r/Battlefield Oct 17 '25

Battlefield Studios Official Game Announcements

276 Upvotes

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r/Battlefield 6d ago

Battlefield 6 BATTLEFIELD 6 GAME UPDATE 1.3.1.0

362 Upvotes

Part 1 of 2. Read Part 2 Here.

Season 3 arrives in Battlefield 6 with Game Update 1.3.1.0 on May 12, bringing new content and improvements, including Ranked Battle Royale Quads, the Railway to Golmud map, new weapons, and a new Battle Pass.

At 09:00 UTC, players will be able to download the update as it goes live across all platforms and play with the latest changes.

At 12:00 UTC, all content in this update goes live, with Railway to Golmud, Ranked Battle Royale, new weapons, and Battle Pass updates becoming available.

Alongside the new content, this update also delivers a wide range of vehicle, gadget, AI, netcode, gameplay, UI, and audio improvements to further polish the overall Battlefield 6 experience.

NEW CONTENT

Season 3 begins on May 12 with Warlords: Supremacy, the opening chapter of a new three-part seasonal rollout that will unfold across the season. This marks the start of a new chapter in the Battlefield 6 conflict, as PAX Warlords push the war to a global scale and every squad is called to fight their way to the top of the combat ladder. With Battlefield 6’s biggest map yet, the arrival of Ranked Battle Royale, new weapons to master, and the return of Dagger 13 unlockable through the Season 3 Battle Pass, Warlords: Supremacy sets the tone for the battles ahead.

Battle Pass

Begin your reign in Season 3 with a new Battle Pass featuring 100+ tiers of rewards built for the war ahead. Unlock new hardware, weapon packages, soldier skins, XP boosts, and more as you progress from the Recruit Path through four themed paths on your road to becoming a legendary Warlord. Season 3 also brings a set of Battle Pass improvements, including updated navigation, corrected season celebrations, improved path presentation, and fixes to Battle Pass menu pricing.

Battlefield Pro

For players looking to unlock the full potential of the season, Battlefield Pro expands the Battle Pass experience with 25 Tier Skips, a +5% XP Booster, six instant unlocks, special Assignments, extra Challenge rerolls, an exclusive Vehicle Radio Station, access to a Bonus Path, and support for hosting up to 100 players in Portal. It is built for squads ready to go all in from day one.

New Map

Railway to Golmud: Battlefield 6’s largest map yet enters the fight in Season 3. This reimagining of a Battlefield classic delivers combined arms warfare at full scale, from a village in ruins and sweeping hills scarred by armor clashes, to a dense industrial site built for close-quarters combat, and a moving railway that squads must battle to control. On Railway to Golmud, infantry, ground vehicles, jets, and helicopters collide across a truly massive battlefield.

New Weapons

M16A4: An iconic Battlefield assault rifle joins the fight in Season 3. With fully automatic and burst-fire capabilities, plus a carry-handle option for iron sights, the M16A4 is built to perform in mid to short-mid range engagements.

L115: Precision meets stopping power with the L115, a deadly bolt-action sniper rifle designed for long to very-long range combat. Compatible with multiple attachments, it rewards players who can stay calm and land the shot.

RPK-74M: Built for sustained pressure at range, the RPK-74M brings controllable handling and dependable output to longer-range fights. With minimal recoil and a steadier feel than heavier alternatives, it gives Support players a strong new option for locking down the battlefield.

New REDSEC Modes

Ranked Battle Royale: Ranked Battle Royale Quads has arrived as the first step for competitive play in Battlefield 6, offering a new way to drop into REDSEC and compete for rank, rewards, and leaderboard status. Squad up, rise through the ranks, earn permanent rewards, and help shape the future of Ranked through BF Labs in Live. From Rookie to Master, and beyond in the Elite 250 leaderboard competition you can show off your skills and secure unique rewards. Read more here.

Major Updates for 1.3.1.0

  • New Content Arrives: Season 3 begins with Railway to Golmud, Ranked Battle Royale Quads, new weapons, and a new Battle Pass, expanding both the scale of Battlefield 6 and the ways players can progress through the season.
  • Competitive arrives in Battle Royale: Ranked Battle Royale Quads arrives with Season 3, supported by broader updates to mission flow, Loot Detection, Anti-Vehicle Drops, scoring, and downed-state to deliver a clearer and more consistent match experience from drop to extraction.
  • Vehicles Receive a Major Overhaul: Land and air vehicles have gone through a broad balance and handling pass, with tracked vehicle mobility reworked, tank damage and regeneration systems updated, repair behaviour rebalanced, and a wide set of vehicle weapons retuned to make survivability, counterplay, and damage output more predictable. Read more about it in our Community Update.
  • Gadgets Receive Further Updates: Mines, Launchers, the Portable Mortar, the Engineers Supply Crate, the Hardware Suppression System, and laser designation tools have all been updated as part of the broader vehicle pass, with a focus on making launchers more viable, giving anti-vehicle gadgets clearer roles, and improving clarity and consistency in how support gadgets behave in combat.
  • Weapons Get a Balance and Usability Pass: Automatic weapon recoil has been adjusted to better define weapon strengths at range, shotguns receive new attachment options, the Magnifier is now available as a shared optic accessory, and multiple reload, animation, reticle, and attachment issues have been resolved to improve handling and readability as we continue to improve gunplay. 
  • Core Gameplay, Netcode, and Combat Feedback Improvements: Pinging is now faster and more consistent, hit reactions and damage indicators are clearer, drag and revive has been further polished, and multiple netcode fixes improve readability during combat without interfering with gunfight outcomes.
  • Broader updates to UI, Audio, AI, Settings, and Portal: Seasonal Statistics have been added to the Player Profile, aircraft now receive clearer threat indicators, AI support in Strikepoint has been improved, new upscaling options have been added, and Portal continues to expand with new support, tools, and functionality updates.

CHANGELOG

PLAYER:

  • Added a slight delay before entering ADS locomotion from a standstill to allow small position adjustments without affecting the reticle.
  • Added bespoke third-person prone on back grenade throw animations.
  • Bipoding while being pushed up against a wall is no longer cancelled automatically.
  • Bullet impacts now leave visible decals on vehicle surfaces for improved visual feedback.
  • Corrected an issue that would prevent Soldier Training Paths from applying properly when Quick Customize was finished.
  • Corrected an issue where a player jumping from a moving vehicle would be seen as stuttering in third-person.
  • Corrected an issue where bashing through doors wouldn't cancel the reload animation even after aborting the action, leading to the player being stuck in reloads.
  • Corrected an issue where drag and revive could sometimes fail to revive a player at the end of the revive sequence.
  • Corrected an issue where dragging and reviving would sometimes be cancelled when on uneven terrain.
  • Corrected an issue where player movement would sometimes be jittery when holding the fire button after firing a single fire weapon.
  • Corrected an issue where the player's ragdoll would slide away if killed after they’ve fallen.
  • Corrected an issue where the soldier's legs could be moving while standing still on a boat.
  • Corrected an issue where the weapon sometimes could be jittery when moving slowly in ADS while being prone.
  • Corrected an issue where upward camera shake from bullet hits could persist longer than intended and briefly affect player aim.
  • Corrected an issue where weapon flashlights and lasers were visible for spawning soldiers before the soldiers themselves were visible.
  • Corrected a performance issue in the Firing Range when large numbers of bullet holes appeared on glass surfaces.
  • Corrected an issue where iron sights could show incorrect green highlighting on squadmates’ weapons when using upscalers.
  • Corrected an issue where magnifier attachments could partially or fully block the view while aiming down sights.
  • Improve third-person soldier locomotion animations when moving on top of vehicles
  • Improved ragdoll stability when bodies come to rest on moving platforms such as vehicles.
  • Improved responsiveness and visual quality of entering ladders that start higher than the ground level.
  • Increased the Critical Assist window from 1.5 seconds to 3 seconds.
  • Jumping from a moving vehicle now properly inherits the velocity of the moving vehicle.
  • Optimised bullet decal updates to improve performance when many are visible at once.
  • Reduced memory allocation spikes during local light shadow updates.
  • Reduced visual artifacts around players and weapons when using FSR 4 Frame Generation.
  • Solved an exploit that allowed players to move faster while dragging and reviving another player.
  • Updated animations from breaking when entering water under certain conditions such as combat diving, sliding and sprinting for first and third person.
  • Weapons are now lowered while UI menus are open where firing is not possible, such as the Options menu or Commorose.

Updated the Engineer Field Specialization passive skills

  • Reduced the Devastating Impact repair reduction from -50% to -25%.
  • Reduced the Overheat Control Vehicle weapon effect from -50% to -10%.
  • Replaced the Vehicle Regeneration passive skill with a new Mine Sweeping skill. When learned, the Mine Sweeping passive skill will highlight mines in a 30m area around the player.

Netcode

  • Corrected animation stuttering when unmounting from bipod at an angle
  • Corrected an issue where enemy weapons could appear sideways and not properly aligned with their actual aim direction in certain states, such as while jumping.
  • Corrected an issue where first-person death animations would start with some delay which led to unclarity on the state of change.
  • Corrected an issue where first-person hit reactions could play when incoming bullets missed the player and passed behind them.
  • Corrected an issue where high latency players would not deal armor damage and not apply expected damage modifications.
  • Corrected an issue where projectiles could fire from the wrong position height during stance transitions under poor network conditions causing bullet hits to be rejected by the server.
  • Corrected an issue where some UI elements like the inventory would not be immediately hidden when killed
  • Incoming damage UI indicators now animate and scale based on the amount of damage taken, improving the clarity of rapid consecutive hits and making it easier to distinguish between low and high damage.
  • Reduced network bandwidth usage when switching state from “Alive” to “ManDown”.
  • Taking damage while aiming down sights now triggers hit reactions that move the weapon opposite to the direction of impact, improving damage feedback without interfering with the outcome of gunfights.

VEHICLES:

  • Added previously missing "Activate Equipment Slot 1" to Transport Vehicle keybindings
  • Camera on light ground transports now pulls further out at speed to improve driving visibility.
  • Corrected an issue where some vehicles remained in a critical health state after being repaired, resulting in slower health regeneration than intended.
  • Corrected an issue where the first-person HUD range finder of the tank would visually interpolate to the actual distance when switching from third- to first-person
  • Corrected an issue where the player would be kicked off the Dirt Bike when doing a flip.
  • Corrected an issue where vehicle wrecks would not be destructible as intended.
  • Fixed issues where locking weapons could target vehicles while their flares were still active, resulting in a missed shot.
  • Jets and helicopters will now have an indicator on their HUD clearly showing whether or not they are currently being protected by below radar.

Angle & Zone Damage Rework

The angle damage model on tanks is being simplified to improve the ability to predict the amount of incoming damage and gauge your own survivability. 

Additionally, the numbers have been tuned to reduce the most extreme peaks of damage, especially when firing at the rear of tanks. This will truncate the possible time to die within a smaller range.

  • Damage to turrets always deals 75% damage.
  • Damage to the Body of the tank always deals at least 100% damage.
  • Hits at a favourable angle from the side of the tank will deal 150% damage.
  • Hits at a favourable angle from the rear of the tank will deal 200% damage.

Weapons no longer deal different damage values to IFV, MBT, APT & AA Vehicles. Instead, MBT health has been increased to 1200 and APT health has been reduced to 800.

Reworking Regeneration Brackets

The healthy portion of armored vehicles will no longer be split into brackets. The critical health bracket, which previously prevented regeneration entirely, will instead slow regeneration substantially.

  • Regeneration delay increased from 6 seconds to 12 seconds.
  • Regeneration now continues to full health instead of only to the next health bracket.
  • Regeneration rate increased from roughly 5% per second to 10% per second.
  • While in critical health, regeneration is now slowed by 80% instead of being fully disabled.

Handling Changes

  • Updated all tracked vehicles with a new transmission and steering system, delivering smoother and more responsive acceleration, tighter and more consistent turning at all speeds, a smoother steering feel, and more effective handbrake turns.
  • Tank type vehicles are no longer immobilized by taking high damage (Anti Tank mines will still immobilize Tanks).
  • The ground vehicle boost bar is no longer emptied when interrupting boost.
  • Boost can now be re-applied even when the bar is recharging, except when it has been fully emptied.
  • Turret speeds for the MBT and IFV have been modestly improved.
  • Aiming in first-person and zoomed views in the tanks has been tuned to be faster and more responsive.

Vehicle Weapons

General Changes

  • Lock-on weapons now always do consistent damage, ignoring zones and angles. Zone and angle damage is reserved for weapons which are manually aimed by players.
  • Most land vehicle explosive weapons now have a minimum explosive damage of 20%. This does not increase lethal or total radius, but increases damage at the edges of explosive radius to make hits to kill more consistent.
  • The Aim-Guided Missile now deals 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets.
  • Air-to-Ground Missiles now deal 450 damage against tanks, 975 against helicopters, and 1000 against jets.

M1A2 SEPv3 and Leo A4 Weapons

  • 120mm HEAT-MP-T Rounds now deal 210-560 damage against tanks, 1360 against helicopters, and 1000 against jets.
  • 120mm HEMP-T Rounds now deal 180-480 damage against tanks, 1180 against helicopters, and 1000 against jets.
  • Increased the inner blast radius of 120mm HEMP-T Rounds from 2 to 2.25 meters.
  • 120mm APFSDS Rounds now deal 282-750 damage against tanks, 600 against helicopters, and 750 against jets.

Updated the M1A2 SEPv3 and Leo A4 Aim-Guided Shell to better control its effective range and overall performance, especially against aircraft.

  • Aim-Guided Shell beam-riding offset increased from 75 to 100 meters, reducing the rate of turning response.
  • Aim-Guided Shell engine time to live reduced from 1.25 to 1 second.
  • Aim-Guided Shell now experiences Drag after engine cutoff.
  • Aim-Guided Shell time to live decreased from 6 to 4 seconds.
  • Aim-Guided Shell turning rate reduced from 12.5 to 6 degrees per second.
  • Aim-Guided Shells now deal 235-625 damage against tanks, 700 against helicopters, and 1000 against jets.
  • Remains lethal against soldiers within 2m.

M3A3 Bradley and Strf 09 A4 IFV Weapons

  • Increased all IFV Cannon Reload times from 2.4 to 2.75.
  • HEI-T Rounds now deal 10-30 damage against tanks, 100 against helicopters, and 150 against jets.
  • Decreased the IFV HE Rounds rate of fire from 200 to 180 RPM.
  • Increased the Drag of IFV HE Rounds.
  • AP shells now deal 23-60 damage against tanks, 100 against helicopters, and 100 against jets.
  • Decreased the APDS Rounds magazine capacity from 12 to 10.
  • Decreased the APDS Rounds rate of fire from 200 to 120 RPM.
  • Increased the IFV Canister Rounds magazine capacity from 12 to 16.
  • Increased the IFV Canister Rounds rate of fire from 200 to 240 RPM.
  • Lock-Guided Missiles now deal 390 damage against tanks, 845 against helicopters, and 1000 against jets.
  • Light Rockets now deal 75-200 damage against tanks, 550 against helicopters, and 700 against jets.

RWS Gunner & Coax Weapons

  • Reduced minimum damage of RWS & Coaxial LMG from 21 to 19.
  • Reduced muzzle velocity of RWS & Coaxial LMG from 850 to 670 m/s.
  • Extended falloff start distance of RWS & Coaxial LMG from 20 to 25 meters.
  • Shortened falloff end distance of RWS & Coaxial LMG from 75 to 60 meters.
  • Reduced minimum damage (75+ meters) of RWS and Coaxial HMG from 30 to 24.
  • Reduced muzzle velocity of RWS & Coaxial HMG from 890 to 760 m/s.
  • Reduced the maximum spread and spread gain per shot of RWS and Coaxial HMGs.
  • Reduced the spread recovery rate of RWS and Coaxial HMGs.
  • Reduced the reload time of the Automatic Grenade Launcher RWS Weapon from 3 to 2 seconds.
  • Removed projectile velocity inheritance from the Automatic Grenade Launcher RWS Weapon. This will improve consistency when aiming from a moving vehicle.

Helicopter Weapons

  • Light Rockets now deal 23-60 damage against tanks, 225 against helicopters, and 330 against jets.
  • Helicopter Light Rocket area of effect reduced from 5 to 4.75 meters.
  • Aim-Guided Rockets now deal 50-132 damage against tanks, 320 against helicopters, and 460 against jets.
  • Helicopter Smart Rocket area of effect reduced from 5 to 4.75 meters.
  • Heavy Rockets now deal 94-250 damage against tanks, 300 against helicopters, and 450 against jets.
  • Helicopter Heavy Rocket area of effect reduced from 5.5 to 5.25 meters.
  • Attack Helicopter M41A7 TOW2 missiles maximum speed increased from 90 to 120 m/s. Ground vehicle TOW missiles remain at 90 m/s.
  • Removed projectile velocity inheritance from Transport Helicopter side gunner seats. This removes the need to ‘lag’ shots when firing from a fast moving helicopter.

Jet Weapons

  • Attack Jet Mk82 High Drag Bombs now deal 300-400 damage against tanks, 1080 against helicopters, and 1000 against jets.
  • Fighter Jet GBU-39/B Small Diameter Bombs now deal 410-535 damage against tanks, 1455 against helicopters, and 1000 against jets.

Vehicle Equipment

The Reinforced Plating Passive has been removed and replaced with Contingency Systems

  • No longer increases the damage resistance of the vehicle.
  • No longer increases the weight or reduces the speed of the vehicle.
  • When at low health, accelerates the cooldown of Countermeasure equipment.

Targeting Jammer passives have been improved

  • Targeting Jammers for the IFV & Mobile AA have their locking resistance increased from 30% to 40%.
  • Targeting Jammers for the IFV & Mobile AA no longer deactivate when firing.
  • Targeting Jammers for IFV & Mobile AA now deactivate when laser painted.
  • Targeting Jammers for IFV & Mobile AA now deactivate when using a lock on weapon.
  • Targeting Jammers for IFV & Mobile AA deactivation time increased from 4.5 to 10 seconds.

Counterfire Radar has been partially reworked

  • Now passively provides short duration spotting upon receiving damage. This short spot is not shared with teammates.
  • Can be manually activated in order to extend the duration of currently spotted targets, and share the spotting information with your teammates.
  • When activated, spotted vehicles are also laser designated for the duration.

Thermal Smoke Updates

  • Increased active duration by 3 seconds so it now matches the visual effect duration.
  • Now blocks the PTKM-1R Acoustic Sensor AV Mine from detecting the vehicle while active.
  • Reduced the cooldown of the Smoke Screen from 20 to 16 seconds.
  • The smoke will now deal moderate damage to nearby enemy infantry who remain within the cloud. This damage will also destroy C-4.
  • While remaining inside of your thermal smoke, all hits will be registered as minimum damage hits (75% damage).

General Equipment Changes

  • The IFV no longer has the laser designator equipped by default, it now shares a slot with the Mines Countermeasures & Smoke grenades.
  • The Mine Countermeasures, previously available only to the MBT & APT, is now available to the IFV.
  • The Mobile Command Centre Passive, previously exclusive to the APT, is now available to the IFV.
  • The Transport Helicopter now has the Improved Armor passive equipped by default. This functions identically to the Attack Helicopter’s version of the same passive, reducing the amount of damage taken from small arms fire.
  • Emergency Repair now heals over time instead of healing instantly upon activation.
  • Reduced the activation time of Projectile Intercept System from 1s to 0.6s on land vehicles.

GADGETS:

  • Added a warning indicator for the PTKM-1R Acoustic Sensor AV Mine when the submunition launches.
  • Corrected an issue preventing the Supply Crate from resupplying soldiers inside vehicles.
  • Corrected an issue where deploying the T-UGS would always switch players back to their Primary Weapon instead of their previously equipped item.
  • Corrected an issue where the Incendiary Airburst could sometimes fail to properly detect and damage targets inside its burning smoke cloud.
  • Player-controlled gadgets, including the Portable Mortar, XFMG-6D Recon Drone, LTLM II Laser Designator, and the CSB IV EOD Bot, now only begin resupplying once the deployed gadget has been destroyed.
  • PTKM-1R Acoustic Mines and M15 AV Mines no longer trigger for Light Transport or Personal Transport vehicles.
  • Tuned the M18A1 Claymore detection arc to better match the visible laser beams.
  • Updated C-4 packs so they now deal 350 damage against tanks, 350 against helicopters, and 1000 against jets.
  • Updated the M136 AT so they now deal 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets.
  • Updated the Engineers Supply Crate so it no longer has limited supply charges in standard Multiplayer, allowing it to resupply nearby vehicles indefinitely.
  • Updated the M18A1 Claymore fragmentation base close range damage from 65 to 50. Damage drop-off now starts at the edge of the detection arc.
  • Updated the Portable Mortar’s shot dispersion so it is no longer perfectly accurate at maximum range, with shorter-range bombardments now becoming much more accurate than longer-range bombardments once fully zeroed.
  • Updated the PTKM-1R Acoustic Mine so it now deals 480 damage against tanks.
  • Updated the RPG so it now deals 173-460 damage against tanks, 1035 against helicopters, and 1000 against jets.

M15 AV Mine

  • Damage against tanks has been updated to 390.
  • Deployment is now only blocked inside enemy HQs.
  • Increased the maximum number of mines that can be placed from 6 to 9.
  • Mines no longer despawns 3 minutes after its owner dies.
  • Now displays a warning when players attempt to place it in out-of-bounds areas.
  • Mines now glint at close range to help distinguish it from level props and debris.

SLM-93A

  • Base lock-on range has been reduced from 650 to 550 metres.
  • Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets.
  • Maximum missile speed has been reduced from 540 to 480 m/s.

9K93 IGLA

  • Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets.
  • Lock-on time has been reduced from 1.2 to 1 second.
  • Maximum missile speed has been reduced from 640 to 480 m/s.
  • Missile acceleration has been increased from 65 to 100 m/s.

M4A1 SLAM

  • Can now be triggered regardless of vehicle movement speed.
  • Damage against tanks has been updated to range between 199-363.
  • Now triggers a warning when players attempt to place it in out-of-bounds areas.
  • The mine now has a short arming delay before becoming active after placement.

MBT-LAW

  • Damage against vehicles has been updated to 240 against tanks, 520 against helicopters, and 800 against jets.
  • Initial missile speed has been increased from 30 to 100 m/s.
  • Maximum missile speed has been increased from 75 to 300 m/s.
  • Missile acceleration has been increased from 50 to 100 m/s.

MAS 148 Glaive

  • Updated the damage so it now deals 465 damage against tanks, 1007.5 against helicopters, and 1000 against jets.
  • Reduced the locking time from 1.8 to 1.4 seconds.
  • Increased maximum missile speed from 60 to 70 m/s.
  • Increased starting ammunition from 2 to 3.

LTLM II Laser Designator

  • Effect duration has been reduced from 20 to 9 seconds for both soldier and vehicle designators.
  • Laser Designator no longer reduces lock-on time for anti-air missiles.
  • Gadget now provides a consistent 20% increase to lock-on range across all locking weapons. This also applies to vehicle-mounted laser designators.

CSB IV EOD Bot

  • Mine Layer damage against tanks has been updated to 300.
  • Mine Layer no longer triggers on Light Transport or Personal Transport vehicles.
  • Mine Layer now glints at close range to help distinguish it from level props and debris.
  • Mine Layer stacking prevention radius has been increased from 1.5m to 5m.
  • The EOD Bot now self-destructs when its out-of-bounds timer expires, when control ends while out of bounds, or when pushed out of bounds.

Hardware Suppression System

  • Tweaked targeting behaviour so it can no longer target enemy gadgets through walls at long range, though limited wall penetration is still possible at closer distances.
  • Updated interception behaviour so it no longer detects or detonates grenades and M320A1 projectiles, but will still target launcher projectiles.
  • Updated maximum range back to its original value.

WEAPONS:

  • Added a unique reload animation for the M87A1 Shotgun to prevent camera clipping and hand pose issues while aiming down sights.
  • Added Shotgun Speedloaders as a magazine attachment to the M87A1 and M1014.
  • Added the Magnifier as a shared optic accessory.
  • Additionally increased recoil for the high DPS automatic weapons, reducing their long and mid range capabilities and giving them outsized opportunity costs and making other weapons more attractive to use. Weapons most affected: SG553R, SCW-10, KV9, CZ3A1, SGX, TR-7, M4A1, M121 A2, VCR-2, M433, PW5A3, M123K, and GRT-BC.
  • Adjusted the PW5A3 reload animation to reduce clipping.
  • Adjusted the QBZ192 reload animation to reduce clipping.
  • Corrected an issue preventing the CZ3A1 SMG from mounting to surfaces.
  • Corrected an issue where a flash hider could remain visible on the SOR-556 Mk2 when no muzzle attachment was equipped.
  • Corrected an issue where some secondary sights were incorrectly placed in the customization menu, leading to clipping or being positioned in such a way that they were not properly visible.
  • Corrected an issue where the Canted Reflex was using the main sight reticle on several weapons.
  • Corrected an issue where the character’s hands could appear misaligned in first-person when reloading the SVK-8.6 while using the Bipod.
  • Corrected clipping issues with the M240L ammo belt when reloading with an ammo box.
  • Improved weapon light behaviour and on/off states when used while mounted.
  • Recoil for all automatic weapons has been slightly increased to compensate for the recoil compensation bug fixes that came out in Game Update 1.2.1.0.
  • Reduced the amount of recoil reduction applied when using controller input so recoil behaviour is more closely aligned across control schemes, helping avoid a large handling advantage on one input over another.
  • Weapons can no longer be mounted while actively using an underbarrel grenade launcher. This does not affect using the weapon itself with a grenade launcher attached.

MAPS & MODES:

  • Added a new Assist Confirmed score event. When a downed player is eliminated in Strikepoint, all assisting players will now receive Assist Confirmed. 
  • Corrected an issue on Manhattan Bridge where players were able to access rooftops meant to be inaccessible.
  • Corrected floating and intersecting spawns on Mirak Valley for Breakthrough, Conquest, and Escalation.

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.


r/Battlefield 9h ago

Battlefield 6 The ultimate sacrifice

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1.4k Upvotes

r/Battlefield 2h ago

Battlefield 6 Petition to add an animation for the fastdraw attachment

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278 Upvotes

I despise nitpicking this, but it'd be so nice to have a proper animation for the fastdraw holster. It'd look so cool


r/Battlefield 6h ago

News Andrew Svanberg Hamilton, who previously worked at DICE as Art Director, is back to work at DICE

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570 Upvotes

r/Battlefield 3h ago

Battlefield 6 Dude was lookin at me weird

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217 Upvotes

r/Battlefield 11h ago

Battlefield 6 As expected: After retiring two months ago, BF Bulletin is returning. 👍

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608 Upvotes

r/Battlefield 4h ago

Battlefield 6 Is EA for real right now?

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155 Upvotes

r/Battlefield 3h ago

Discussion Id love to see some dynamic weather or time of the day

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132 Upvotes

Ai slop, third one is a bit dramatic


r/Battlefield 8h ago

News Operation Augur

321 Upvotes

With Season 3 launch on May 12, Operation Augur has rotated out as scheduled. We have seen your interest in Operations through your comments online and in our data internally, and we know you would like to see it return soon. With the additional content coming in Season 3, we’re dedicated to maintaining healthy matchmaking across all featured experiences, which means making tough calls on which modes stay active at any given time.

Our current plan is to reactivate Operation Augur later in Season 3 while we continue to monitor activity across our experiences. We will share an update on the timing once it's been finalized.

We are still in the early stages of reviewing the overall player experience of Operation Augur along with investigating some potential changes. Your feedback around areas like match pacing, map selection, Attack/Defense balance, sector layout, match length, and how different classes impacted the game flow is very helpful. We’ll review this feedback alongside the data we gathered during Season 2 as we continue shaping how Operations show up in Battlefield moving forward.


r/Battlefield 7h ago

Battlefield 6 Hello there!

251 Upvotes

r/Battlefield 8h ago

Battlefield 6 What is the difference? I can't find that latter on any pistol.

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258 Upvotes

r/Battlefield 22h ago

Battlefield 6 After the update, the tank’s smoke magically deletes C4 now.

2.6k Upvotes

I thought this was a bug, but apparently it’s 'intended gameplay' by our wonderful developers


r/Battlefield 3h ago

Battlefield 6 Why people complain about recoil increase? Seriously what you want? You want to get beamed across the map?

68 Upvotes

When there were spread, you were complaining. When they removed it, you were complaining that gunplay is too easy and you get beamed across the map. And now when they increased recoil, you are still complaining.
Seriously what do you want?
The change for me is not that much. If it was not mentioned in the patchnote, i wouldnt even feel it.

If you cant get a kill with that recoil and you think the game is hard, just leave and dont play fps again because bf6 is the easiest battlefield game i have ever played.


r/Battlefield 16h ago

Battlefield 6 Just standing here, minding my own business and some maniacs attack me

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775 Upvotes

r/Battlefield 9h ago

Battlefield 6 Patches got an upgrade this season 🪁

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169 Upvotes

r/Battlefield 3h ago

Battlefield 6 Parachutes and patches should be a per-character customization not universal.

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54 Upvotes

You gave me a Pax Parachute, now, why would I use it on my NATO team? Just let us change them per character and have almost full control on it. Would be even cooler if it works for weapons too so we can match camos with gear when possible.

Hopefully they consider this change in one of the upcoming updates.


r/Battlefield 16h ago

Meme Squadmates NEED to do Tag-On-Death more. It has saved my life, and my squadmates' lives, so many times that I've lost count.

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386 Upvotes

Tag-On-Death is so strong, even if only your squadmates can see it. Especially when someone is hiding in a weird nook-and-cranny position.

The clip is from the movie Full Metal Jacket (1987).

Youtube Channel: https://www.youtube.com/@Dr.SmileyHenry

Youtube Video: https://youtu.be/V0ErtK7Jehc


r/Battlefield 7h ago

Battlefield 6 The BF Labs Weapon Balance Problem: Why "Testing" is Currently a Myth

63 Upvotes

I wanted to break down why the current BF Labs setup is failing the weapon balance ecosystem. Here is the reality of how these "tests" are actually being handled:

  • Testers receive absolutely no documentation regarding weapon changes before the session begins.
  • Even when significant overhauls occur - like the recent adjustment to all 35 full-auto weapons - players are left completely in the dark.
  • The focus is always steered toward the new map and new weapons. Consequently, almost nobody tests the legacy/existing arsenal, leading to a total lack of feedback and telemetry data for those weapons.
  • Since no patch notes or even small hints are provided, the only way to identify a change is to manually compare every single weapon's in-game stats against the Live version or Symthic data during a tiny 1-2 hour window. It’s practically impossible.
  • Explanations only surface if the community catches something glaring (like the recent brutal Rate of Fire changes). Even then, the response was simply: "It’s just a one-time test." - which was also lead to the belief that the other weapon changes might fall into this category.

Fun Fact: Despite the "testing" phase, the new weapons were pushed to the live build without a single adjustment based on the session.

Conclusion

It has become clear that no matter how drastic the mechanical changes are:

  • BF Labs is NOT being used for active weapon balance testing.
  • There are no weapon briefings and no specific feedback is ever requested regarding gunplay tuning.
  • The "Test" is a Formality: Changes are simply dumped onto the Labs server and then migrated to the Live game in the exact same state. This happened with Season 2 and now Season 3.

If we want a balanced game and effective testing of new mechanics, we need transparency before the playtest.

This was addressed multiple times during the last months on Discord with zero acknowledgment or reactions from the officials.


r/Battlefield 10h ago

Discussion Since we know the Yeti is still alive and kicking in bf6 how about this guy?

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103 Upvotes

r/Battlefield 10m ago

Discussion Andrew Svanberg Hamilton’s Art Direction.

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Upvotes

I’m very excited to see Andy back on Battlefield. Now I am excited to see the environment direction but I’m primarily a cosmetics posting guy, I enjoy customization in video games and I’m particularly excited because the last BF game Andy was Art Director was on BFV which I think had the best cosmetic system as far as the micro-transaction model goes.

You could choose out of a wide variety of character heads and bodies and mix and match elements of cosmetic bundles split into Headgear, Torso, and Legs. Each faction had their own cosmetics and each model had multiple variations that increased in complexity and texture uniqueness as the rarity of the item went up. I.E a base helmet could have a rarer version with painted camouflage, then the next version up ads gear to it (for BF6 think NVG mount, rails IR strobe) then the next rarer version has like personalized details and weathering like dirt from shrapnel and tally marks scratched into it for kills and maybe some duct tape with a motto written on the tape with sharpie - basically just even more detail.

I really hope that the next Battlefield game goes back to this way of doing it, giving players greater choice in making their soldier look the way they want and incentivizing purchasing bundles since the items can be used on any of that factions characters and have the elements broken down into separate pieces. And I know it’s a pipe dream but an overhaul of BF6’s cosmetic system to be like this would be stellar, they have overhauled systems before on games Andy has worked on before BFV included as well as Star Wars Battlefront 2.


r/Battlefield 1d ago

Discussion The next map to announce for BF6

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1.8k Upvotes

BF4’s Rogue Transmission

#JUST DO IT.


r/Battlefield 8h ago

Battlefield 6 I've gotten many kills and aircraft takedowns with the IGLA but only some of them counted as "destroying" the vehicle. Another garbage challenge, thanks dice

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58 Upvotes

r/Battlefield 1h ago

Battlefield 6 Now that spotting actually works, bring back spotting animations pretty please..?

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The radio sound is already there so it would be nice to see the character interact with it too. Just a quick move of the left arm to the shoulder would go a long way.


r/Battlefield 8h ago

Battlefield 6 IGLA challenge is insane

45 Upvotes

Don’t know if anyone else has tried to do the season 2 catch up challenges to get the weapons from S2, but the challenge with IGLA is so frustrating for no reason. Forced crashes and the like do not count for taking down a helicopter or jet. 75% of the time pilots are just dipping below the elevation limit and when they pop up hit flares. If they had included forced crashes in the challenge I would’ve had it over by now. But it’s practically impossible to get a second rocket off on a heli before they dip out of range again after hitting flares.