in this jets-only Gauntlet mode. Test your aviation skills through high-intensity dogfights in new 2-seat fighter jets. Sweep in to tally and obliterate hostile forces, or break left to strategically evade incoming anti-aircraft fire. Send the rival squadron crashing down to lock in your win.
NEW TOP GUN JETS: F/A-81F SUPER SPECTRE AND F-74A SEACAT
F/A-81F Super Spectre: Bring your wingman. Soar across the battle in this 2-seat Top Gun jet, and dominate every dogfight whilst striking enemies from above.
F-74A Seacat: Optimize your altitude. This twin seater Top Gun fighter jet is equipped with swing-wings, adapting the aircraft for every flight and every fight.
NEW SNIPER RIFLE: INTERDICTOR
Scope ‘em out. Take out aviators straight from their cockpits with the longest range sniper in Battlefield 6, available to unlock as part of a Limited Time Event.
TSURU REEF EXPANSION
The biggest map will get even bigger later in the season.
Fight in this colossal battleground without limits, and experience the thrill of massive-scale warfare with the addition of playable aircraft carriers. Experience the reimagined return of Carrier Strike in the expanded playspace and push the boundaries of FPS combat to their absolute maximum.
SPECTATOR MODE AND CUSTOM LOBBIES
Content creators and competitors: prepare to capture the Battlefield from a new angle and gain complete control over your game.
Through the power of Battlefield Portal, Spectator Mode and Custom Lobbies are coming during Season 4. Expect a new pre-match environment for organizing players, managing teams, and configuring administrative rules with the help of Custom Lobbies, with support for both Battlefield 6 Multiplayer and REDSEC modes. In tandem with Custom Lobbies, Spectator Mode will allow for four dedicated spectator slots to better capture in-game action with first-person, third-person, and free cameras.
Both Spectator Mode and Custom Lobbies will be showcased in upcoming REDSEC community competitive tournaments, which we look forward to sharing more details about soon alongside these new features.
NEW MID-SEASON ATTACHMENTS
Wrest control of your Primary Weapons by unlocking two new attachments in season:
The Canted Vertical Grip, which will be available for use by most LMGs, provides moderate improvements to hip-fire accuracy and weapon draw speed. This can unlock the run-and-gun hip-fire playstyle that some veteran LMG users may prefer. When the situation calls for suppression over accuracy, or for those moments when the target is close enough to spray, this new grip boats serious benefits at a sizable Attachment Point cost
The Hybrid Suppressor, a suppressor and muzzle brake combination, is technically a set of three attachments with varying Attachment Point costs, but all provide some form of overall recoil reduction and spotting mitigations, both fully in-world and on the mini-map.
The “L” series is the least expensive with impacts to hip-fire accuracy, weapon sway, and draw speed, while the slightly costlier “S” version only sacrifices hip-fire accuracy. If you have the Attachment Points to spare, the Hybrid Suppressor “K” variant has no downsides, but may require a serious reconfiguration of your Primary Weapon.
These aren’t the only attachments coming later this season; stay tuned for more intel on new Optic attachment choices to arrive with the final phase of Season 4, Tidal Strike.
TIDAL STRIKE MAKES LANDFALL ON SEPTEMBER 15
As Battlefield 6 approaches its one-year anniversary, Season 4 will conclude with Tidal Strike.
Earmarked by a Collection Event where you can earn the Royal Navy Dive Knife, this major update will include several Portal updates and two major additions to REDSEC: the debut of Proximity Chat as a Battlefield Labs in Live experience, as well as the Phantom Program challenge, where only the worthy can gather intel to reconstruct a powerful access code and take advantage of Fort Lyndon’s security system.
Expect further details as Season 4 continues through the end of the summer.
PREPARE FOR SEASON 4 LAUNCH ON JULY 21
Rally the squad; Season 4 begins on July 21.
Now is your final weekend to make progress in the Season 3 Battle Pass; those final Tiers, including on the Ultimate and Prestige Paths, are yours to earn!
You can also still pre-purchase the Season 4 Battle Pass* and BF Pro** in Battlefield 6 and REDSEC; visit the in-game Battle Pass menu for more details, including pre-purchase content.
While you wait for the Season 4 Update, head over to our official Discord channel where our Community is deep into a special Hunt the Carrier event, available daily at 5 p.m. CEST / 8 a.m. PT with a new clue every day through the final reveal on July 20.
Already, they’ve uncovered several mysteries around the War of 2027 reaching into the Pacific… and according to intelligence, the “Eagle’s Stare” awaits those who help end the Hunt. Decipher the intercepts, submit the correct answer, collectively reach the required threshold and unlock a sneak peek of Battlefield 6’s Season 4 every day.
*This promotional offer is valid from July 7, 2026 15:00 UTC until July 21st 08:59 UTC. Valid for a newly acquired Season 4 Battle Pass from the in-game store. Instant unlock content will be automatically entitled. Extra Booster and Tier Skips will be entitled on or about July 21, 2026. Offer has no cash value and may not be substituted, exchanged, or sold for cash, goods, or services. May not be combined with other offers or prepaid card redeemable for the applicable content unless expressly authorized by EA. Void where prohibited, taxed, or restricted by law.
**This promotional offer is valid from July 7, 2026 15:00 UTC until July 21st 08:59 UTC. Valid for new purchases of Season 4 Battlefield Pro from the participating online retailers. Instant unlock content will be automatically entitled. Extra Booster and Tier Skips will be entitled on or about July 21, 2026. Offer has no cash value and may not be substituted, exchanged, or sold for cash, goods, or services. May not be combined with other offers or prepaid card redeemable for the applicable content unless expressly authorized by EA. Void where prohibited, taxed, or restricted by law.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article 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.
Pax Armata, decentralized with Warlords around the globe, are commandeering critical supply lines to put NATO in a stranglehold. Their next target? Offshore US bases in the Pacific and the Fort Lyndon coastline.
Rally the squad, it’s time to dominate land, sea, and sky on the Pacific Front.
Battlefield 6 and REDSEC Season 4 begins on July 21 at 4 a.m. PT (12 p.m. UTC) with the return of Naval Warfare and the debut of a brand-new map for the franchise: Tsuru Reef.
The required Season 4 update (Game Update 1.4.1.0) for Battlefield 6 and REDSEC will also introduce hundreds of gameplay improvements, fixes, and individual updates including:
•
Water Gameplay Improvements
•
Player Movement and Combat Polish
•
Vehicle and Water Interaction Updates
•
UI, HUD and Menu Clarity
•
Portal Creator Updates
•
Audio Improvements
•
REDSEC and Ranked Battle Royale Polish
Technical information about this patch is published in the “Game Updates” section of our website here. We also encourage you to join us on the Battlefield official Discord server for additional Community Updates, as well as to find your squad for everything Season 3 has to offer.
With all that in mind, here is everything you need to know about Season 4:
BRAND-NEW BATTLEFIELD 6 MAP: TSURU REEF
Prepare to jump into the deep end of the biggest all-out battleground yet: Tsuru Reef.
Enter a sprawling island chain dense with luxury bungalows, tropical vegetation, and jagged cliff edges. Engage in naval combat across the surrounding ocean, or utilize land and air vehicles to take it to the max.
This brand-new map for the Battlefield franchise is a critical NATO base co-managed by the Japan Air Self-Defense Force, now under siege from Pax Armata. Featuring an eerily familiar luxury resort, a dormant volcano, and plenty of open ocean for naval combat, this archipelago is the ultimate theater of war that supports both all-out warfare and tactical modes.
NAVAL WARFARE ARRIVES IN MULTIPLAYER
Naval vehicles have reached the shore.
Core to Battlefield franchise history since its inception, naval warfare is back for a new generation of combined arms. Available on Tsuru Reef - and later in season on Wake Island - squads can hit the seas to open up new paths to victory through amphibious tactics.
You could take a swim… Or weave through the waves with the 7.7m NSW RHIB, an agile high-speed boat mounted with a machine gun to take out any threat. The new RCB-90 patrol boat, meanwhile, is a tank on water; a heavily armored assault vessel built for commanding the coastline.
Get more intel on Naval Warfare and how to use these new vehicles in our dedicated guide.
NEW DYNAMIC WAVE SYSTEM
Master the seas and battle over the hostile ocean with the new wave system, a unique gameplay mechanic bringing dynamic naval warfare to the front line.
Building off previous Battlefield naval experiences and the power of Battlefield 6’s engine physics, this system adds a deep layer of natural ebbs and flows, alongside key interactions with weapons, gadgets and vehicles, to simulate realistic natural environments. Oceans create waves, boats can cause wakes, buoyant gadgets and underwater explosions become viable tactics, and bullets can only penetrate the surface as much as their caliber allows. Plus, dragging and reviving will be available while in the water, allowing squads to revive shipwrecked allies or those who get caught swimming off dangerous shores.
Navigate high-stakes marine assaults or use the tide to strategically disrupt enemy lines of sight.
NEW VEHICLE: RCB-90
Rule the waves on this fierce two-seat armored Patrol Boat. Built for power, aggression, and versatility, it’s capable of obliterating enemy vehicles or executing ruthless flanking maneuvers.
Although it is not as fast as a Light Transport Boat, the RCB-90 features a driver and a gunner seat: The gunner can launch 120mm mortar shells with varying effects and damage profiles based on customization choices, while the driver can fire at will with a 30mm autocannon and missiles.
ARRIVING FROM REDSEC: 7.7M NSW RHIB
Tear across the water on this Light Transport Boat designed for agility, originally available in REDSEC and now anchored in Multiplayer. Mounted with a machine gun and equipped with 4 seats, it's the perfect ally for a fast-paced naval assault.
REDSEC RANKED BATTLE ROYALE: NEW REWARDS
The next season of Ranked Battle Royale has docked; get ready to lock in with new permanent rewards.
In addition to a suite of Playercard Backgrounds, Titles, and Icons, the Ranked Rewards pool will be refreshed with special Soldier Patches, Vehicle Decals, and more.
Of note, for every Rank but Rookie, the End of Season Reward includes a Soldier Skin for Pax Armata’s Brodie. This Skin is themed to the Rank you achieve, such that a Bronze Rank gets a Bronze-patterned skin, Gold Rank is adorned with gold trim, and Diamond shines flawlessly… But above all other Ranks, only the few can claim the “S4 Eliminator” Soldier Skin, the End of Season Reward for the #1 Elite 250 competitor.
For more information about the Season 4 Rank Reset and overall updates to Ranked Battle Royale, including changes to Ranked Points for kills and assists, read our full update here.
NEW SEASON 4 LAUNCH CONTENT ACROSS BATTLEFIELD 6 AND REDSEC
Three rifles, three means to assert total dominance. Available first in the Season 4 Battle Pass, it’s time to reload that arsenal, especially if you’re a Frontliner or Grenadier ready to deliver an all-out assault.
NEW ASSAULT RIFLE: EF88
A bullpup assault rifle with an Australian twist, built for precision and efficiency. Best suited for mid-long range combat situations, use it to strike down enemy forces at a distance.
An Oceanic take on an iconic European weapon, the EF88 sits among the average in its Class, competing against peers like the L85A3 rather directly rivalling a bullpup from launch, the TR-7. Because of its slow fire rate, steady damage, and relatively tamable recoil, its effectiveness sits in the category standard of 20 to 75 meters.
NEW CARBINE RIFLE - BROD 3
Aim and adapt. This aggressive, versatile, and highly-customizable carbine can serve you and your squad well in close-to-mid-range combat.
Comparable to the GRT-BC, the BROD 3 has a similar fast fire rate and solid mobility, specifically designed to sit in the Assault Class’ sling or as a formidable Primary for any soldier. Take your time on the firing range with this NATO rifle, and you’ll learn what attachment combination unlocks your potential on the Battlefield.
NEW MARKSMAN RIFLE: VSSM
Low volume. High damage. A Designated Marksman Rifle with an integrated suppressor and subsonic ammo, ideal for going undetected. With the option of going fully automatic, it can eliminate threats with both speed and stealth.
Those familiar with a bit of Bad Company or warfare in 2042 know much about this unique weapon on the Battlefield. The VSSM is built for aggressive soldiers ready to carry out clandestine operations, demanding consistency and accuracy with shots to the head and upper chest. Its full-automatic mode will require sacrifices for other attachments, but in the right, steady hands, this rifle bends archetypes and creates its own path to victory.
NEW ATTACHMENTS
Reload and refresh your attachment set-ups with two new attachments available at Season 4 launch, unlockable via new Challenge Assignment.
The 4" Shotgun Barrel Extension is a set of new extended barrel options for all non double-barrelled Shotguns, increasing projectile velocity at the cost of aim down sight speed and some mobility.
At launch, it will only cost five Attachment Points compared to the standard 10, opening up more options for attachment choice diversity. Do you combine this new attachment with #00 Buckshot or Slugs to catch enemies by surprise at range? Or try to mitigate its mobility penalties with an angled underbarrel grip or Laser? The choice is yours…
The 1p86 LPVO, meanwhile, is a new Low Powered Variable Optic meant to rival the SU-230 LPVO. Whereas the latter optic offers zoom levels of 1.0x and 4.0x, the new 1p86 grants slightly enhanced magnifications of 1.5x and 4.5x. Subtle to the average soldier, but that half-step augmentation can make a difference when needing a clearer sight picture of distant targets.
TOP GUN CLEARED FOR A FLY-BY ON AUGUST 18
Be the best of the best. As pressure mounts to secure its resources in the Pacific, NATO calls on Top Gun to deploy elite aviators across the skies in a series of crucial aerial operations against Pax Armata.
WAKE ISLAND RETURNS TO BATTLEFIELD 6 MULTIPLAYER
This legendary island returns.
An iconic locale from Battlefield 1942, based on its latest appearance in Battlefield V: War in the Pacific, Wake Island is reimagined for Battlefield 6 to fit its scale and gameplay systems. Prepare to patrol and defend the shoreline, demolish bridges with C-4, or take advantage of the offshore aircraft carrier. Maximize every move in this deceptively scenic coastal terrain.
TOP GUN LIMITED TIME EVENT
Battlefield 6 joins g-forces with Top Gun in the most significant seasonal event yet. Take on two new themed modes, Gauntlet: Fighter Sweep and Carrier Strike, and step into the boots of iconic Top Gun characters in the new squad unit, CJTF Helix. Reach new heights with event challenges, themed cosmetics, and a new limited-time currency, all built for aviators to master their skills in the skies. Jump in the cockpit and prepare for takeoff.
MULTIPLAYER MODE - TOP GUN: CARRIER STRIKE MODE
Go full force. This iconic mode has been reworked and improved, requiring land, naval, and aviation squads operating at maximum effort in an adrenaline-fueled battle to destroy the opposition’s carrier. Ground troops punch through the line, working alongside naval forces to pave a path to victory. Aviators can soar over enemy lines but will need to stay alert to avoid anti-aircraft attacks. Come out on top by successfully seizing and taking down the enemy aircraft carrier.
REDSEC GAUNTLET: FIGHTER SWEEP MODE
Greetings, aviators. Take to the sky with your wingman in this jets-only Gauntlet mode. Test your aviation skills through high-intensity dogfights in new 2-seat fighter jets. Sweep in to tally and obliterate hostile forces, or break left to strategically evade incoming anti-aircraft fire. Send the rival squadron crashing down to lock in your win.
NEW TOP GUN JETS: F/A-81F SUPER SPECTRE AND F-74A SEACAT
F/A-81F Super Spectre: Bring your wingman. Soar across the battle in this 2-seat Top Gun jet, and dominate every dogfight whilst striking enemies from above.
F-74A Seacat: Optimize your altitude. This twin seater Top Gun fighter jet is equipped with swing-wings, adapting the aircraft for every flight and every fight.
NEW SNIPER RIFLE: INTERDICTOR
Scope ‘em out. Take out aviators straight from their cockpits with the longest range sniper in Battlefield 6, available to unlock as part of a Limited Time Event.
TSURU REEF EXPANSION
The biggest map will get even bigger later in the season.
Fight in this colossal battleground without limits, and experience the thrill of massive-scale warfare with the addition of playable aircraft carriers. Experience the reimagined return of Carrier Strike in the expanded playspace and push the boundaries of FPS combat to their absolute maximum.
SPECTATOR MODE AND CUSTOM LOBBIES
Content creators and competitors: prepare to capture the Battlefield from a new angle and gain complete control over your game.
Through the power of Battlefield Portal, Spectator Mode and Custom Lobbies are coming during Season 4. Expect a new pre-match environment for organizing players, managing teams, and configuring administrative rules with the help of Custom Lobbies, with support for both Battlefield 6 Multiplayer and REDSEC modes. In tandem with Custom Lobbies, Spectator Mode will allow for four dedicated spectator slots to better capture in-game action with first-person, third-person, and free cameras.
Both Spectator Mode and Custom Lobbies will be showcased in upcoming REDSEC community competitive tournaments, which we look forward to sharing more details about soon alongside these new features.
NEW MID-SEASON ATTACHMENTS
Wrest control of your Primary Weapons by unlocking two new attachments in season:
The Canted Vertical Grip, which will be available for use by most LMGs, provides moderate improvements to hip-fire accuracy and weapon draw speed. This can unlock the run-and-gun hip-fire playstyle that some veteran LMG users may prefer. When the situation calls for suppression over accuracy, or for those moments when the target is close enough to spray, this new grip boats serious benefits at a sizable Attachment Point cost
The Hybrid Suppressor, a suppressor and muzzle brake combination, is technically a set of three attachments with varying Attachment Point costs, but all provide some form of overall recoil reduction and spotting mitigations, both fully in-world and on the mini-map.
The “L” series is the least expensive with impacts to hip-fire accuracy, weapon sway, and draw speed, while the slightly costlier “S” version only sacrifices hip-fire accuracy. If you have the Attachment Points to spare, the Hybrid Suppressor “K” variant has no downsides, but may require a serious reconfiguration of your Primary Weapon.
These aren’t the only attachments coming later this season; stay tuned for more intel on new Optic attachment choices to arrive with the final phase of Season 4, Tidal Strike.
TIDAL STRIKE MAKES LANDFALL ON SEPTEMBER 15
As Battlefield 6 approaches its one-year anniversary, Season 4 will conclude with Tidal Strike.
Earmarked by a Collection Event where you can earn the Royal Navy Dive Knife, this major update will include several Portal updates and two major additions to REDSEC: the debut of Proximity Chat as a Battlefield Labs in Live experience, as well as the Phantom Program challenge, where only the worthy can gather intel to reconstruct a powerful access code and take advantage of Fort Lyndon’s security system.
Expect further details as Season 4 continues through the end of the summer.
PREPARE FOR SEASON 4 LAUNCH ON JULY 21
Rally the squad; Season 4 begins on July 21.
Now is your final weekend to make progress in the Season 3 Battle Pass; those final Tiers, including on the Ultimate and Prestige Paths, are yours to earn!
You can also still pre-purchase the Season 4 Battle Pass* and BF Pro** in Battlefield 6 and REDSEC; visit the in-game Battle Pass menu for more details, including pre-purchase content.
While you wait for the Season 4 Update, head over to our official Discord channel where our Community is deep into a special Hunt the Carrier event, available daily at 5 p.m. CEST / 8 a.m. PT with a new clue every day through the final reveal on July 20.
Already, they’ve uncovered several mysteries around the War of 2027 reaching into the Pacific… and according to intelligence, the “Eagle’s Stare” awaits those who help end the Hunt. Decipher the intercepts, submit the correct answer, collectively reach the required threshold and unlock a sneak peek of Battlefield 6’s Season 4 every day.
*This promotional offer is valid from July 7, 2026 15:00 UTC until July 21st 08:59 UTC. Valid for a newly acquired Season 4 Battle Pass from the in-game store. Instant unlock content will be automatically entitled. Extra Booster and Tier Skips will be entitled on or about July 21, 2026. Offer has no cash value and may not be substituted, exchanged, or sold for cash, goods, or services. May not be combined with other offers or prepaid card redeemable for the applicable content unless expressly authorized by EA. Void where prohibited, taxed, or restricted by law.
**This promotional offer is valid from July 7, 2026 15:00 UTC until July 21st 08:59 UTC. Valid for new purchases of Season 4 Battlefield Pro from the participating online retailers. Instant unlock content will be automatically entitled. Extra Booster and Tier Skips will be entitled on or about July 21, 2026. Offer has no cash value and may not be substituted, exchanged, or sold for cash, goods, or services. May not be combined with other offers or prepaid card redeemable for the applicable content unless expressly authorized by EA. Void where prohibited, taxed, or restricted by law.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article 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.
Naval Warfare Guide - How to Use Naval Vehicles
Ready to turn the tides of war?
Naval Warfare has been a critical component to the Battlefield franchise. Beyond capturing the massive scale of war, it’s also one of the elements of the rock, paper, scissors dynamic that help fuel the series’ most incredible moments.
In Season 4 for Battlefield 6, naval vehicles will return to Multiplayer across two new maps: Tsuru Reef, a brand-new map to be available at launch, and Wake Island, a franchise icon returning later in the season. Ahead of Naval Warfare’s grand re-entry, here’s how you can leave the competition in your wake, starting with an overview of these new features:
HOW TO USE NAVAL VEHICLES IN BATTLEFIELD 6
Navigating a ship involves using the exact same controls as a land vehicle, such as a tank. For example, the left stick on a controller - or WASD keys on a keyboard and mouse - acts as the control for the watercraft’s throttle, reverse, and turns.
Experienced sailors know it’s easier to keep a naval vehicle moving rather than constantly stalling and stopping it in the water. While the new wave tech can create some natural cover alongside land masses, an idle boat can be a sitting duck for rival watercraft, aerial vehicles, and Engineers on the shores.
That new dynamic wave system also creates two distinct sailing experiences: open water and inland waterways. On the high seas around Wake Island and Tsuru Reef, roiling waves will make navigation much more difficult. Expect agitated waters to push your watercraft, which can throw off on-board weapon aiming or even create airtime, as well as create temporary cover for potential ambushes and occasionally block enemy fire.
Inland waterways, meanwhile, are calmer and more predictable. Although it is easier to pilot a boat through rivers and around lakes, these bodies of water also put your squad in dangerous territory near land. This is especially because beaching a vehicle - or putting it on land - renders it useless. Unless you prefer to turn your boat into a turret, it’s wise to keep your craft towards the center of narrow waterways and away from beachfaces.
Outside of these navigational basics, you should know both naval vehicles - the RCB-90 Patrol Boat and 7.7M NSW RHIB - have their own distinct strengths and weaknesses.
RCB-90 PATROL BOAT
To our Battlefield 4 veterans, welcome back aboard the RCB-90.
This two-seater patrol boat is a bulkier, fully-loaded vessel built for wresting control of the Battlefield by sea. In exchange for having reduced mobility, especially when making turns, the RCB-90 boasts a larger health pool compared to the 7.7M NSW RHIB and includes multiple on-board weapon systems.
It also serves as a deploy point: when near the shore or a dock, the boat will open the front ramp automatically. This allows anyone on the team to spawn at the ramp as infantry, great for beachhead landings or making landfall for objectives near ports.
Captains of this ship have access to an autocannon - or a rotary heavy machine gun (HMG) - and missiles. The ballistic cannon primary weapon choice is better suited for close-range sea battles or peppering targets on the shore, while the HMG is more effective against infantry and aircraft. The secondary missiles are critical engagement starters that are particularly effective against fellow navalcraft. Get into the habit of firing missiles first, then following up with the autocannon or hMG when in an ideal close range, so that the Patrol Boat saves its ammo and remains off the radar until it’s tactically positioned for success.
As for the gunner, the primary objective is to launch the Patrol Boat’s 120mm mortal shells, adjusting aim frequently according to - or against - the driver’s navigation. There are two different modes for firing mortars: manual aiming, which is similar to a tank turret, is great for close range threats, while stabilized indirect fire allows for targeting points on the map even without a direct line of sight. Advanced players can also change the mortar’s muzzle velocity to adjust range and time of flight to the target.
Mortar shells come in a variety of flavors; for a quick breakdown, here’s a quick list of what mortars can be equipped and how to best use them:
•
HIGH EXPLOSIVE: High-damage explosive that explodes on impact, similar to the Support Gadget Portable Mortar shell. Meant for direct, accurate fire.
•
AIRBURST: Explodes in proximity to enemy vehicles or hitting surfaces. Deals less damage over a wider radius compared to High Explosive.
•
GUIDED: Lock-on mortars against land and sea vehicles. Perfect for ensuring targeted attacks, albeit with the chance to miss if defensive measures (such as IR Smoke) are deployed.
•
SMOKE: Creates a large smoke cloud upon impact. Excellent strategic tool for concealing movements, including for allies advancing on the shorelines.
•
ILLUMINATION: Parachutes down at the apex and pings enemies - both infantry and vehicles - on the minimap during its descent. Aim high and near areas where enemies may be hiding or moving towards.
The Patrol Boat’s customization options also extend to the driver weapons, which include swapping lock-on missiles for free-fire missiles and autocannon caliber changes, as well as with the boat’s equipment. By default, the Patrol Boat comes with IR Smoke to break incoming lock-on fire, as well as an additional equipment slot for torpedoes or mines, which are fired off the stern (or back of the boat, for non-seaworthy soldiers).
Torpedoes cause devastating wire-guided impact on enemy watercraft, while mines act as a means to ruin sailing expeditions for unsuspecting captains. The choice is yours for this alternative explosive; do you decide for an additional active threat? Or take the patient approach and strategically trap enemies into disadvantageous positions?
7.7M NSW RHIB
The 7.7M NSW RHIB, first introduced in REDSEC, may not have as much customization, but its design is perfect for swiftly navigating across water with the full squad. As a smaller vessel, it can be better concealed by rolling waves and cuts through small bodies of water with greater ease.
However, note its low health and its lack of cover for any of those on board. For this vessel, speed kills: Go too slow and enemies will surely cause a wipeout, while making those quick movements could lead to nimble aggressive plays.
Its lone on-board weapon is a machine gun capable of putting holes into light vehicles or enemy groups. Most likely, a RHIB’s passengers will provide the firepower with their own weapons, but whoever can operate this machine gun can lay down strong suppressive fire in a pinch.
TOP FIVE TIPS AND TRICKS FOR NAVAL WARFARE
•
RIDE THE WAVES. Expect open waters to toss boats around thanks to dynamic waves; use them as cover to conceal movements or block incoming fire.
•
MIND THE MOTION OF THE OCEAN. Adjust your aim according to how the water moves underneath your vessel. It may take practice, but predicting ebbs and flows is key to accurate fire!
•
STALLING IS SURRENDERING. Boats take time to move again after stopping. Keep your navalcraft moving; even small circles help you avoid a slow restart and enemy attacks.
•
CUSTOMIZE AND PULVERIZE. With multiple mortar options and available torpedoes, levelling up the RCB-90 Patrol Boat allows you to become a versatile threat, both directly against infantry, land, sea, and air vehicles, as well as indirectly through smoke and intel gathering tools.
•
RHIB FOR RAPID MOVEMENTS. The smaller 7.7M NSW RHIB is built to quickly maneuver through waterways: use it to chart a course for a deadly flank around landlocked enemies.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article 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.
Naval Warfare has been a critical component to the Battlefield franchise. Beyond capturing the massive scale of war, it’s also one of the elements of the rock, paper, scissors dynamic that help fuel the series’ most incredible moments.
In Season 4 for Battlefield 6, naval vehicles will return to Multiplayer across two new maps: Tsuru Reef, a brand-new map to be available at launch, and Wake Island, a franchise icon returning later in the season. Ahead of Naval Warfare’s grand re-entry, here’s how you can leave the competition in your wake, starting with an overview of these new features:
HOW TO USE NAVAL VEHICLES IN BATTLEFIELD 6
Navigating a ship involves using the exact same controls as a land vehicle, such as a tank. For example, the left stick on a controller - or WASD keys on a keyboard and mouse - acts as the control for the watercraft’s throttle, reverse, and turns.
Experienced sailors know it’s easier to keep a naval vehicle moving rather than constantly stalling and stopping it in the water. While the new wave tech can create some natural cover alongside land masses, an idle boat can be a sitting duck for rival watercraft, aerial vehicles, and Engineers on the shores.
That new dynamic wave system also creates two distinct sailing experiences: open water and inland waterways. On the high seas around Wake Island and Tsuru Reef, roiling waves will make navigation much more difficult. Expect agitated waters to push your watercraft, which can throw off on-board weapon aiming or even create airtime, as well as create temporary cover for potential ambushes and occasionally block enemy fire.
Inland waterways, meanwhile, are calmer and more predictable. Although it is easier to pilot a boat through rivers and around lakes, these bodies of water also put your squad in dangerous territory near land. This is especially because beaching a vehicle - or putting it on land - renders it useless. Unless you prefer to turn your boat into a turret, it’s wise to keep your craft towards the center of narrow waterways and away from beachfaces.
Outside of these navigational basics, you should know both naval vehicles - the RCB-90 Patrol Boat and 7.7M NSW RHIB - have their own distinct strengths and weaknesses.
RCB-90 PATROL BOAT
To our Battlefield 4 veterans, welcome back aboard the RCB-90.
This two-seater patrol boat is a bulkier, fully-loaded vessel built for wresting control of the Battlefield by sea. In exchange for having reduced mobility, especially when making turns, the RCB-90 boasts a larger health pool compared to the 7.7M NSW RHIB and includes multiple on-board weapon systems.
It also serves as a deploy point: when near the shore or a dock, the boat will open the front ramp automatically. This allows anyone on the team to spawn at the ramp as infantry, great for beachhead landings or making landfall for objectives near ports.
Captains of this ship have access to an autocannon - or a rotary heavy machine gun (HMG) - and missiles. The ballistic cannon primary weapon choice is better suited for close-range sea battles or peppering targets on the shore, while the HMG is more effective against infantry and aircraft. The secondary missiles are critical engagement starters that are particularly effective against fellow navalcraft. Get into the habit of firing missiles first, then following up with the autocannon or hMG when in an ideal close range, so that the Patrol Boat saves its ammo and remains off the radar until it’s tactically positioned for success.
As for the gunner, the primary objective is to launch the Patrol Boat’s 120mm mortal shells, adjusting aim frequently according to - or against - the driver’s navigation. There are two different modes for firing mortars: manual aiming, which is similar to a tank turret, is great for close range threats, while stabilized indirect fire allows for targeting points on the map even without a direct line of sight. Advanced players can also change the mortar’s muzzle velocity to adjust range and time of flight to the target.
Mortar shells come in a variety of flavors; for a quick breakdown, here’s a quick list of what mortars can be equipped and how to best use them:
•
HIGH EXPLOSIVE: High-damage explosive that explodes on impact, similar to the Support Gadget Portable Mortar shell. Meant for direct, accurate fire.
•
AIRBURST: Explodes in proximity to enemy vehicles or hitting surfaces. Deals less damage over a wider radius compared to High Explosive.
•
GUIDED: Lock-on mortars against land and sea vehicles. Perfect for ensuring targeted attacks, albeit with the chance to miss if defensive measures (such as IR Smoke) are deployed.
•
SMOKE: Creates a large smoke cloud upon impact. Excellent strategic tool for concealing movements, including for allies advancing on the shorelines.
•
ILLUMINATION: Parachutes down at the apex and pings enemies - both infantry and vehicles - on the minimap during its descent. Aim high and near areas where enemies may be hiding or moving towards.
The Patrol Boat’s customization options also extend to the driver weapons, which include swapping lock-on missiles for free-fire missiles and autocannon caliber changes, as well as with the boat’s equipment. By default, the Patrol Boat comes with IR Smoke to break incoming lock-on fire, as well as an additional equipment slot for torpedoes or mines, which are fired off the stern (or back of the boat, for non-seaworthy soldiers).
Torpedoes cause devastating wire-guided impact on enemy watercraft, while mines act as a means to ruin sailing expeditions for unsuspecting captains. The choice is yours for this alternative explosive; do you decide for an additional active threat? Or take the patient approach and strategically trap enemies into disadvantageous positions?
7.7M NSW RHIB
The 7.7M NSW RHIB, first introduced in REDSEC, may not have as much customization, but its design is perfect for swiftly navigating across water with the full squad. As a smaller vessel, it can be better concealed by rolling waves and cuts through small bodies of water with greater ease.
However, note its low health and its lack of cover for any of those on board. For this vessel, speed kills: Go too slow and enemies will surely cause a wipeout, while making those quick movements could lead to nimble aggressive plays.
Its lone on-board weapon is a machine gun capable of putting holes into light vehicles or enemy groups. Most likely, a RHIB’s passengers will provide the firepower with their own weapons, but whoever can operate this machine gun can lay down strong suppressive fire in a pinch.
TOP FIVE TIPS AND TRICKS FOR NAVAL WARFARE
•
RIDE THE WAVES. Expect open waters to toss boats around thanks to dynamic waves; use them as cover to conceal movements or block incoming fire.
•
MIND THE MOTION OF THE OCEAN. Adjust your aim according to how the water moves underneath your vessel. It may take practice, but predicting ebbs and flows is key to accurate fire!
•
STALLING IS SURRENDERING. Boats take time to move again after stopping. Keep your navalcraft moving; even small circles help you avoid a slow restart and enemy attacks.
•
CUSTOMIZE AND PULVERIZE. With multiple mortar options and available torpedoes, levelling up the RCB-90 Patrol Boat allows you to become a versatile threat, both directly against infantry, land, sea, and air vehicles, as well as indirectly through smoke and intel gathering tools.
•
RHIB FOR RAPID MOVEMENTS. The smaller 7.7M NSW RHIB is built to quickly maneuver through waterways: use it to chart a course for a deadly flank around landlocked enemies.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article 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.
Season 4 Community Event on Discord
To celebrate the upcoming launch of Season 4, we are currently doing a collaborative Hunt on the Battlefield Discord server, allowing you to unlock sneak peeks into Season 4.
Read the intercept each day, find the correct answer and help the community reach the designated threshold. Collaboration will be key.
Intercept #3 is now available!
Join our Discord server and participate in #hunt-the-carrier channel. Guess the (1) word and go for it!
Participating and having at least 2 correct answers will grant you the Eagle's Stare dog tag, available in-game.
Hunt the Carrier will run up until July 20, for the last intercept.
Read the intercept each day, find the correct answer and help the community reach the designated threshold. Collaboration will be key.
Intercept #3 is now available!
Join our Discord server and participate in #hunt-the-carrier channel. Guess the (1) word and go for it!
Participating and having at least 2 correct answers will grant you the Eagle's Stare dog tag, available in-game.
Hunt the Carrier will run up until July 20, for the last intercept.
BATTLEFIELD 6 UPDATE 1.4.1.0
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war.
At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live.
Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT
Naval Combat & New Gameplay System
Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore.
New Map
Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare.
New Vehicles
RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water.
7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast.
New Weapons & Attachments
BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat.
EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat.
VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth.
Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons.
New REDSEC Content
Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina.
Battle Pass
Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea.
Battlefield Pro
Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4.
Major Updates for 1.4.1.0
•
Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal.
•
Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay.
•
Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation.
•
UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed.
•
Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing.
•
Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play.
•
REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow.
CHANGELOG
PLAYER:
•
Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting.
•
Sliding no longer retriggers when the crouch hold input remains held after an initial slide.
•
Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground.
•
Soldier visual effects while swimming and resurfacing have been updated
•
Spawning on a squad mate in crouch stance now deploys you in crouch stance as well.
•
The soldier no longer slowly blends into position after mounting an object in the world.
•
Weapon attachments are now less likely to appear floating when using soldier skins.
•
Zipline and flash effect animations now behave as intended while spectated in first-person.
Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water.
•
Aim assist now fully supports enemy targets while they are swimming.
•
Fall damage is now slightly reduced when falling into shallow water.
•
Parachutes now deploy as expected when nearing the water surface.
•
Players can now drag and revive squad mates in water.
•
Players can now spawn on squad mates who are swimming in deep water.
VEHICLES:
•
Helicopter rotor wash now affects vegetation more realistically.
•
Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes.
•
The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved.
•
Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning.
GADGETS:
•
Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear.
•
Launchers that discard their tubes now continue to reload even if they are no longer the active weapon.
•
RPG detonations underwater no longer create dirt impact effects.
•
The EOD Bot Arm and the Sledgehammer can no longer be used while swimming.
•
The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs.
•
The Sledgehammer can no longer be used for quick swings while swimming.
WEAPONS:
•
Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3.
•
Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater.
•
SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater.
MAPS & MODES:
•
Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck.
•
Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb.
•
Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects.
UI & HUD:
•
Battle Pass points and path text no longer overlap on the End of Round screen.
•
Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out.
•
Category icons now appear correctly in the Challenges menu during gameplay.
•
Challenge reward icons now appear correctly when unlocked during gameplay.
•
Corrected a typo in the description for the “Mercy Stroke” weapon package.
•
Improved the readability of the Anti-cheat watermark.
•
Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive.
•
Increased the size of the bomb icon in the Obliteration game mode HUD.
•
Interior map details now appear correctly on the minimap.
•
Kill indicators now expand outwards and fade out faster, reducing how long they remain in view.
•
Magazine attachment indicator alignment has been improved when customising the M/60.
•
Magazine attachment indicator alignment has been improved when customising the SL9.
•
Main menu tiles now remain visible as intended when returning to the menu after a match.
•
Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped.
•
Muzzle attachment UI alignment has been improved when customising the Vz.61.
•
PP-19 weapon tags now appear correctly in the front end.
•
Resolved an occasional client-side crash that could occur when the tutorial system updated.
•
Responding to “Quick Message” notifications no longer also triggers in-game actions.
•
Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay.
•
Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen.
•
Reward icons now appear correctly in in-game challenge completion notifications.
•
Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page.
•
Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights.
•
Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it.
•
The “Backwoods Battler” character skin now displays the correct icon artwork.
•
The “Chemical Agent” character skin now displays the correct icon artwork.
•
The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time.
•
The Challenges button has been removed from the in-game attachment screen to prevent UI overlap.
•
The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate.
•
The filter selection on the Season Stats page no longer resets when switching between seasons.
•
The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying.
•
The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen.
•
Tutorial prompts no longer remain on screen after redeploying or being eliminated.
SETTINGS:
•
Add support for NVIDIA DLSS Multi Frame Generation x5, x6.
•
Add support for NVIDIA DLSS Dynamic Multi Frame Generation.
•
Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation.
•
Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game.
•
The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section.
PORTAL:
•
A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors.
•
Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences.
•
Added missing help text for Impulse blocks in the Rules Editor.
•
Added support for the “IsClosed” property on Waypoint Paths.
•
Added the “GetPlayer” and “GetVehicle” functions.
•
Additional Season 3 weapons, attachments, and gadget have been added to Portal.
•
Andy’s Custom Breakthrough Template has been added to the SDK.
•
Corrected errors that could occur when publishing the Moving Platform Example.
•
“Create Custom Mode” now generates the files needed for “Import from File”.
•
“GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle.
•
HQ team colours now display correctly.
•
“IsCurrentMap” now works correctly for remotely hosted games.
•
Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options.
•
“SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums.
•
The “ForceBombDrop” action can no longer be used when there is no bomb carrier.
•
The “mod.GetSpawner” function now accepts arguments correctly.
•
The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly.
•
The Railway to Golmud train capture point now follows the train correctly on the map.
AUDIO:
•
Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration.
•
Added female soldier voice-over lines for drowning and surfacing.
•
Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration.
•
Added new Season 4 Battle Pass radio station music.
•
Added new soldier voice-over lines after breaching and resurfacing from underwater.
•
Commander voice-over now plays as intended during Overtime in Obliteration.
•
Corrected a phasing issue with stationary launcher audio while aiming down sights.
•
Improved audio responsiveness for sea vehicles moving through waves.
•
Improved audio responsiveness for stationary turret movement.
•
Third-person death efforts from underwater soldiers can no longer be heard by other players.
•
Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds.
AI:
With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles.
•
Bots can now swim and will move towards shore after ending up in water.
•
Bots can now use boats to navigate to objectives.
•
Bots can now use land vehicles to cross rivers and very shallow water.
•
Bots no longer eliminate themselves after falling into certain pools on Eastwood.
•
Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers.
•
Bots no longer take all available boats at the start of new rounds, leaving boats available for players.
•
Bots now abandon boats that become beached.
•
Bots will now respond to “Request Pick-Up” requests while navigating boats.
REDSEC
PLAYER:
•
Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning.
•
“Squad Wipe” score events now trigger correctly after eliminating an enemy squad.
UI & HUD:
•
In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale.
•
Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale.
•
Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly.
•
Squad colours now display correctly on the Gauntlet End of Round screen.
•
The Tactical Armory can now be pinged correctly in Battle Royale.
AUDIO:
•
The Handler briefing now plays as intended during the Battle Royale insertion cinematic.
•
The Handler no longer warns players who are underground about parachuting enemies nearby.
COMPETITIVE:
•
“End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity.
•
“End of Round” RP progress now displays correctly when a player’s RP value drops below zero.
•
Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale.
•
Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed.
•
Updated “End of Round” RP tally animations to improve scoring clarity.
•
Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale.
VEHICLES:
•
The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes.
WEAPONS:
•
M320A1
•
Level 2 Grenadier Trait
•
Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2.
•
Reduced the M320A1 HE maximum ammunition increase from 5 to 4.
•
Level 3 Cluster Munitions Trait
•
Reduced the number of submunitions created from 6 to 3.
•
Reduced submunition maximum blast damage from 30 to 20.
•
Reduced submunition blast radius from 2m to 1.5m.
•
Reduced maximum damage distance from 0.6m to 0.3m.
•
Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location.
•
Adjusted submunition bounce behaviour to further reduce clustering after impact.
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.
At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes.
At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live.
Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience.
NEW CONTENT
Naval Combat & New Gameplay System
Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore.
New Map
Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare.
New Vehicles
RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water.
7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast.
New Weapons & Attachments
BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat.
EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat.
VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth.
Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons.
New REDSEC Content
Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina.
Battle Pass
Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea.
Battlefield Pro
Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4.
Major Updates for 1.4.1.0
•
Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal.
•
Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay.
•
Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation.
•
UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed.
•
Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing.
•
Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play.
•
REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow.
CHANGELOG
PLAYER:
•
Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting.
•
Sliding no longer retriggers when the crouch hold input remains held after an initial slide.
•
Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground.
•
Soldier visual effects while swimming and resurfacing have been updated
•
Spawning on a squad mate in crouch stance now deploys you in crouch stance as well.
•
The soldier no longer slowly blends into position after mounting an object in the world.
•
Weapon attachments are now less likely to appear floating when using soldier skins.
•
Zipline and flash effect animations now behave as intended while spectated in first-person.
Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water.
•
Aim assist now fully supports enemy targets while they are swimming.
•
Fall damage is now slightly reduced when falling into shallow water.
•
Parachutes now deploy as expected when nearing the water surface.
•
Players can now drag and revive squad mates in water.
•
Players can now spawn on squad mates who are swimming in deep water.
VEHICLES:
•
Helicopter rotor wash now affects vegetation more realistically.
•
Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes.
•
The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved.
•
Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning.
GADGETS:
•
Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear.
•
Launchers that discard their tubes now continue to reload even if they are no longer the active weapon.
•
RPG detonations underwater no longer create dirt impact effects.
•
The EOD Bot Arm and the Sledgehammer can no longer be used while swimming.
•
The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs.
•
The Sledgehammer can no longer be used for quick swings while swimming.
WEAPONS:
•
Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3.
•
Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater.
•
SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater.
MAPS & MODES:
•
Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck.
•
Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb.
•
Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects.
UI & HUD:
•
Battle Pass points and path text no longer overlap on the End of Round screen.
•
Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out.
•
Category icons now appear correctly in the Challenges menu during gameplay.
•
Challenge reward icons now appear correctly when unlocked during gameplay.
•
Corrected a typo in the description for the “Mercy Stroke” weapon package.
•
Improved the readability of the Anti-cheat watermark.
•
Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive.
•
Increased the size of the bomb icon in the Obliteration game mode HUD.
•
Interior map details now appear correctly on the minimap.
•
Kill indicators now expand outwards and fade out faster, reducing how long they remain in view.
•
Magazine attachment indicator alignment has been improved when customising the M/60.
•
Magazine attachment indicator alignment has been improved when customising the SL9.
•
Main menu tiles now remain visible as intended when returning to the menu after a match.
•
Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped.
•
Muzzle attachment UI alignment has been improved when customising the Vz.61.
•
PP-19 weapon tags now appear correctly in the front end.
•
Resolved an occasional client-side crash that could occur when the tutorial system updated.
•
Responding to “Quick Message” notifications no longer also triggers in-game actions.
•
Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay.
•
Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen.
•
Reward icons now appear correctly in in-game challenge completion notifications.
•
Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page.
•
Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights.
•
Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it.
•
The “Backwoods Battler” character skin now displays the correct icon artwork.
•
The “Chemical Agent” character skin now displays the correct icon artwork.
•
The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time.
•
The Challenges button has been removed from the in-game attachment screen to prevent UI overlap.
•
The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate.
•
The filter selection on the Season Stats page no longer resets when switching between seasons.
•
The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying.
•
The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen.
•
Tutorial prompts no longer remain on screen after redeploying or being eliminated.
SETTINGS:
•
Add support for NVIDIA DLSS Multi Frame Generation x5, x6.
•
Add support for NVIDIA DLSS Dynamic Multi Frame Generation.
•
Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation.
•
Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game.
•
The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section.
PORTAL:
•
A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors.
•
Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences.
•
Added missing help text for Impulse blocks in the Rules Editor.
•
Added support for the “IsClosed” property on Waypoint Paths.
•
Added the “GetPlayer” and “GetVehicle” functions.
•
Additional Season 3 weapons, attachments, and gadget have been added to Portal.
•
Andy’s Custom Breakthrough Template has been added to the SDK.
•
Corrected errors that could occur when publishing the Moving Platform Example.
•
“Create Custom Mode” now generates the files needed for “Import from File”.
•
“GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle.
•
HQ team colours now display correctly.
•
“IsCurrentMap” now works correctly for remotely hosted games.
•
Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options.
•
“SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums.
•
The “ForceBombDrop” action can no longer be used when there is no bomb carrier.
•
The “mod.GetSpawner” function now accepts arguments correctly.
•
The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly.
•
The Railway to Golmud train capture point now follows the train correctly on the map.
AUDIO:
•
Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration.
•
Added female soldier voice-over lines for drowning and surfacing.
•
Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration.
•
Added new Season 4 Battle Pass radio station music.
•
Added new soldier voice-over lines after breaching and resurfacing from underwater.
•
Commander voice-over now plays as intended during Overtime in Obliteration.
•
Corrected a phasing issue with stationary launcher audio while aiming down sights.
•
Improved audio responsiveness for sea vehicles moving through waves.
•
Improved audio responsiveness for stationary turret movement.
•
Third-person death efforts from underwater soldiers can no longer be heard by other players.
•
Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds.
AI:
With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles.
•
Bots can now swim and will move towards shore after ending up in water.
•
Bots can now use boats to navigate to objectives.
•
Bots can now use land vehicles to cross rivers and very shallow water.
•
Bots no longer eliminate themselves after falling into certain pools on Eastwood.
•
Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers.
•
Bots no longer take all available boats at the start of new rounds, leaving boats available for players.
•
Bots now abandon boats that become beached.
•
Bots will now respond to “Request Pick-Up” requests while navigating boats.
REDSEC
PLAYER:
•
Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning.
•
“Squad Wipe” score events now trigger correctly after eliminating an enemy squad.
UI & HUD:
•
In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale.
•
Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale.
•
Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly.
•
Squad colours now display correctly on the Gauntlet End of Round screen.
•
The Tactical Armory can now be pinged correctly in Battle Royale.
AUDIO:
•
The Handler briefing now plays as intended during the Battle Royale insertion cinematic.
•
The Handler no longer warns players who are underground about parachuting enemies nearby.
COMPETITIVE:
•
“End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity.
•
“End of Round” RP progress now displays correctly when a player’s RP value drops below zero.
•
Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale.
•
Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed.
•
Updated “End of Round” RP tally animations to improve scoring clarity.
•
Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale.
VEHICLES:
•
The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes.
WEAPONS:
•
M320A1
•
Level 2 Grenadier Trait
•
Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2.
•
Reduced the M320A1 HE maximum ammunition increase from 5 to 4.
•
Level 3 Cluster Munitions Trait
•
Reduced the number of submunitions created from 6 to 3.
•
Reduced submunition maximum blast damage from 30 to 20.
•
Reduced submunition blast radius from 2m to 1.5m.
•
Reduced maximum damage distance from 0.6m to 0.3m.
•
Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location.
•
Adjusted submunition bounce behaviour to further reduce clustering after impact.
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
Battlefield 6 - Community Update - Naval Warfare and Our Journey Since Launch
•
Naval Warfare Returns in Season 4
•
Tsuru Reef
•
Battlefield 6 Today
•
What Players are Enjoying Right Now
•
Season 3 by the Numbers
•
Community Experiences Worth Trying
•
Built Together With Community Feedback
•
Combat
•
Quality of Life
•
Play Your Way
•
Ranked Battle Royale
•
More To Come
•
Welcome Back
Hey everyone,
As we prepare for Season 4, we wanted to take a moment to reflect on how Battlefield 6 has evolved since launch.
Over the past several months, Battlefield 6 has grown into a broader, more varied experience than it was at launch. The game now features 15 multiplayer maps, up from 9 at launch, alongside 58 weapons, new vehicles, returning modes, seasonal events, and community-created ways to play.
That growth has been shaped directly by your feedback across our community channels, through Battlefield Labs, and by how you play the game. One of the clearest examples has been map variety, where we've seen both community conversations and player surveys reflect a positive shift as battlefields like Railway to Golmud and Cairo Bazaar have expanded the ways you can play.
With Season 4 landing on July 21, we're building on that momentum through the addition of Naval Warfare, the introduction of Tsuru Reef, the return of Wake Island later in the season, and more updates shaped by your feedback.
If it’s been a while since your last deployment, there’s never been a better time to jump back in.
Naval Warfare Returns in Season 4
Season 4 expands Battlefield’s all-out warfare with the return of Naval Warfare, introducing an all-new lineup of naval vehicles designed specifically for combat across open water.
These new boats expand Battlefield's combined arms sandbox, introducing new tactical opportunities throughout every match. Supporting Naval Warfare is an all-new dynamic wave system that changes how battles play out on the water, bringing another compelling element to naval combat.
Battlefield has always been about player choice. Some battlefields are designed around fast-paced infantry combat, while others provide room to maneuver, make use of vehicles, and approach objectives from different angles. Naval Warfare builds on that philosophy by expanding how players can approach every engagement.
Together with Tsuru Reef, Naval Warfare brings Battlefield's signature land, sea, and air combat together into one experience. If you haven’t seen our action-packed Season 4 Gameplay Trailer, make sure to check it out here. We'll also be taking a closer look at Naval Warfare and how to use the new naval vehicles in the days ahead.
Tsuru Reef
Launching alongside Season 4, Tsuru Reef is a brand-new battlefield built around Naval Warfare and Battlefield's signature combined arms gameplay.
Designed to support combat across land, sea, and air, Tsuru Reef offers a variety of ways to approach every match. As one of our largest battlefields, it gives players more room to maneuver, open up new flanking opportunities, coordinate vehicle pushes, and choose how they want to tackle each objective. Whether you're taking the fight onto the water or leading the charge on land, Tsuru Reef is designed to create memorable Battlefield moments while giving you the freedom to play your way.
We'll be sharing a dedicated look at Tsuru Reef before Season 4 launches, exploring the map's layout, design philosophy, and the new opportunities it creates for players.
Battlefield 6 Today
Let’s take a moment to look back at how Battlefield 6 has evolved over the past several months.
We've expanded the fight between NATO and Pax Armata with new maps like Railway to Golmud and Cairo Bazaar while continuing to refine the overall experience based on your feedback. With these additions, we've seen community sentiment around our maps improve significantly through our Discord surveys as players continue discovering experiences that match their preferred playstyle.
Data results from open Community Surveys shared on the official Discord.
Today, Battlefield 6 features an expansive arsenal of weapons alongside a growing roster of vehicles, whether that's taking to the skies in the Little Bird or racing across the battlefield on the dirt bike. Combined with new modes, Community Experiences, seasonal events, and Ranked Battle Royale, Battlefield 6 offers more variety than ever before.
With Season 4 just around the corner, Battlefield 6 will continue to expand with new weapons, vehicles, maps, and experiences.
What Players are Enjoying Right Now
One of the best parts of every game update is seeing how quickly we see you find new ways to create unforgettable moments.
One of the biggest conversations following our latest update has been around the improvements to gunplay and netcode. Across our community channels, many of you have been highlighting the more predictable recoil, stronger weapon identity, and more responsive firefights. We've also seen positive discussion around the return of limb damage multipliers, with many players feeling that engagements now reward accuracy and weapon mastery while remaining approachable for new players.
Season 3 by the Numbers
Since the start of Season 3 through July 2nd, here’s what you’ve been up to on the battlefield. All figures represent combined gameplay hours across all players.
•
Railway to Golmud quickly became Battlefield 6’s most-played map during Season 3, with players spending over 16 million hours battling across its large-scale sandbox. That’s nearly 2.5x the playtime of the next most-played map, Contaminated, which continues to be a favorite from Season 2.
•
Cairo Bazaar, despite arriving midway through Season 3, has already accumulated more than 5.7 million hours of gameplay as players continue jumping into its fast-paced infantry combat.
•
The return of Obliteration has generated more than 413 million hours of explosive gameplay, showing just how enthusiastically the community has welcomed its return.
•
Ranked Battle Royale has already surpassed 1 billion gameplay hours, with competitors continuing to climb the ladder and earn their place among Battlefield’s best.
•
The M16A4 became Battlefield 6’s most-deployed weapon, with more than twice the deployments of any other weapon in the game.
•
The race for the most-played mode has never been closer. Throughout Season 3, Conquest, Breakthrough, and Battle Royale all rank within roughly 200 million player gameplay hours of one another, showing just how diverse our community is.
Beyond the numbers, we've loved seeing the incredible moments you've been sharing across the Battlefield community. Here are a few highlights we’ve been enjoying:
•
A surprise launcher takedown on Railway to Golmud:
https://www.reddit.com/r/Battlefield6/comments/1uf25tj/you_miss_100_of_the_shots_you_dont_take/
•
The dream shotgun flank on Cairo Bazaar:
https://www.reddit.com/r/Battlefield6/comments/1u44qls/dream_shotgun_flank_on_bazaar/
•
When medics don't cooperate... improvise:
https://www.reddit.com/r/Battlefield/comments/1upx3qf/dumb_medics_wont_give_you_ammo_try_this/
•
A clutch Ranked Battle Royale win:
https://www.reddit.com/r/Battlefield_REDSEC/comments/1ua2h72/clutching_a_ranked_win_last_man_alive/
Community Experiences Worth Trying
Of course, we also can’t forget about our Portal creators and community. If you’re looking for something a bit different, below are a few community-created experiences that players have been thoroughly enjoying recently. Be sure to check them out!
Night Ops Conquest
Created by: Andy6170
Experience Code: 1XVU6
Nighttime has fallen over the Battlefield, so prepare your night vision and get ready for some interaction in the darkness!
Siege Of St. Mere
Created by: mfnboomstick
Experience Code: ZSS9W
A Pax Armata Warlord, having taken over the riverside town of Saint Mere and nearby missile facility, offers a challenge to NATO: a face-off, with no air support.
Strike at Karkand
Created by: EIGuimaraes
Experience Code: ZVEE4
After Egypt betrayed the Middle Eastern Coalition by joining NATO forces, the Middle Eastern Coalition joined forces with Pax Armata to defend a crucial region: Karkand
ViperStudiosAndy’s Custom Breakthrough Template
Community creator ViperStudiosAndy, known for his Custom Conquest template already in the SDK, has created a Custom Breakthrough template that has become a favorite among Portal creators. To recognize his contribution, we're bringing it to the Battlefield 6 SDK.
The ready-made Custom Breakthrough template will be available to everyone at the launch of Season 4. It will initially ship with an earlier version and be updated to Andy's V3 later in the season.
Want to try it now?
Breakthrough Template: zfxyv
Night Ops Breakthrough: 1ytr3
If you'd like to build your own Custom Breakthrough experience using the latest V3 version, head over to Andy's template page for more information:
https://bfportal.gg/experiences/custom-breakthrough-template/
We're continually inspired by the creativity coming from the Battlefield community, and we can't wait to see what you'll build and discover next. If you want to share an experience you enjoyed a lot or one you built yourself and would like others to try out, join our official Discord server and share your experience in our Portal section!
Built Together With Community Feedback
Battlefield 6 continues to evolve through the conversations we have with you. From Battlefield Labs through every season since launch, your feedback has helped shape our priorities, and many of the improvements introduced throughout live service began with discussions across our community channels.
Combat
One of our biggest areas of focus throughout live service has been Battlefield's core combat experience.
Across multiple seasons, we've refined weapon handling, improved hit registration and netcode, enhanced soldier visibility, and updated movement responsiveness to help every firefight feel more consistent, predictable, and rewarding.
Our latest update in Season 3 marked another major step forward for Battlefield's gunplay. We introduced significant changes designed to create a more intuitive gunplay experience while continuing to reward skill-based play and weapon mastery.
It's been fantastic to see so many of you already sharing positive feedback around these improvements, and we'll continue monitoring gameplay data alongside your feedback as we evaluate future opportunities to further improve Battlefield's combat.
Quality of Life
Beyond combat, we've continued refining many of the systems that support your overall Battlefield experience.
Progression has been one of our biggest areas of focus throughout live service, with significant improvements introduced during Season 2 based on your feedback. Based on your feedback, we've made progression faster and more rewarding by increasing XP opportunities, simplifying challenges, and helping players unlock meaningful weapons, gadgets, and attachments earlier in their journey.
Today, players progress through the Battle Pass more than 2.5 times faster on average than they did during Season 1, while Hardware Mastery improvements help unlock primary weapon attachments roughly 50% faster across all weapon categories.
Alongside progression, we've continued improving menus and other quality-of-life systems to help you spend less time configuring your experience and more time playing Battlefield.
We'll continue monitoring gameplay data alongside your feedback as we look for new opportunities to improve quality-of-life systems throughout Season 4.
Play Your Way
One of our goals has always been to give players more freedom in how they experience Battlefield.
That philosophy extends to our battlefield design. Not every map is intended to play the same way, and that's by design.
If fast-paced infantry combat with constant action is your preferred way to play, maps such as Hagental Base, Siege of Cairo, and Cairo Bazaar deliver close-quarters engagements with limited vehicle presence.
If you enjoy Battlefield's large-scale sandbox, maps like Mirak Valley, Contaminated, Railway to Golmud, and the upcoming Tsuru Reef offer more space to maneuver, coordinate vehicle pushes, flank opposing teams, and give you more opportunities to plan your next move.
No matter how you enjoy Battlefield, we want there to be an experience that's right for you. Beyond Multiplayer and REDSEC, Portal and Community Experiences continue to expand what’s possible by giving players new ways to create and play together.
Ranked Battle Royale
Whether you're returning to continue your climb or jumping into Ranked Battle Royale for the first time, Season 4 marks the beginning of a new competitive season, giving competitors a fresh opportunity to climb the ladder.
As the new season starts, ranks will reset based on your Season 3 performance, and rewards will be distributed according to your final placement in Season 3. Alongside the new season, we're introducing additional refinements to the Ranked experience.
For a full breakdown of the Season 4 Ranked Battle Royale changes, including rank resets, rewards, progression, and gameplay updates, be sure to check out our dedicated Ranked Battle Royale article.
Ranked Battle Royale will continue as part of our Battlefield Labs in Live approach, where your feedback and gameplay help shape future improvements to the experience.
More To Come
Season 4 doesn't stop there.
Later in the season, Wake Island returns to Battlefield 6, bringing one of the franchise's most iconic battlefields back for a new generation of Battlefield players. Alongside new content, we'll continue sharing gameplay updates, community events, and more details on what’s still to come throughout Season 4.
We're also looking forward to continuing the conversation with you. Keep an eye out for our next Battlefield Community Q&A after Season 4 launches, where we'll be answering your questions and talking about the topics that matter most to you.
Welcome Back
Whether it’s been weeks or months since your last deployment, Season 4 is a great time to jump back in.
Battlefield 6 has grown significantly since launch through new content, gameplay improvements, and continued collaboration with our community. We can’t wait to see the new moments you’ll create.
Battlefield is at its best when we're building it together with you. Your feedback continues to shape what we work on next, helping us understand what's working well, where we should continue improving, and how Battlefield 6 can keep evolving.
Please continue to share any issues on our EA forums. Join the Battlefield Discord to squad up with other players, chat with the community, participate in community events and giveaways, and visit our website for the latest news, guides, and seasonal insights.
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.
Naval Warfare Returns in Season 4
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Tsuru Reef
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Battlefield 6 Today
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What Players are Enjoying Right Now
•
Season 3 by the Numbers
•
Community Experiences Worth Trying
•
Built Together With Community Feedback
•
Combat
•
Quality of Life
•
Play Your Way
•
Ranked Battle Royale
•
More To Come
•
Welcome Back
Hey everyone,
As we prepare for Season 4, we wanted to take a moment to reflect on how Battlefield 6 has evolved since launch.
Over the past several months, Battlefield 6 has grown into a broader, more varied experience than it was at launch. The game now features 15 multiplayer maps, up from 9 at launch, alongside 58 weapons, new vehicles, returning modes, seasonal events, and community-created ways to play.
That growth has been shaped directly by your feedback across our community channels, through Battlefield Labs, and by how you play the game. One of the clearest examples has been map variety, where we've seen both community conversations and player surveys reflect a positive shift as battlefields like Railway to Golmud and Cairo Bazaar have expanded the ways you can play.
With Season 4 landing on July 21, we're building on that momentum through the addition of Naval Warfare, the introduction of Tsuru Reef, the return of Wake Island later in the season, and more updates shaped by your feedback.
If it’s been a while since your last deployment, there’s never been a better time to jump back in.
Naval Warfare Returns in Season 4
Season 4 expands Battlefield’s all-out warfare with the return of Naval Warfare, introducing an all-new lineup of naval vehicles designed specifically for combat across open water.
These new boats expand Battlefield's combined arms sandbox, introducing new tactical opportunities throughout every match. Supporting Naval Warfare is an all-new dynamic wave system that changes how battles play out on the water, bringing another compelling element to naval combat.
Battlefield has always been about player choice. Some battlefields are designed around fast-paced infantry combat, while others provide room to maneuver, make use of vehicles, and approach objectives from different angles. Naval Warfare builds on that philosophy by expanding how players can approach every engagement.
Together with Tsuru Reef, Naval Warfare brings Battlefield's signature land, sea, and air combat together into one experience. If you haven’t seen our action-packed Season 4 Gameplay Trailer, make sure to check it out here. We'll also be taking a closer look at Naval Warfare and how to use the new naval vehicles in the days ahead.
Tsuru Reef
Launching alongside Season 4, Tsuru Reef is a brand-new battlefield built around Naval Warfare and Battlefield's signature combined arms gameplay.
Designed to support combat across land, sea, and air, Tsuru Reef offers a variety of ways to approach every match. As one of our largest battlefields, it gives players more room to maneuver, open up new flanking opportunities, coordinate vehicle pushes, and choose how they want to tackle each objective. Whether you're taking the fight onto the water or leading the charge on land, Tsuru Reef is designed to create memorable Battlefield moments while giving you the freedom to play your way.
We'll be sharing a dedicated look at Tsuru Reef before Season 4 launches, exploring the map's layout, design philosophy, and the new opportunities it creates for players.
Battlefield 6 Today
Let’s take a moment to look back at how Battlefield 6 has evolved over the past several months.
We've expanded the fight between NATO and Pax Armata with new maps like Railway to Golmud and Cairo Bazaar while continuing to refine the overall experience based on your feedback. With these additions, we've seen community sentiment around our maps improve significantly through our Discord surveys as players continue discovering experiences that match their preferred playstyle.
Data results from open Community Surveys shared on the official Discord.
Today, Battlefield 6 features an expansive arsenal of weapons alongside a growing roster of vehicles, whether that's taking to the skies in the Little Bird or racing across the battlefield on the dirt bike. Combined with new modes, Community Experiences, seasonal events, and Ranked Battle Royale, Battlefield 6 offers more variety than ever before.
With Season 4 just around the corner, Battlefield 6 will continue to expand with new weapons, vehicles, maps, and experiences.
What Players are Enjoying Right Now
One of the best parts of every game update is seeing how quickly we see you find new ways to create unforgettable moments.
One of the biggest conversations following our latest update has been around the improvements to gunplay and netcode. Across our community channels, many of you have been highlighting the more predictable recoil, stronger weapon identity, and more responsive firefights. We've also seen positive discussion around the return of limb damage multipliers, with many players feeling that engagements now reward accuracy and weapon mastery while remaining approachable for new players.
Season 3 by the Numbers
Since the start of Season 3 through July 2nd, here’s what you’ve been up to on the battlefield. All figures represent combined gameplay hours across all players.
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Railway to Golmud quickly became Battlefield 6’s most-played map during Season 3, with players spending over 16 million hours battling across its large-scale sandbox. That’s nearly 2.5x the playtime of the next most-played map, Contaminated, which continues to be a favorite from Season 2.
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Cairo Bazaar, despite arriving midway through Season 3, has already accumulated more than 5.7 million hours of gameplay as players continue jumping into its fast-paced infantry combat.
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The return of Obliteration has generated more than 413 million hours of explosive gameplay, showing just how enthusiastically the community has welcomed its return.
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Ranked Battle Royale has already surpassed 1 billion gameplay hours, with competitors continuing to climb the ladder and earn their place among Battlefield’s best.
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The M16A4 became Battlefield 6’s most-deployed weapon, with more than twice the deployments of any other weapon in the game.
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The race for the most-played mode has never been closer. Throughout Season 3, Conquest, Breakthrough, and Battle Royale all rank within roughly 200 million player gameplay hours of one another, showing just how diverse our community is.
Beyond the numbers, we've loved seeing the incredible moments you've been sharing across the Battlefield community. Here are a few highlights we’ve been enjoying:
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A surprise launcher takedown on Railway to Golmud:
https://www.reddit.com/r/Battlefield6/comments/1uf25tj/you_miss_100_of_the_shots_you_dont_take/
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The dream shotgun flank on Cairo Bazaar:
https://www.reddit.com/r/Battlefield6/comments/1u44qls/dream_shotgun_flank_on_bazaar/
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When medics don't cooperate... improvise:
https://www.reddit.com/r/Battlefield/comments/1upx3qf/dumb_medics_wont_give_you_ammo_try_this/
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A clutch Ranked Battle Royale win:
https://www.reddit.com/r/Battlefield_REDSEC/comments/1ua2h72/clutching_a_ranked_win_last_man_alive/
Community Experiences Worth Trying
Of course, we also can’t forget about our Portal creators and community. If you’re looking for something a bit different, below are a few community-created experiences that players have been thoroughly enjoying recently. Be sure to check them out!
Night Ops Conquest
Created by: Andy6170
Experience Code: 1XVU6
Nighttime has fallen over the Battlefield, so prepare your night vision and get ready for some interaction in the darkness!
Siege Of St. Mere
Created by: mfnboomstick
Experience Code: ZSS9W
A Pax Armata Warlord, having taken over the riverside town of Saint Mere and nearby missile facility, offers a challenge to NATO: a face-off, with no air support.
Strike at Karkand
Created by: EIGuimaraes
Experience Code: ZVEE4
After Egypt betrayed the Middle Eastern Coalition by joining NATO forces, the Middle Eastern Coalition joined forces with Pax Armata to defend a crucial region: Karkand
ViperStudiosAndy’s Custom Breakthrough Template
Community creator ViperStudiosAndy, known for his Custom Conquest template already in the SDK, has created a Custom Breakthrough template that has become a favorite among Portal creators. To recognize his contribution, we're bringing it to the Battlefield 6 SDK.
The ready-made Custom Breakthrough template will be available to everyone at the launch of Season 4. It will initially ship with an earlier version and be updated to Andy's V3 later in the season.
Want to try it now?
Breakthrough Template: zfxyv
Night Ops Breakthrough: 1ytr3
If you'd like to build your own Custom Breakthrough experience using the latest V3 version, head over to Andy's template page for more information:
https://bfportal.gg/experiences/custom-breakthrough-template/
We're continually inspired by the creativity coming from the Battlefield community, and we can't wait to see what you'll build and discover next. If you want to share an experience you enjoyed a lot or one you built yourself and would like others to try out, join our official Discord server and share your experience in our Portal section!
Built Together With Community Feedback
Battlefield 6 continues to evolve through the conversations we have with you. From Battlefield Labs through every season since launch, your feedback has helped shape our priorities, and many of the improvements introduced throughout live service began with discussions across our community channels.
Combat
One of our biggest areas of focus throughout live service has been Battlefield's core combat experience.
Across multiple seasons, we've refined weapon handling, improved hit registration and netcode, enhanced soldier visibility, and updated movement responsiveness to help every firefight feel more consistent, predictable, and rewarding.
Our latest update in Season 3 marked another major step forward for Battlefield's gunplay. We introduced significant changes designed to create a more intuitive gunplay experience while continuing to reward skill-based play and weapon mastery.
It's been fantastic to see so many of you already sharing positive feedback around these improvements, and we'll continue monitoring gameplay data alongside your feedback as we evaluate future opportunities to further improve Battlefield's combat.
Quality of Life
Beyond combat, we've continued refining many of the systems that support your overall Battlefield experience.
Progression has been one of our biggest areas of focus throughout live service, with significant improvements introduced during Season 2 based on your feedback. Based on your feedback, we've made progression faster and more rewarding by increasing XP opportunities, simplifying challenges, and helping players unlock meaningful weapons, gadgets, and attachments earlier in their journey.
Today, players progress through the Battle Pass more than 2.5 times faster on average than they did during Season 1, while Hardware Mastery improvements help unlock primary weapon attachments roughly 50% faster across all weapon categories.
Alongside progression, we've continued improving menus and other quality-of-life systems to help you spend less time configuring your experience and more time playing Battlefield.
We'll continue monitoring gameplay data alongside your feedback as we look for new opportunities to improve quality-of-life systems throughout Season 4.
Play Your Way
One of our goals has always been to give players more freedom in how they experience Battlefield.
That philosophy extends to our battlefield design. Not every map is intended to play the same way, and that's by design.
If fast-paced infantry combat with constant action is your preferred way to play, maps such as Hagental Base, Siege of Cairo, and Cairo Bazaar deliver close-quarters engagements with limited vehicle presence.
If you enjoy Battlefield's large-scale sandbox, maps like Mirak Valley, Contaminated, Railway to Golmud, and the upcoming Tsuru Reef offer more space to maneuver, coordinate vehicle pushes, flank opposing teams, and give you more opportunities to plan your next move.
No matter how you enjoy Battlefield, we want there to be an experience that's right for you. Beyond Multiplayer and REDSEC, Portal and Community Experiences continue to expand what’s possible by giving players new ways to create and play together.
Ranked Battle Royale
Whether you're returning to continue your climb or jumping into Ranked Battle Royale for the first time, Season 4 marks the beginning of a new competitive season, giving competitors a fresh opportunity to climb the ladder.
As the new season starts, ranks will reset based on your Season 3 performance, and rewards will be distributed according to your final placement in Season 3. Alongside the new season, we're introducing additional refinements to the Ranked experience.
For a full breakdown of the Season 4 Ranked Battle Royale changes, including rank resets, rewards, progression, and gameplay updates, be sure to check out our dedicated Ranked Battle Royale article.
Ranked Battle Royale will continue as part of our Battlefield Labs in Live approach, where your feedback and gameplay help shape future improvements to the experience.
More To Come
Season 4 doesn't stop there.
Later in the season, Wake Island returns to Battlefield 6, bringing one of the franchise's most iconic battlefields back for a new generation of Battlefield players. Alongside new content, we'll continue sharing gameplay updates, community events, and more details on what’s still to come throughout Season 4.
We're also looking forward to continuing the conversation with you. Keep an eye out for our next Battlefield Community Q&A after Season 4 launches, where we'll be answering your questions and talking about the topics that matter most to you.
Welcome Back
Whether it’s been weeks or months since your last deployment, Season 4 is a great time to jump back in.
Battlefield 6 has grown significantly since launch through new content, gameplay improvements, and continued collaboration with our community. We can’t wait to see the new moments you’ll create.
Battlefield is at its best when we're building it together with you. Your feedback continues to shape what we work on next, helping us understand what's working well, where we should continue improving, and how Battlefield 6 can keep evolving.
Please continue to share any issues on our EA forums. Join the Battlefield Discord to squad up with other players, chat with the community, participate in community events and giveaways, and visit our website for the latest news, guides, and seasonal insights.
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.
Battlefield 6 Season 4 Official Gameplay Trailer
Season 4 brings naval combat, our biggest map ever, dynamic waves, new vehicles, new weapons, and all-out warfare across land, air, and sea.
Море для «Лучшего Стрелка»: Четвертый сезон контента в Battlefield 6 стартует с 21 июля
Издательство Electronic Arts представило новый геймплейный трейлер шутера Battlefield 6, посвящённый новому контенту. Четвёртый сезон стартует в игре с 21 июля, предзаказы уже доступны.
Battlefield 6 and REDSEC Battle Pass Content Update
As Battlefield 6 continues to grow, we're making an update to how some previous Battle Pass content will return in future seasons.
We've heard from players who want more opportunities to earn or own cosmetics they may have missed, while also keeping each season exciting to participate in as it happens. With that in mind, starting in Season 4, we'll begin bringing back select items from previous Battle Passes as in-game store items and bundles.
Eligible items will return no sooner than three months after their original Battle Pass has ended. This gives players who participate during the season an initial period of time before select content may become available again.
Not all Battle Pass content will return: Battle Pass Instant Unlocks, BF Pro Instant Unlocks, and items from the Ultimate and Prestige Paths will remain exclusive to their original season and won't be made available again. Please note that the exact timing, availability, and selection of returning items may change over time and are not guaranteed.
Our goal is to ensure players who jump in each season receive the greatest experience from new content as it's released, while still giving others a chance to pick up cosmetics they may have missed later on. As Battlefield 6 evolves, we'll continue to review how previous content is made available and will make adjustments where it makes sense for both the game and our community.
Thank you for continuing to play Battlefield 6 and for being part of our community.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article 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.
We've heard from players who want more opportunities to earn or own cosmetics they may have missed, while also keeping each season exciting to participate in as it happens. With that in mind, starting in Season 4, we'll begin bringing back select items from previous Battle Passes as in-game store items and bundles.
Eligible items will return no sooner than three months after their original Battle Pass has ended. This gives players who participate during the season an initial period of time before select content may become available again.
Not all Battle Pass content will return: Battle Pass Instant Unlocks, BF Pro Instant Unlocks, and items from the Ultimate and Prestige Paths will remain exclusive to their original season and won't be made available again. Please note that the exact timing, availability, and selection of returning items may change over time and are not guaranteed.
Our goal is to ensure players who jump in each season receive the greatest experience from new content as it's released, while still giving others a chance to pick up cosmetics they may have missed later on. As Battlefield 6 evolves, we'll continue to review how previous content is made available and will make adjustments where it makes sense for both the game and our community.
Thank you for continuing to play Battlefield 6 and for being part of our community.
For more information about Battlefield, bookmark our website, subscribe to our newsletter, and stay connected with our Community across all our social platforms @Battlefield, including on Discord.
This article 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.
Про Need for Speed стоит забыть: Criterion Games отныне работает эксклюзивно над Battlefield
В начале 2026 года британская студия Criterion Games праздновала своё 30-летие. Однако руководству американской компании Electronic Arts нечем порадовать фанатов Need for Speed и Burnout.
Battlefield 6 Steam Discussions Survey
Hello everyone,
We’re always looking for ways to improve how we support and engage players across our community spaces, including Steam Discussions.
We would like your help with this 9-question survey. The survey is focused on understanding your experience with the Battlefield 6 Steam Discussions community space, including:
•
What you expect when visiting Steam Discussions
•
How helpful and informative you find the space
•
What kinds of support or communication matter most to you
•
How satisfied you are with the overall experience
Your feedback will help us better understand what players want from the Steam Discussions experience and how we can continue improving communication and support for the community.
The survey is completely voluntary and should only take a few minutes to complete. We appreciate anyone who takes the time to share their thoughts.
Thanks for helping us make the Battlefield 6 community experience better for everyone.
We’re always looking for ways to improve how we support and engage players across our community spaces, including Steam Discussions.
We would like your help with this 9-question survey. The survey is focused on understanding your experience with the Battlefield 6 Steam Discussions community space, including:
•
What you expect when visiting Steam Discussions
•
How helpful and informative you find the space
•
What kinds of support or communication matter most to you
•
How satisfied you are with the overall experience
Your feedback will help us better understand what players want from the Steam Discussions experience and how we can continue improving communication and support for the community.
The survey is completely voluntary and should only take a few minutes to complete. We appreciate anyone who takes the time to share their thoughts.
Thanks for helping us make the Battlefield 6 community experience better for everyone.
Battlefield 6 - Anticheat Metrics - May
Hey Soldier,
May was the end of Season 2 and start of Season 3, and with it came ranked play to Battlefield 6.
In our previous April update, May was starting at 4.68% but has now settled to 4.81%. Refer to our January update, where we discussed how MIR updates to understand these shifts in more detail.
We’ve previously covered that, leading up to Season 3 launch, we were working on new detections and features and holding onto them to go live with its launch to maximize their impact. And you can see that reflected below in the MIR over the month of May. You can also see when cheat developers started to pivot to new techniques and create new circumventions we are presently warring with, specifically around spoofing or emulating compliance with the TPM 2.0 requirement.
These were not new techniques, and while we were aware of them and monitoring their uses, we had allowed them originally due to some reported difficulties encountered by legitimate players. These were originally not at fault of their own, but due to the features' implementation on specific motherboards by their manufacturers. We had already been working with motherboard manufacturers that hadn’t implemented the feature completely since launch to fix those issues, and all presently known issues are now resolved.
So in light of this recent pivot, we are removing those allowances and will enforce full TPM 2.0 compliance and want to be transparent about this decision. This change will affect ~1.24% of currently active accounts, and we’ve confirmed that the majority are using these techniques maliciously to circumvent anticheat checks and requirements. But we know there are still some legitimate players in the mix who still need to update their BIOS to get the fixes made by their motherboard manufacturers. So we will be publishing articles as well as enabling pop-up warnings by the anticheat to give direction to those users before we flip the switch, and while we are not giving a specific date just yet, it’s going to be soon.
May: Results & Impact
Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.
In May, MIR started at 4.81%. This continued on a slow increase till peaking at 5.61% on the 11th. We had been holding back on several new features we’ve talked about in our Season 3 Update, and turned everything on right as Ranked landed on the 12th. These worked very well, and you can see that they pushed MIR down to a low of 3.14% on the 19th. This was when we observed the majority of cheat developers switching over to spoofing or emulating TPM compliance, as discussed above. Presently, this has allowed them to get around some of these new features. Since then, MIR has slowly climbed through the end of May, when it was at 5.09% as of writing this update.
Through May, EA Javelin Anti-Cheat prevented 218,695 attempts to cheat or tamper with the game before they could impact matches. This increase was most likely due to the increased activity of cheat developers and cheaters attempting to compromise ranked matches. We are presently still tracking a total of 110 (+11) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 101 (+10) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91.81%).
Keep it fair out there - see you on the Battlefield.
BF_SledgeHammer
May was the end of Season 2 and start of Season 3, and with it came ranked play to Battlefield 6.
In our previous April update, May was starting at 4.68% but has now settled to 4.81%. Refer to our January update, where we discussed how MIR updates to understand these shifts in more detail.
We’ve previously covered that, leading up to Season 3 launch, we were working on new detections and features and holding onto them to go live with its launch to maximize their impact. And you can see that reflected below in the MIR over the month of May. You can also see when cheat developers started to pivot to new techniques and create new circumventions we are presently warring with, specifically around spoofing or emulating compliance with the TPM 2.0 requirement.
These were not new techniques, and while we were aware of them and monitoring their uses, we had allowed them originally due to some reported difficulties encountered by legitimate players. These were originally not at fault of their own, but due to the features' implementation on specific motherboards by their manufacturers. We had already been working with motherboard manufacturers that hadn’t implemented the feature completely since launch to fix those issues, and all presently known issues are now resolved.
So in light of this recent pivot, we are removing those allowances and will enforce full TPM 2.0 compliance and want to be transparent about this decision. This change will affect ~1.24% of currently active accounts, and we’ve confirmed that the majority are using these techniques maliciously to circumvent anticheat checks and requirements. But we know there are still some legitimate players in the mix who still need to update their BIOS to get the fixes made by their motherboard manufacturers. So we will be publishing articles as well as enabling pop-up warnings by the anticheat to give direction to those users before we flip the switch, and while we are not giving a specific date just yet, it’s going to be soon.
May: Results & Impact
Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.
In May, MIR started at 4.81%. This continued on a slow increase till peaking at 5.61% on the 11th. We had been holding back on several new features we’ve talked about in our Season 3 Update, and turned everything on right as Ranked landed on the 12th. These worked very well, and you can see that they pushed MIR down to a low of 3.14% on the 19th. This was when we observed the majority of cheat developers switching over to spoofing or emulating TPM compliance, as discussed above. Presently, this has allowed them to get around some of these new features. Since then, MIR has slowly climbed through the end of May, when it was at 5.09% as of writing this update.
Through May, EA Javelin Anti-Cheat prevented 218,695 attempts to cheat or tamper with the game before they could impact matches. This increase was most likely due to the increased activity of cheat developers and cheaters attempting to compromise ranked matches. We are presently still tracking a total of 110 (+11) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 101 (+10) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91.81%).
Keep it fair out there - see you on the Battlefield.
BF_SledgeHammer
Battlefield 6 accidentally announced an XP Booster change that everyone loved, and now it's not doing it
Sometimes, it feels like game developers rarely make popular decisions. As someone who has spent most of their life playing Call of Duty games, I've lost count of how many times I've read patch notes for an update and immediately rolled my eyes. So, when Dice announced a great change to the way XP Boosters work in Battlefield 6, I was delighted. Unfortunately, that joy wouldn't last for too long.
Read the full story on PCGamesN: Battlefield 6 accidentally announced an XP Booster change that everyone loved, and now it's not doing it
Read the full story on PCGamesN: Battlefield 6 accidentally announced an XP Booster change that everyone loved, and now it's not doing it
Battlefield 6 Free Trial Live Now
ONE FREE WEEK OF ALL-OUT WARFARE
Now until July 6, experience 5 modes and 4 maps, including Cairo Bazaar and Tactical Obliteration, during the Battlefield 6 Free Trial. Squad up and drop into the award-winning Multiplayer for a limited-time through Battlefield REDSEC
The high stakes iconic multiplayer experience returns with a new level of intensity, plus one free week of all-out warfare.
NEW BATTLEFIELD 6 MODE: TACTICAL OBLITERATION
With smaller teams and focused gunfights, Tactical Obliteration is a relentless and cutthroat chase for the bomb carrier in its purest form. In Tactical Obliteration, it’s up to every squad member to get the bomb, escort their carrier to the detonation site, and obliterate the enemy.
NEW REDSEC MODE: CASUAL BATTLE ROYALE
This is every squad’s best entry point into Battlefield’s iconic Battle Royale. Fast and casual with additional bot players—made for everyone.
NEW BATTLEFIELD 6 | REDSEC EVENT: WET WORK
A brand new Battlefield event where every player has a target on their back. Filled with cutthroat missions, objectives, and high-stakes situations across Multiplayer & REDSEC game modes, where players must hunt or be hunted. Assemble your arsenal, identify your target, begin the manhunt.
NEW BATTLEFIELD 6 | REDSEC HARDWARE
EOD Bot Arm - New Melee Weapon: This high-explosive bomb-defusing machine lends its hand to every squad to dispatch the enemy at close-range.
Now until July 6, experience 5 modes and 4 maps, including Cairo Bazaar and Tactical Obliteration, during the Battlefield 6 Free Trial. Squad up and drop into the award-winning Multiplayer for a limited-time through Battlefield REDSEC
The high stakes iconic multiplayer experience returns with a new level of intensity, plus one free week of all-out warfare.
NEW BATTLEFIELD 6 MODE: TACTICAL OBLITERATION
With smaller teams and focused gunfights, Tactical Obliteration is a relentless and cutthroat chase for the bomb carrier in its purest form. In Tactical Obliteration, it’s up to every squad member to get the bomb, escort their carrier to the detonation site, and obliterate the enemy.
NEW REDSEC MODE: CASUAL BATTLE ROYALE
This is every squad’s best entry point into Battlefield’s iconic Battle Royale. Fast and casual with additional bot players—made for everyone.
NEW BATTLEFIELD 6 | REDSEC EVENT: WET WORK
A brand new Battlefield event where every player has a target on their back. Filled with cutthroat missions, objectives, and high-stakes situations across Multiplayer & REDSEC game modes, where players must hunt or be hunted. Assemble your arsenal, identify your target, begin the manhunt.
NEW BATTLEFIELD 6 | REDSEC HARDWARE
EOD Bot Arm - New Melee Weapon: This high-explosive bomb-defusing machine lends its hand to every squad to dispatch the enemy at close-range.
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.
Major Updates for 1.3.3.0
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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.
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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.
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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.
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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.
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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.
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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.
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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:
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Dummy Targets no longer slide into place when entering the Firing Range.
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Firing Range now includes an additional target at 5m for testing close-quarters weapon damage.
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First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat.
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Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should.
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Soldier rotation now behaves correctly when changing stance while dragging a downed teammate.
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The Briefing Screen camera now centres correctly at the start of a round.
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Weapons no longer disappear in first-person after being revived.
Netcode-specific Improvements
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Blood effects no longer appear on screen from shots that did not hit the player.
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Client hit confirmations now display faster when receiving damage.
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Damage corrections have been reduced by improving how client damage is matched with the server.
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Damage feedback is no longer delayed when taking damage from multiple sources at the same time.
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Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover.
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Death timing is now more responsive in dense combat situations.
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Netgraph and connection icons no longer freeze when experiencing rubberbanding.
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Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies.
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Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions.
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Network TimeNudge now recovers faster after performance spikes, with reduced spike severity.
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The client game clock now synchronises with the server more quickly after poor CPU performance.
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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.
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ATPs now reset team ownership correctly when nearby friendlies are downed.
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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.
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Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain.
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Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again.
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Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x.
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Emergency Repair Pause On Damage timer increased from 1 to 2 seconds.
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Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit.
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Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures.
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Projectile Intercept System activation time reduced to 0.55 seconds.
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Radio selection now works correctly when using a controller.
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RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters.
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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
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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.
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MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m.
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MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters.
Infantry Fighting Vehicles
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IFV AP Shell initial velocity increased from 375 to 445 metres per second.
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IFV AP Shells now pierce the Projectile Intercept System.
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IFV AP Shells rate of fire increased from 120 to 160 rounds per minute.
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IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters.
Mobile Anti-Air Vehicle
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Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200.
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General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130.
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High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets.
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High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%.
Thermal Smoke
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Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage.
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Thermal Smoke no longer removes C-4 Explosives.
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Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits.
GADGETS:
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Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended.
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LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying.
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M320A1 SMK and M320A1 THRM icons now display optics in the correct position.
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M84 Flashbangs no longer deal damage to gadgets.
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Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person.
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Shell impacts from Mortars and JAGM strikes are now visible on the Big Map.
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The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade.
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The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed.
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The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo.
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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:
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Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values.
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Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values.
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L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles.
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M2010 5-round magazine now sits correctly in third-person view.
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M45A1 and Vz.61 sidearms now use Subsonic Ammo by default.
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M87A1 magazine tubes no longer become invisible in third-person view.
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Speedloader attachments now play the correct animation in third-person view.
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The Extended Fast Magazine on the L115 now uses the correct 3D asset.
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The PP-19 no longer clips through the character model while in the Loadout screen.
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The Taclight-Hip icon now displays correctly.
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Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood.
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Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value.
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USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies.
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Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession.
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Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground.
AK-205
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AK-205 314mm Fluted Barrel icon now better reflects the attachment model.
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AK-205 barrel icons now display correctly.
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AK-205 ergonomic attachments now correctly update weapon stat values.
M16A4
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M16A4 Carry Handle Iron Sight naming now displays correctly.
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M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly.
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M16A4 Flip-Up Iron Sight naming now displays correctly.
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M16A4 single-fire behaviour in third-person now ejects one shell casing per shot.
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M16A4 third-person reload animations now correctly press the magazine catch and release.
RPK-74M
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RPK-74M Ballistic Tip attachment cost set to 20.
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RPK-74M soldier finger animation now behaves correctly after firing a single shot.
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RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips.
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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.
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L115 sweet spot range decreased from 120-175m to 100-133m.
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M2010 ESR sweet spot range decreased from 75-120m to 75-100m.
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PSR sweet spot range decreased from 100-150m to 90-120m.
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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.
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Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo.
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Muzzle Velocity reduced for most primary weapons.
Muzzle Velocity Adjustments:
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ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%)
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LMR27: Decreased from 880 m/s to 800 m/s (-9.09%)
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SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%)
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SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%)
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TR7: Decreased from 648 m/s to 604 m/s (-6.79%)
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NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%)
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M417A2: Decreased from 600 m/s to 560 m/s (-6.67%)
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M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%)
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CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%)
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M240L: Decreased from 630 m/s to 590 m/s (-6.35%)
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M4A1: Decreased from 630 m/s to 590 m/s (-6.35%)
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VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%)
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SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%)
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GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%)
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RPKM: Decreased from 670 m/s to 630 m/s (-5.97%)
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M123K: Decreased from 670 m/s to 630 m/s (-5.97%)
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M433: Decreased from 670 m/s to 630 m/s (-5.97%)
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SGX: Decreased from 402 m/s to 378 m/s (-5.97%)
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QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%)
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DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%)
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M/60: Decreased from 720 m/s to 680 m/s (-5.56%)
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AK4D: Decreased from 720 m/s to 680 m/s (-5.56%)
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PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%)
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M16A4: Decreased from 720 m/s to 680 m/s (-5.56%)
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SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%)
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PSR: Decreased from 720 m/s to 680 m/s (-5.56%)
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SV-98: Decreased from 720 m/s to 680 m/s (-5.56%)
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L115: Decreased from 703 m/s to 664 m/s (-5.55%)
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L110: Decreased from 780 m/s to 740 m/s (-5.13%)
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B36A4: Decreased from 780 m/s to 740 m/s (-5.13%)
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M277: Decreased from 624 m/s to 592 m/s (-5.13%)
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PP-19: Decreased from 468 m/s to 444 m/s (-5.13%)
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M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%)
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SVDM: Decreased from 800 m/s to 760 m/s (-5.00%)
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GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%)
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M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%)
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Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%)
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M250: Decreased from 760 m/s to 724 m/s (-4.74%)
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Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%)
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USG-90: Decreased from 570 m/s to 543 m/s (-4.74%)
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SL9: Decreased from 510 m/s to 486 m/s (-4.71%)
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L85A3: Decreased from 814 m/s to 778 m/s (-4.42%)
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UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%)
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SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%)
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PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%)
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VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%)
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AK-205: Decreased from 737 m/s to 708 m/s (-3.93%)
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KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%)
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RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%)
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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:
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TR-7: Decreased from 47.1° to 40.8° (-13.4%)
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AK4D: Decreased from 25.4° to 20.0° (-21.3%)
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NVO-228E: Decreased from 36.8° to 28.9° (-21.5%)
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VCR-2: Decreased from 64.9° to 50.3° (-22.5%)
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M433: Decreased from 50.9° to 41.4° (-18.7%)
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M16A4: Decreased from 46.4° to 37.5° (-19.2%)
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B36A4: Decreased from 37.4° to 28.0° (-25.1%)
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L85A3: Decreased from 29.4° to 22.8° (-22.4%)
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SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%)
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KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%)
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M417A2: Decreased from 19.8° to 15.4° (-22.2%)
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SG 553R: Decreased from 43.3° to 35.8° (-17.3%)
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SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%)
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M277: Decreased from 39.4° to 34.4° (-12.7%)
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M4A1: Decreased from 37.9° to 30.7° (-19.0%)
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GRT-BC: Decreased from 31.2° to 26.1° (-16.3%)
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QBZ-192: Decreased from 23.5° to 19.9° (-15.3%)
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AK-205: Decreased from 7.8° to 7.4° (-5.1%)
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RPKM: Decreased from 22.7° to 17.5° (-22.9%)
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DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%)
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KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%)
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RPK-74M: Decreased from 18.9° to 16.1° (-14.8%)
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M121 A2: Decreased from 39.5° to 31.8° (-19.5%)
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M240L: Decreased from 41.8° to 34.5° (-17.5%)
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M/60: Decreased from 38.8° to 29.9° (-22.9%)
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M250: Decreased from 39.7° to 35.9° (-9.6%)
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M123K: Decreased from 55.9° to 47.7° (-14.7%)
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L110: Decreased from 39.4° to 31.0° (-21.3%)
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SCW-10: Decreased from 35.0° to 33.5° (-4.3%)
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UMG-40: Decreased from 17.4° to 13.0° (-25.3%)
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KV9: Decreased from 57.6° to 50.0° (-13.2%)
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CZ3A1: Decreased from 59.1° to 50.8° (-14.0%)
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SGX: Decreased from 39.8° to 31.7° (-20.4%)
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PW5A3: Decreased from 33.2° to 28.3° (-14.8%)
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PP-19: Decreased from 21.4° to 18.0° (-15.9%)
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SL9: Decreased from 16.2° to 13.0° (-19.8%)
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USG-90: Decreased from 42.8° to 35.5° (-17.1%)
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PW7A2: Decreased from 33.3° to 27.8° (-16.5%)
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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:
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Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type)
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Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x
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Stomach: Decreased from 1x to 0.84x
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Limbs: Decreased from 1x to 0.84x
DMRs Damage Multipliers:
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Head: Unchanged (1.34x, 1.5x, 1.75x)
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Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x
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Stomach: Decreased from 1x to 0.91x
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Limbs: Decreased from 1x to 0.91x
Sniper Rifles Damage Multipliers:
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Head: Unchanged (1.75x)
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Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x
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Stomach: Decreased from 0.8x to 0.67x
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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:
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Capture points can now be pinged correctly.
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M-COM “Destroyed Support” events now trigger correctly.
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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.
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Obliteration Bomb objectives no longer become trapped under debris piles.
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Obliteration now backfills with Bots to populate the server and meet game start criteria.
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Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo.
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Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby.
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Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress.
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Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active.
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Updated the Automated Anti-Air range to be consistent across all maps.
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Water no longer flickers when viewed from a distance.
PROGRESSION:
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Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen.
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Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective.
UI & HUD:
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“Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open.
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Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play.
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Air vehicle icons now remain visible when aircraft are at a higher altitude than the player.
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An Event tab has been added, making it easier to explore event content, track progress, and earn rewards.
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Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position.
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Battle Pass items now remain correctly framed within the menu.
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Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time.
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BF Pro challenges can now be tracked as intended.
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Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud.
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Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations.
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Combat areas for flying vehicles now appear correctly when viewed on the Big Map.
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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.
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Cosmetic items now display the correct icons and artwork more reliably.
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Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed.
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Deploy Screen camera no longer shifts unpredictably when attempting to centre.
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Distance limits for displaying nearby medics while downed have been adjusted to 50m.
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Enemy icons now appear correctly on the Big Map.
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Free Mode Trial tiles now keep their Trial tags after a menu refresh.
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Gadgets and melee weapons now appear correctly framed within the Loadouts menu.
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Hit indicators no longer appear before a spectated player is seen damaging another player.
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Obliteration game mode name now appears correctly in its Custom Search description title.
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Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context.
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Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S.
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Profile tabs now display hover visuals when hovered and focus visuals when focused.
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Purchased Battle Pass tier items no longer appear incorrectly locked.
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Revive icon opacity for friendlies now applies correctly when zooming.
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Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu.
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Spotted notifications now continue to appear correctly after a player’s first death.
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Sprays now appear correctly in Store bundle previews.
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The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence.
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The “Getting Revived by” UI text no longer appears compressed.
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The crosshair no longer moves unintentionally when swapping weapons while sprinting.
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The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages.
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The pre-game lobby now displays the player’s selected Training Path.
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The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match.
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Weapon Charm thumbnails now display with the correct orientation.
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World icons no longer use the “When Zooming” opacity setting while not zooming.
SETTINGS:
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Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive.
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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 (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.
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.
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:
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Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type)
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Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x
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Stomach: Decreased from 1x to 0.84x
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Limbs: Decreased from 1x to 0.84x
DMRs Damage Multipliers:
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Head: Unchanged (1.34x, 1.5x, 1.75x)
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Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x
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Stomach: Decreased from 1x to 0.91x
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Limbs: Decreased from 1x to 0.91x
Sniper Rifles Damage Multipliers:
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Head: Unchanged (1.75x)
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Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x
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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:
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Capture points can now be pinged correctly.
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M-COM “Destroyed Support” events now trigger correctly.
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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.
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Obliteration now backfills with Bots to populate the server and meet game start criteria.
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Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo.
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Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby.
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Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress.
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Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active.
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Updated the Automated Anti-Air range to be consistent across all maps.
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Water no longer flickers when viewed from a distance.
PROGRESSION:
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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.
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Air vehicle icons now remain visible when aircraft are at a higher altitude than the player.
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An Event tab has been added, making it easier to explore event content, track progress, and earn rewards.
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Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position.
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Battle Pass items now remain correctly framed within the menu.
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Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time.
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BF Pro challenges can now be tracked as intended.
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Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud.
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Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations.
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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.
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Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed.
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Deploy Screen camera no longer shifts unpredictably when attempting to centre.
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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.
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Gadgets and melee weapons now appear correctly framed within the Loadouts menu.
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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.
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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:
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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 (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.
Battlefield 6 - Anticheat Metrics - April
Hey Soldier,
Looks like this one is coming in late, seems it got lost in transit to you out here on the front lines.
April marked the later half of Season 2 and we continued with our strategy focusing on building up new features and detections for Season 3 as the ecosystem evolved. We did release a few sets of targeted detections against specific cheats as MIR neared 5% but were still focused on building up new detections and finishing features to go live with Season 3. The result was a still fairly stable MIR but at a higher level than the prior month overall.
In our previous update we were seeing April starting at 2.97% but has now settled to 2.39%. Refer to our January update where we discussed how MIR updates automatically to reflect those developments as they occur to effectively shift alongside the evolving threat landscape and maintain an accurate view of how many matches were highly likely to have been impacted by at least one cheater.
April: Results & Impact
Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.
In April, MIR started at 2.39%. This continued on a slow increase till peaking at 4.95% on the 19th. There was some decline after this due to some shifts in the cheat dev landscape but began to increase again near the end of April, eventually ending at 4.68% as of this update.
Through April, EA Javelin Anti-Cheat prevented 168,568 attempts to cheat or tamper with the game before they could impact matches. Previously we called out that 116 of the 226 threats we track have been offline long enough to be considered inactive or have given up, and as such are not included in our active threat count. We are presently tracking a total of 99 active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 91 are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91%).
Keep it fair out there - see you on the Battlefield.
Looks like this one is coming in late, seems it got lost in transit to you out here on the front lines.
April marked the later half of Season 2 and we continued with our strategy focusing on building up new features and detections for Season 3 as the ecosystem evolved. We did release a few sets of targeted detections against specific cheats as MIR neared 5% but were still focused on building up new detections and finishing features to go live with Season 3. The result was a still fairly stable MIR but at a higher level than the prior month overall.
In our previous update we were seeing April starting at 2.97% but has now settled to 2.39%. Refer to our January update where we discussed how MIR updates automatically to reflect those developments as they occur to effectively shift alongside the evolving threat landscape and maintain an accurate view of how many matches were highly likely to have been impacted by at least one cheater.
April: Results & Impact
Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters, even those we might not have enough evidence to enforce against.
In April, MIR started at 2.39%. This continued on a slow increase till peaking at 4.95% on the 19th. There was some decline after this due to some shifts in the cheat dev landscape but began to increase again near the end of April, eventually ending at 4.68% as of this update.
Through April, EA Javelin Anti-Cheat prevented 168,568 attempts to cheat or tamper with the game before they could impact matches. Previously we called out that 116 of the 226 threats we track have been offline long enough to be considered inactive or have given up, and as such are not included in our active threat count. We are presently tracking a total of 99 active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 91 are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (91%).
Keep it fair out there - see you on the Battlefield.
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