1. Battlefield™ 6
  2. News

Battlefield™ 6 News

Battlefield 6 gets a new map today alongside major changes to controller aim assist, and even more weapon dispersion tweaks

Battlefield 6’s first season has entered its second phase. The game received a major update earlier today, version 1.1.2.0, which delivers a host of changes to the game, many of which have been expected.

Read more

BATTLEFIELD 6 GAME UPDATE 1.1.2.0

[p]This update delivers a broad set of improvements to soldier responsiveness, aim consistency, animation fidelity, and overall stability across Battlefield 6. We’ve also introduced a new limited-time mode, refined Aim Assist behaviour, and resolved a large number of weapon, gadget, and vehicle issues based on community feedback. The update will be available tomorrow, November 18th, at 09:00 UTC.[/p][p]
New Content: California Resistance
[/p]
  • [p]New Map: Eastwood. A map with the Southern California theme.[/p]
    • [p]Variations of this map will be available for all official modes.[/p]
    • [p]Conquest mode on this map will include tanks, helicopters, and the Golf Cart.[/p]
  • [p]New Time-Limited Mode: Sabotage. A themed event mode focused on demolition and counterplay.[/p]
  • [p]New Weapons: DB-12 Shotgun and M357 Trait Sidearm. [/p]
  • [p]Gauntlet mode to include a new mission type: Rodeo. This mission provides multiple vehicles for players to fight over and battle with each other with. Players earn bonus points for defeating enemies while in a vehicle. [/p]
  • [p]Portal updates: [/p]
    • [p]Sandbox map. This option will let Portal experience builders start with a more level playing field to bring their imagination to life. [/p]
    • [p]The Golf Cart vehicle is available for use in building experiences. [/p]
  • [p]Battle Pass: The California Resistance bonus path becomes available for a limited time. [/p]
  • [p]New underbarrel attachment: Slim Handstop, unlocked via Challenge.[/p]
  • [p]New feature coming later in the update: Battle Pickups. These powerful weapons will be available in specific experiences and Portal with limited ammunition but pack enough firepower to help turn the tide of battle in your favor. [/p]
[p]Major Updates for 1.1.2.0[/p]
  • [p]Aim Assist has been reset to its Open Beta tuning, restoring consistent infantry targeting behaviour across all input types.[/p]
  • [p]Improved input latency and stick response for controllers, providing smoother aiming and more responsive soldier movement.[/p]
  • [p]Weapon accuracy and dispersion tuning: fixed unintended weapon dispersion increase rates and improved non-Recon sniper rifle accuracy while globally reducing dispersion across all weapon types.[/p]
  • [p]Challenge and progression clarity improvements make requirements easier to understand and track.[/p]
  • [p]Major polish pass to deployable gadgets, including the LWCMS Portable Mortar, LTLM II Portable Laser Designator, and Supply Crate systems.[/p]
  • [p]Fort Lyndon added to Portal, expanding available segments for community-created experiences.[/p]
[p]
AREAS OF IMPROVEMENT
[/p][p]Aim Assist[/p][p]As we got closer to launch, we revisited aim assist tuning based on internal testing and the full range of maps and combat distances coming with release. Our goal was to make aim assist feel more effective beyond mid-range fights which was one of our focuses within Battlefield Labs and Open Beta.[/p][p]At launch, we increased slowdown at longer ranges, but once the game went live, we saw that this made high-zoom aiming feel less smooth and harder to control.[/p][p]After reviewing player feedback and gameplay data, we’re reverting aim assist back to the values some of you experienced during Open Beta and Battlefield Labs. This will now serve as the default, whilst still providing you with the ability to alter the aim assist to your preference and playstyle via settings.[/p][p]This change keeps aim slowdown consistent across all ranges, helping with muscle memory and providing a steadier, more reliable feel as we move into future seasons.

CHANGELOG

PLAYER:
[/p]
  • [p]Aim Assist: fully reset to Open Beta tuning, with related options reset to default to ensure consistency.[/p]
  • [p]Fixed an issue where Vehicle Stick Acceleration Presets would affect Infantry Aiming Left/Right Acceleration option availability.[/p]
  • [p]Fixed an issue where setting Stick Acceleration Presets to “Standard” would set the Aiming Left/Right Acceleration options incorrectly to 50% instead of 70%.[/p]
  • [p]Fixed missing Infantry and Vehicle prefixes in captions for Stick Acceleration Presets and Aiming Left/Right Acceleration options.[/p]
  • [p]Fixed an issue where stick deadzones would ignore the first 10% of movement if using a PS5 Controller on PC.[/p]
  • [p]Fixed an issue where player movement (Left Stick) would not register until beyond 30% of travel past the deadzone.[/p]
  • [p]Fixed joystick aiming input behaviour.[/p]
  • [p]Added a short sprint “restart” animation when landing from small heights.[/p]
  • [p]Added new death animations for sliding and combat-dive states.[/p]
  • [p]Fixed a diving loop when entering shallow water.[/p]
  • [p]Fixed an issue preventing players from vaulting out of water in certain areas.[/p]
  • [p]Fixed an issue preventing takedown initiation against an enemy soldier if the enemy soldier already initiated a takedown against a friendly player.[/p]
  • [p]Fixed an issue where a dragged player could face the wrong direction if turning quickly.[/p]
  • [p]Fixed an issue where holding a grenade while jumping, sliding, or diving froze the first-person pose.[/p]
  • [p]Fixed an issue where switching weapons while drag-reviving would break the reviver’s first-person view.[/p]
  • [p]Fixed an issue where the Assault Class extra grenade ability would not grant two grenades on spawn.[/p]
  • [p]Fixed an issue where weapons could become invisible when crouching before vaulting.[/p]
  • [p]Fixed bouncing behaviour when landing on object edges.[/p]
  • [p]Fixed broken ragdolls when killed on ladders, while jumping, near ledges, or in vehicle seats.[/p]
  • [p]Fixed camera clipping when dropping from height while prone.[/p]
  • [p]Fixed clipping when initiating a drag & revive.[/p]
  • [p]Fixed first-person camera clipping through objects when dying nearby.[/p]
  • [p]Fixed the issue where the Rush signature trait 'Mission Focused' applied its icon and speed boost to all teammates.[/p]
  • [p]Fixed incorrect prone aiming angles on slopes.[/p]
  • [p]Fixed misaligned victim position during takedowns when using high FOV settings.[/p]
  • [p]Fixed mismatched rotation between first-person and third-person soldier aim directions.[/p]
  • [p]Fixed misplaced weapon shadows while vaulting or swimming.[/p]
  • [p]Fixed missing pickup prompts while prone.[/p]
  • [p]Fixed missing water splash effects while swimming.[/p]
  • [p]Fixed stuck third-person soldier animations when entering player view.[/p]
  • [p]Fixed teleporting or invisibility when entering vehicles during a vault.[/p]
  • [p]Fixed third-person facing inconsistencies when soldiers were mounted.[/p]
  • [p]Improved combat-dive animations in first and third person.[/p]
  • [p]Improved LTLM II sprint animation in first person.[/p]
  • [p]Improved vault detection in cluttered environments.[/p]
  • [p]Increased double-tap window for Danger Ping from 0.2 s to 0.333 s.[/p]
  • [p]Updated first-person animation cadence for moving up and down stairs.[/p]
  • [p]Fixed an issue where hit registration would fail when engaging into gunfights after exiting vehicles.[/p]
[p]VEHICLES:[/p]
  • [p]Fixed camera reset when entering an GDF-009 AA Stationary Gun after another user.[/p]
  • [p]Fixed clipping gunner weapons in IFV seats.[/p]
  • [p]Fixed faint metallic impact sound from M1A2 SEPv3 Main Battle Tank turret wreckage.[/p]
  • [p]Fixed several cases where IFV's MR Missile could do more damage than intended to MBT, IFV and AA vehicles[/p]
  • [p]Fixed inconsistent projectile video effects on the Abrams main gun.[/p]
  • [p]Fixed instant 180-degree turn after exiting a vehicle.[/p]
  • [p]Fixed missing scoring for Vehicle Supply when teammates received ammo.[/p]
  • [p]Fixed oversized hitbox on UH-79 Helicopter.[/p]
  • [p]Fixed passenger and gunner placement issues in the UH-79 Helicopter.[/p]
  • [p]Fixed re-entry issues when mounting flipped Quad Bikes.[/p]
  • [p]Fixed unintended aim-assist from Attack Helicopters gunner missiles.[/p]
  • [p]Fixed unresponsive joystick free-camera controls in transport vehicles.[/p]
[p]WEAPONS:[/p]
  • [p]Dispersion tuning pass: dispersion has been globally reduced slightly to reduce its impact on the experience[/p]
  • [p]Fixed multiple instances of Canted Reflex and Canted Iron Sight optics clipping with higher-magnification scopes[/p]
  • [p]Fixed several issues with underbarrel attachment alignment[/p]
  • [p]Fixed minor misplacements or clipping on sights and barrels[/p]
  • [p]Fixed missing or incorrect magazine icons, naming, and mesh assignments.[/p]
  • [p]Fixed the issue where the SV-98 displayed lower damage stats when equipping the 5 MW Red attachment.[/p]
  • [p]Fixed the issue where slug ammunition despawned too quickly after being fired from shotguns.[/p]
  • [p]Fixed the issue where the SU-230 LPVO 4x variable scope lacked a smooth transition and audible zoom toggle when aiming down sights.[/p]
  • [p]Fixed the issue where two Green Lasers for the DRS-IAR shared identical Hipfire stat boosts.[/p]
  • [p]Fixed the issue where impact sparks failed to meet photosensitivity compliance standards.[/p]
  • [p]Fixed an issue in third-person where the Mini Scout could clip with the player’s head while aiming.[/p]
  • [p]Fixed animation and posture issues affecting the PSR and other rifles when moving or looking at extreme angles.[/p]
  • [p]Increased weight of long-range performance in balance for automatic weapons; benefiting PW7A2 and KV9, with minor adjustments elsewhere.[/p]
  • [p]Reduced recoil and variation for LMR27, M39, and SVDM for improved long-range reliability.[/p]
[p]GADGETS:[/p]
  • [p]Allowed friendly soldiers to damage and detonate certain friendly gadgets.[/p]
  • [p]Fixed an issue where Class Ability would sometimes not activate although the UI shows it as available.[/p]
  • [p]Fixed auto-deployment of Motion Sensor after recon kit swap.[/p]
  • [p]Fixed broken M320A1 Grenade Launcher ground model.[/p]
  • [p]Fixed C-4 pickup edge-of-screen interaction.[/p]
  • [p]Fixed clipping of the UAV remote when activating it while using certain weapons like rifles.[/p]
  • [p]Fixed clipping when holding the CSS Bundle.[/p]
  • [p]Fixed CSS Bundle line-of-sight requirements causing unwanted blocking.[/p]
  • [p]Fixed Deployable Cover persistence after vehicle destruction.[/p]
  • [p]Fixed disappearing “pip” indicator during CSS Bundle supply.[/p]
  • [p]Fixed duplicate deploy-audio playback on M4A1 SLAM and C-4.[/p]
  • [p]Fixed failed projectile attachment for X95 BRE Breaching Projectile Launcher.[/p]
  • [p]Fixed inconsistent hit registration for the Defibrillator after range adjustment.[/p]
  • [p]Fixed interaction logic for the Supply Pouch and Assault Ladder.[/p]
  • [p]Fixed LTLM II Tripod soldier collision.[/p]
  • [p]Fixed M15 AV Mine premature detonation on aircraft wrecks.[/p]
  • [p]Fixed M15 AV Mine proximity placement exploit.[/p]
  • [p]Fixed missing pickup prompt for thrown C-4 satchels.[/p]
  • [p]Fixed MP-APS smoke-propagation failure between friendlies.[/p]
  • [p]Fixed multiple haptic and feedback issues on gadgets, including the LWCMS Portable Mortar and the CSB IV Bot Pressure Mine.[/p]
  • [p]Fixed placement preview interference from the GPDIS.[/p]
  • [p]Fixed XFGM-6D Recon Drone physics allowing vehicle pushing.[/p]
[p]MAPS & MODES:[/p]
  • [p]Added Sabotage as a new time-limited event mode.[/p]
  • [p]Added the new map “Eastwood”.[/p]
  • [p]Fixed black-screen spawn issue with Deploy Beacon in TDM, SDM, Domination, and KOTH.[/p]
  • [p]Fixed incomplete or incorrect round-outcome data when joining mid-match.[/p]
  • [p]Fixed matchmaking logic to prevent late-stage match joins.[/p]
  • [p]Fixed multiple destruction-reset issues after side swap in Strikepoint and Sabotage.[/p]
  • [p]Fixed post-insertion movement lock at round start.[/p]
  • [p]Fixed unintended AFK kicks while spectating in Strikepoint.[/p]
  • [p]Reduced opacity of excessive environmental smoke across multiple maps.[/p]
[p]UI & HUD:[/p]
  • [p]Added a message when attempting to change stance without sufficient space.[/p]
  • [p]Downed players now appear in the kill log in modes using the crawling downed state (e.g. Strikepoint, REDSEC).[/p]
  • [p]Extended top UI on Strikepoint to show detailed alive/downed/dead player counts.[/p]
  • [p]Fixed incorrect Assault Training Path icons.[/p]
  • [p]Fixed incorrect colour usage on squad-mate health bars.[/p]
  • [p]Fixed missing tooltips and UI prompts across tutorials and mission briefings in Single Player.[/p]
  • [p]Fixed missing XP Tracker icon at level 3 when using Field Upgrades.[/p]
  • [p]Kill-confirmation indicator now displays if a victim bleeds out after being damaged by the player in modes using the crawling downed state (e.g. Strikepoint, REDSEC).[/p]
  • [p]Minor UI polish and alignment updates to various game modes.[/p]
  • [p]Non-squad friendlies now display a “Thank you!” subtitle after being revived.[/p]
[p]SETTINGS:[/p]
  • [p]Added a new option allowing players to sprint automatically when pushing the stick fully forward.[/p]
  • [p]Added new keybinding that allows the player to instantly swap to the knife instead of having to hold the button. This keybinding will not allow to perform takedowns contextually but will still allow takedowns to be performed once the melee weapon is equipped.[/p]
[p]SINGLE PLAYER:[/p]
  • [p]Addressed multiple occurrences of excessive bright flashes and unintended visual effects.[/p]
  • [p]Fixed an issue where AI squadmates would not respond to revive orders and other commands, improving squad functionality and responsiveness.[/p]
  • [p]Fixed loss of grenade functionality and shadow-rendering errors in underground areas during the “Moving Mountains” mission.[/p]
  • [p]Fixed multiple instances where sound effects or Voice Over would fail to play correctly during gameplay and cinematic moments.[/p]
  • [p]Fixed subtitle and audio-video synchronisation issues during gameplay and cinematic sequences.[/p]
  • [p]Fixed various instances of corrupted shadows and LOD behaviour when using lower graphics settings.[/p]
  • [p]Resolved object clipping and teleporting issues during car-chase sequences in the “Moving Mountains” mission.[/p]
  • [p]Resolved several cases of stuttering and desync when using certain graphics presets on NVIDIA and AMD hardware.[/p]
  • [p]Resolved several issues that could result in infinite loading screens during mission transitions and save or load operations.[/p]
  • [p]Resolved shader stutters in the prologue mission “Always Faithfull”.[/p]
  • [p]Fixed issues with party invites not working during campaign loading screens.[/p]
[p]AUDIO:[/p]
  • [p]Added new sound effects for Double Ping; refined single and danger ping sound hierarchy.[/p]
  • [p]Added new soldier movement and gunfire sound effects, and fixed multiple foley issues.[/p]
  • [p]Added turret movement audio for Marauder RWS weapons.[/p]
  • [p]Corrected door sound assignments.[/p]
  • [p]Corrected swimming, obstruction, and platform footstep audio.[/p]
  • [p]Fixed character voice over not updating when changing soldier mid-match.[/p]
  • [p]Fixed looped ambient sounds (e.g. food truck) and incorrect debris impacts.[/p]
  • [p]Fixed missing first person voice over gasp when revived.[/p]
  • [p]Fixed missing third person voice over for explosive deployments.[/p]
  • [p]Fixed missing LP voice over zoom audio.[/p]
  • [p]Fixed missing ping audio while spectating.[/p]
  • [p]Fixed missing reload sound effects when a weapon had 1 bullet remaining.[/p]
  • [p]Fixed missing voice over for supply actions and revive requests.[/p]
  • [p]Fixed multiple Commander voice over issues.[/p]
  • [p]Fixed Music-in-Menus setting not muting music.[/p]
  • [p]Fixed seat-change and turret-reload audio on Marauder RWS guns.[/p]
  • [p]Fixed underwater breathing voice over and inconsistent swimming audio.[/p]
  • [p]Polished Front-End and Loading music transitions between matches.[/p]
  • [p]Synced Battle Pass sounds effects to animations.[/p]
  • [p]Tweaked light-fixture audio setup.[/p]
  • [p]Updated hostile-voice over logic and adjusted reload voice over mix.[/p]
  • [p]Updated music urgency system for Portal.[/p]
[p]PORTAL:[/p]
  • [p]Added new scripting functions for music control: mod.LoadMusic(), mod.UnloadMusic(), mod.PlayMusic(), mod.SetMusicParam().[/p]
  • [p]Fixed RayCast() in ModBuilder to properly detect terrain and environment objects.[/p]
[p]HARDWARE:[/p]
  • [p]Fixed an issue where framerate would be be capped to 300FPS with Nvidia cards[/p]
[p][/p][p]REDSEC:

VEHICLES:
[/p]
  • [p]Fixed the issue where the Golf Cart could set off the PTKM-1R gadget in Gauntlet.[/p]
  • [p]Fixed persistent gunner MG model after Rhib Boat destruction.[/p]
[p]UI & HUD:[/p]
  • [p]Added level display information to the Training Path section within the Class Details screen.[/p]
  • [p]Fixed an issue where soldiers and UI elements could be missing in pre-game lobbies after matchmaking.[/p]
  • [p]Fixed an issue where the M417 A2 would not appear in kill cards or the kill feed.[/p]
[p]AUDIO:[/p]
  • [p]Fixed an issue where the squadmate death sound effect could trigger for non-teammates.[/p]
[p][/p][p]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.[/p]

Battlefield 6 is taking a big swing with its Eastwood map, and it could help salve the game's biggest complaint

"It's not about size, it's how you use it," is a rather crass way to describe map design, but I firmly believe it's the reason why many of Battlefield 6's maps have left players unsatisfied. To get big map energy in smaller sandboxes, you need to nail the illusion of space. From what I've seen so far, Battlefield 6's upcoming Eastwood map is going to provide some much-needed breathing room, despite its suburban trappings. Fortunately, the Battlefield team isn't planning to rely on new additions to fix its foibles, and has today reaffirmed that it will make changes where necessary.


Read the rest of the story...


RELATED LINKS:

Best Battlefield 6 Portal codes - XP farm and bot lobby

Battlefield 6 and Redsec guides, trailers, and latest news

Battlefield 6 Season 1 release date and seasonal content

Community Update – Latest Updates Ahead of California Resistance

[p]To the Battlefield Community,

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

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


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

Latest Live Updates[/p][p]In our previous Community Update, we shared how your feedback has been guiding our work on performance, balance, and core gameplay improvements. Let’s take a look at what’s been updated so far and what’s next.[/p]
  • [p]Casual Breakthrough launched on November 1 as a more relaxed way to experience Battlefield while still earning progression and completing challenges. Featuring smaller teams and Bot support, the mode gives players room to learn, experiment, and level up weapons. We are exploring additional maps for the rotation while keeping the balance between player and bot counts, and we are also considering a similar Casual Conquest mode for the future.[/p]
  • [p]Challenge and Assignment updates went live on November 5, and we’ve already seen completion rates improve across the board. Our goal with these changes is to make daily and weekly challenges feel achievable within a few hours of focused play, while keeping certain cosmetic rewards as longer-term goals for dedicated players. We’ll continue monitoring data and feedback to make sure this balance feels right.[/p]
  • [p]Bots were reintroduced to Verified Experiences on November 6 in response to player feedback. Conquest, Breakthrough, and Rush now each support up to 12 bots, and rounds begin once 8 players have joined to maintain a balanced experience between players and Bots. Bots grant reduced XP, while player XP remains at 100%, and all challenges remain completable. PvE bots in Custom Portal Experiences were unaffected by this change.[/p]
[p]Several major issues were resolved in our November 11 Quality of Life Update. We addressed a behavior that allowed players to reach unintended areas by striking a Recon Drone with the Sledgehammer, and Lock-Guided Missiles now respond correctly to enemy countermeasures such as flares. We also fixed issues that caused weapon dispersion to behave incorrectly when transitioning from sprinting to aiming down sights or when scaling with movement speed. Dispersion now properly reflects stance and movement.

In Active Development

Coming with California Resistance (November 18)
[/p]
  • [p]Weapon Dispersion (Bloom) Fixes: We’ve made a small tuning pass that reduces how quickly dispersion and recoil build up during sustained fire. Dispersion adjustments apply to all weapons, while most also receive recoil tuning. These changes make weapons feel smoother and more consistent, especially at longer ranges where we’ve seen players engage more often. We’ll continue to monitor these updates and refine them based on gameplay data and community feedback.[/p]
  • [p]Lighting Adjustments Visibility Upgrades: We’ve made further improvements to soldier visibility, particularly when transitioning between interiors and exteriors. These updates enhance exposure balance to make enemies easier to see in varying lighting conditions. We’ll continue refining visibility and related visual effects based on player feedback.[/p]
  • [p]Challenge Clarity Updates: We’ve refined challenge descriptions and tracking to make your progress easier to understand and follow.[/p]
  • [p]Fort Lyndon in Portal: More segments of Fort Lyndon will be available in Portal for creating community experiences.[/p]
  • [p]Aim Assist Adjustments: We’ve adjusted Aim Assist to make aiming feel smoother and more predictable, helping players build stronger muscle memory. Tuning is now similar to the Open Beta experience. As a result, Infantry Aim Assist and Infantry Aim Assist Slowdown have been reset to match the new values, so try the update before making changes. Note: Infantry Aim Assist Zoom Snap settings are only active in Single Player and Portal experiences, and not in Multiplayer.[/p]
[p]Targeting the Winter Offensive Update (December 9)

In addition to the new limited-time event and new melee weapon, here’s a quick peak at a few of the other updates that are in progress for Winter Offensive:[/p]
  • [p]Vehicle Balance Pass: We’ve made an initial tuning pass to smooth out some of the biggest balance outliers between vehicles. Expect more consistent vehicle combat across the board.[/p]
  • [p]Breakthrough Mode Adjustments: Several maps in Breakthrough have been updated to improve balance and flow. For example, Sector 1 in Mirak Valley now has fewer available vehicles and adjusted capture zones to help attackers make better progress.[/p]
  • [p]Rush Mode Improvements: We’ve updated MCOM placements on Manhattan Bridge and Liberation Peak to create smoother attack routes and more engaging objectives.[/p]
[p]Under Review

We also wanted to highlight a few topics of conversation where we’re actively exploring and testing changes, but we don’t currently have confirmation on timeline for just yet.[/p]
  • [p]Map Design and Size: We have seen your comments about map size and pacing. Battlefield is at its best when maps offer different ways to play and constant action around every corner. Striking that balance is always a priority, and we are committed to a variety of map types across future Seasons. With Eastwood arriving in the California Resistance Update, we will continue monitoring existing maps and modes for targeted adjustments (like what’s planned in Winter Offensive) while also learning from community creations in Portal.[/p]
  • [p]Review of Challenges: We are reviewing challenges to better support the sandbox gameplay that sits at the core of the Battlefield experience.[/p]
  • [p]UI and Menu Improvements: We are looking into adjustments that will roll out over time, with the goal of making navigation more intuitive, from settings menus to equipping earned skins to discovering Community Experiences more easily.[/p]
  • [p]Player Stats: We are exploring expanded player stat tracking, including per-season details and other improvements.[/p]
  • [p]Social Play Improvements: We are evaluating ways to make it easier to group up with friends and resolve issues that may prevent smooth session joining.[/p]
  • [p]Hit Registration (Netcode): We are investigating improvements to hit registration. This work is closely tied to potential updates around time-to-death (TTD) and time-to-kill (TTK) consistency, as well as bugs such as sometimes dying when behind cover.[/p]
  • [p]Vehicle Ecosystem: We are reviewing the overall vehicle experience to ensure balanced combat across all-out warfare modes and map types.[/p]
[p]REDSEC[/p]
  • [p]Audio Performance: We have identified performance and memory issues that can occasionally cause sounds, such as footsteps or vehicles, to not play consistently on larger Battle Royale maps. Optimization work is underway.[/p]
  • [p]Battle Royale Solo Mode: We are reviewing Solo mode pacing and difficulty. Playing without a squad can feel punishing, and we want Solo to remain a rewarding Battlefield experience.[/p]
  • [p]Casual Battle Royale Mode: We are investigating the potential for a more accessible Battle Royale mode that keeps the core intensity but allows for a relaxed playstyle.[/p]
  • [p]Armor Plating: We are reviewing the current action time and availability for armor plating. It provides meaningful tactical choices, and we want to approach any changes carefully to maintain that balance.[/p]
  • [p]Tank Availability: We are exploring possible adjustments to tank frequency and placement within Battle Royale matches.[/p]
[p]Community Highlights[/p][p]Recently, we celebrated the spirit of connection in the Battlefield Discord with a community giveaway, where hundreds of players shared their favorite memories from past titles and how they carry that passion into Battlefield 6.
[/p][p]“A Battlefield moment that will always stay with me. When I was younger, we just moved to a new state. My dad went out and bought Battlefield 1942 that September and surprised me with it to cheer me up. We took turns playing Battlefield 1942 all summer long. We eventually got Battlefield Vietnam, then Battlefield 2 and Battlefield 2: Special Forces, and the rest was history. It was so much fun teaching him how to fly helicopters and drive tanks in that game with our friends from our clan. RIP Pops, thank you for the memories!“

“A simple but fun memory for my entry, handing the controller to my grandfather, who has sadly been gone for over a decade, and having him fire the M1 on Battlefield 1943. He loved the controller vibration with each shot and, of course, the classic ping. He was a Korean War Navy man, so he didn't serve in WW2, but said it was something he had always wished to fire in real life. He died about 4-5 months later. I think about this moment a lot and how much it meant to share a moment in my favorite franchise with my favorite person.”
[/p][p]
The stories we received, from friends reconnecting to families playing together across generations, were a powerful reminder of what makes Battlefield special. Thank you for continuing to make it more than just a game.

And to all of you sharing your favorite in-game moments and Portal Experiences, we can assure you they are making rounds across the offices and are a nonstop highlight of our day. [/p]
  • [p]WIP Grand Bazaar by Meldrada in Portal: https://x.com/BF_Portal_Hub/status/1983489745532363127[/p]
  • [p]Climb your way to the top against another team through chaos and mayhem! First team to reach the top wins! - Chaos Climb [/p]
    • [p]Play Chaos Climb today using the in-game Experience code: ZX45F[/p]
  • [p]Zombie horde survival experience on a randomly generated maze map - Zombie Maze[/p]
    • [p] Play Zombie Maze today using the in-game Experience code: z3t5b[/p]
[p]
Together, Forward[/p][p]We’re just getting started, and there’s more to come. Following the California Resistance Update on November 18, Winter Offensive arrives December 9, with Season 2 launching in early 2026. Thank you for continuing to shape the future of Battlefield with us.

We’ll see you on the Battlefield.

//The Battlefield Team[/p][p][/p][p]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.[/p][p]
[/p]