▲ 211 r/LowSodiumBattlefield+1 crossposts

BATTLEFIELD 6 UPDATE 1.4.2.0

https://preview.redd.it/67bz28wx2djh1.jpg?width=1920&format=pjpg&auto=webp&s=fa15fc44a2aed7e4984c1b7173743cc5034f28fe

On Tuesday, August 18, Game Update 1.4.2.0 goes live for Battlefield 6 and REDSEC, bringing the Top Gun event, the return of Wake Island, the expanded Tsuru Reef, two new fighter jets, the Interdictor sniper rifle, a new Crashed Carrier POI in Fort Lyndon, and new aerial experiences across Carrier Strike and Gauntlet: Fighter Sweep.

At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including improvements to vehicles, weapons, gadgets, maps and modes, UI and HUD, Portal, audio, AI, and underwater gameplay.

At 12:00 UTC, the new content in this update becomes available. Take flight in the F/A-81F Super Spectre and F-74A Seacat, fight for control of the skies in Top Gun: Carrier Strike and Gauntlet: Fighter Sweep, experience the legendary return of Wake Island, and earn new Top Gun-themed rewards through Event Challenges.

From August 18-25, Battlefield 6 will also be free to play for a limited time*, giving players access to six modes across four maps, including Tsuru Reef, Wake Island, Cairo Bazaar, and Hagental Base. Times listed may vary and are subject to change.

NEW CONTENT

Top Gun Event

Be the best of the best. Battlefield 6 joins forces with Top Gun for its biggest seasonal event yet, bringing new aerial warfare experiences across Battlefield 6 and REDSEC.

Take flight in the F/A-81F Super Spectre and F-74A Seacat, two new two-seat fighter jets built for pilots and their wingmen. Battle across the skies in Top Gun: Carrier Strike and Gauntlet: Fighter Sweep, experience the return of Wake Island, and complete new Event Challenges to earn Ace Medals, a limited-time currency that can be spent on Top Gun-themed cosmetics in the Event menu.

The event also introduces CJTF Helix, a new squad unit inspired by iconic Top Gun characters. Master the skies and prove you are the best of the best.

New Map

Wake Island: This legendary island returns. All-out warfare shatters the tranquillity of an isolated Pacific paradise as infantry, vehicles, and aircraft battle across its distinctive coastal terrain.

Defend the shoreline, demolish reinforced positions with C-4, take advantage of the offshore aircraft carrier, and maximize every move across this deceptively scenic battlefield.

Tsuru Reef Expansion

The biggest Battlefield 6 map is getting even bigger. Tsuru Reef has been expanded with playable aircraft carriers, opening new combat spaces and supporting the reimagined return of Carrier Strike.

Battle across land, sea, and air in the expanded Tsuru Reef playspace. Aircraft carriers appear as part of the environment in Conquest and Escalation, while full carrier gameplay is exclusive to Top Gun: Carrier Strike.

New Mode

Top Gun: Carrier Strike: Carrier Assault returns as a reimagined combined-arms experience where infantry, naval, and aviation squads must work together to destroy the enemy aircraft carrier.

Ground forces must break through the opposition and secure the path forward, while naval units support the assault and aviators fight for control of the skies. Victory is secured by successfully breaching and destroying the opposing carrier.

New Fort Lyndon POI

USS Grant is a US aircraft carrier that was brought down off the coast of Fort Lyndon, creating an all-new POI for Battle Royale.

Drop into this Crashed Carrier to contest a new high-value combat space. This new area features higher-value loot than standard POIs on the map and will be tagged as a High Value Zone for the first few weeks, making it easier to identify when deploying.

New REDSEC Mode

Gauntlet: Fighter Sweep: Take to the skies with your wingman in a jets-only Gauntlet experience built around high-intensity aerial combat.

Pilot the new two-seat fighter jets, eliminate rival squadrons, evade incoming anti-aircraft fire, and send the opposing team crashing down to secure the win.

New Vehicles

F/A-81F Super Spectre: Bring your wingman into battle with this two-seat Top Gun fighter jet. Built for aerial superiority and precision strikes, the Super Spectre allows pilots and co-pilots to work together to dominate the skies and attack targets below.

F-74A Seacat: Adapt to every flight and every fight with this two-seat Top Gun fighter jet. Its variable-sweep wings adjust during flight, giving pilots a distinctive aircraft built for speed, maneuverability, and aerial combat.

New Weapon

Interdictor: Take aim with the longest-range sniper rifle in Battlefield 6. Designed for extreme-distance engagements, the Interdictor gives skilled marksmen the precision needed to eliminate exposed targets, including aviators in aircraft cockpits. The Interdictor can be unlocked through the Battle Pass.

Battlefield 6 Free Trial

From August 18-25, Battlefield 6 will be free to play for a limited time.*

Fight across six modes and four maps, including Tsuru Reef, the returning Wake Island, Cairo Bazaar, and Hagental Base. Take control of the skies in Top Gun: Carrier Strike, battle across land, air, and sea, and create your next legendary Only in Battlefield moment.

Download, squad up, and play free for one week.

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Major Updates for 1.4.2.0

  • Top Gun Takes Flight: The Top Gun event arrives with the return of Wake Island, an expanded Tsuru Reef, Top Gun: Carrier Strike, Gauntlet: Fighter Sweep, the CJTF Helix squad unit, new Event Challenges, themed rewards, and a limited-time currency.
  • New Aircraft and Weaponry: Take control of the new two-seat F/A-81F Super Spectre and F-74A Seacat fighter jets alongside a wingman, or engage targets at extreme range with the new Interdictor sniper rifle.
  • Carrier Assault Returns: The iconic mode returns, reimagined as Top Gun: Carrier Strike. Land, naval, and aviation squads must work together to break through enemy lines, seize the opposing aircraft carrier, and bring it down while defending against threats across land, sea, and air.
  • Vehicle and Aerial Combat Improvements: New Airplane Control Assist offers an alternative, more approachable way to pilot airplanes, alongside improvements to jet landing gear, flight animations, projectile presentation, Patrol Boat weapons, laser designation, countermeasure interactions, vehicle audio, and underwater transitions.
  • Player, Weapon and Gadget Polish: Underwater movement and animations, weapon swapping, revive and death behaviour, weapon statistics, optics, Match Grade Ammo, lock-on launchers, Tracer Darts, Defibrillators, and the CSB IV EOD Bot have been updated for greater consistency.
  • Portal Expands with Custom Lobbies: Portal introduces Custom Lobbies for Battle Royale Quads and Conquest, alongside Tsuru Reef SDK support, Wake Island for Verified Experiences, new vehicles and assets, expanded Ring of Fire controls, improved capture point functionality, and additional creator tools.
  • REDSEC, Audio and AI Improvements: Battle Royale expands Fort Lyndon with the new Crashed Carrier POI, alongside updates to mission presentation, Victory Presentations, supply drops, scoring, subtitles, and pre-round information across Battle Royale and Gauntlet. AI also gains support for the new aircraft and boats in REDSEC, while audio improvements enhance underwater transitions, jet reactivity, vehicle radios, and objective interactions.

CHANGELOG

PLAYER:

  • A new score event has been added for forcing enemy aircraft to deploy countermeasures, providing clearer feedback and rewarding effective use of anti-aircraft gadgets.
  • Arm animations are now more consistent when swapping weapons while swimming forwards.
  • Bubble effects no longer appear unintentionally on soldiers after spawning.
  • New first-person and third-person animations have been added for swimming below the surface.
  • Players are no longer thrown from ladders if they are picked up while entering or exiting the climbing stance.
  • Soldier animation transitions now begin from the correct position, reducing unnatural blending between animations.
  • Soldier bodies now use the correct sinking animation in water.
  • Soldier bodies should now behave as intended when dying on ladders.
  • Soldiers no longer enter an unrevivable state when taking fatal external damage and drowning damage at the same time.
  • Soldiers no longer twitch when standing on an inclined surface while being struck by a wave.
  • Soldiers now float correctly when transitioning to the downed state in water instead of sinking to the bottom.
  • Spray Paint placement performance has been optimised.
  • Spray Paints no longer bleed through surfaces behind their intended placement.
  • Spray Paints now appear correctly on additional supported objects.
  • Spray placement has been improved across multiple surface types for more consistent visual presentation.
  • The death camera now rotates correctly towards the player responsible for the elimination.
  • The pen used during the revive sequence now remains correctly positioned when the player begins aiming around.
  • The Recon UAV can no longer be called in multiple times from a single use.
  • Weapon flashlights and lasers can no longer be toggled with a controller while the Pause menu is open.

VEHICLES:

  • All Jet landing gear physics have been improved, providing better control during take-off, landing, and taxiing.
  • ALM-93 Lock-Guided AA Missile projectiles no longer have unintended collision behaviour.
  • A new assisted aircraft control option makes flying more approachable by guiding the aircraft towards the centre of the camera view while automatically managing pitch, roll, and yaw.
  • Firing lock-on rockets from a Jet no longer causes unintended aircraft movement or damage.
  • First-person animations have been added when exiting a vehicle underwater.
  • Jet control surface movement has been increased for a more realistic visual response during flight.
  • Laser-designated targets are now visible while using the Patrol Boat Mortar and Deployable Mortar, allowing Recon players to coordinate fire support more effectively.
  • Naval Mine visual states on the Patrol Boat now remain synchronised for all players.
  • The AGM-88 now uses the correct projectile model after being fired.
  • The Fighter Jet’s Precision Bomb can now track laser-designated targets as intended.
  • The Su-57’s R-73 now fires the correct projectile.
  • The transition between above-water and underwater views has been improved when a player’s vehicle enters the water.
  • Vehicle splashes now continue to display correctly when viewed from further away.
  • Vehicles are no longer immobilised by mines when outside the blast radius.

RCB-90 Patrol Boat

  • The RCB-90 Patrol Boat’s Aim-Guided Missile can now correctly be diverted by flares once it enters its self-guidance phase.
  • The RCB-90 Patrol Boat’s Aim-Guided Missile now appears correctly in the Killcard.
  • The RCB-90 Patrol Boat’s Aim-Guided Missile now provides the intended lock-on warning when targeting an enemy.
  • The RCB-90 Patrol Boat can now be laser designated as intended.

GADGETS:

  • Defibrillator charges now fully replenish while swimming.
  • Missiles now react more quickly to countermeasures deployed by their target, improving the consistency of countermeasure effectiveness.
  • Supply Bags now break glass correctly when thrown through it.
  • Targets marked with a TRCRv2 Tracer Dart can now be locked onto correctly by lock-on launchers, restoring the intended interaction between the two gadgets.
  • The CSB IV EOD Bot’s Repair Tool now benefits from the Overheat Control Field Upgrade.

WEAPONS:

  • Additional presentation and attachment consistency improvements have been made to the EF88.
  • An unintended recoil modifier has been removed from VSSM barrel attachments.
  • Corrected an animation pose issue affecting the RPK-74M.
  • L115 muzzle attachment text now displays correctly.
  • Match Grade Ammo now deals the intended damage against swimming soldiers.
  • Match Grade Ammo on the M2010 ESR and SVK-8.6 no longer applies unintended damage reductions.
  • Mini Scout 50 mW Violet attachments now correctly adjust to the lower rail when used alongside larger optics.
  • Missing visual effects and material behaviour have been added to the EF88 and VSSM.
  • The BROD 3 now uses the correct zoom level with the 3.00x Thermal Sight.
  • The description for the 1/4x LPVO 5 sight now matches its intended behaviour.
  • The EF88 Canted Iron Sight icon now displays in the correct position.
  • The LMR27 no longer causes canted red dot sights and larger optics to clip into the first-person camera.
  • The NVO-228E’s left arm animation now displays correctly while reloading.
  • The VSSM 200mm Barrel now displays the correct weight value.
  • VSSM limb damage multipliers have been adjusted.
  • Sniper Rifles used by non-Recon classes now transition into aim down sights more smoothly and apply the intended aim offset immediately, reducing jitter while preserving the intended quickscoping penalty compared with Recon.

PROGRESSION:

  • Vehicle Support Destroy Assists now correctly track which weapon was used to destroy the vehicle.
  • Weapon statistics now update correctly for the EF88, BROD, and VSSM.

MAPS & MODES:

  • Collision has been improved across multiple maps to reduce cases where players could become stuck or be shot through walls.
  • Commander arrows on the Deploy Screen now animate correctly in Squad Obliteration.
  • Heavy smoke effects and level-of-detail transitions have been optimised to reduce GPU performance spikes.
  • M-COMs that are already armed when Overtime begins no longer explode immediately.
  • Out-of-bounds boundaries on Manhattan Bridge have been updated to make the intended gameplay space around Objective D accessible again.
  • Several map exploits have been closed, including unintended rooftop access on Cairo Bazaar and Manhattan Bridge.
  • Spawn points have been adjusted across Manhattan Bridge, Eastwood, Saints Quarter, Contaminated, and Siege of Cairo to prevent players from spawning inside environmental objects and to place them in more protected locations.
  • The Objective E M-COM on Railway to Golmud is now correctly aligned with the terrain in Obliteration.
  • The playable area on Cairo Bazaar has been reshaped, with additional out-of-bounds zones added to prevent access to unintended rooftops and exploitable buildings.

Hagental Base

  • Capture areas have been adjusted to prevent objectives from being captured from the sewers.
  • Players can no longer be eliminated through walls near Objective B.
  • Players no longer become stuck behind crates near Objective D.
  • Visual boundary lines for Objective A in Sector 2 have been improved in Operations and Breakthrough.

UI & HUD:

  • Aim-Guided Anti-Air Missiles on the Patrol Boat now use the correct inventory icon.
  • Attack Helicopter gunner weapons now use the correct inventory icons.
  • Custom bindings for zooming the Big Map in and out now work as intended.
  • Descriptions within the “Disruptor Training Path” now use the correct terminology.
  • Loading screen tips now appear correctly for Obliteration and Squad Obliteration
  • Lock-on launchers now display their locking UI correctly when targeting laser-designated locations.
  • Map, mode, and header information now appears correctly during the pre-game lobby and mission briefing.
  • Multiple clipping issues affecting character animations in the Loadout screen have been corrected.
  • Multiple cosmetic items now display the correct icons and information.
  • Pinging from a vehicle now places the ping where the player is aiming instead of directly in front of the vehicle.
  • Platform logos now display correctly on lobby screens.
  • Radio selection now displays only one checkmark at a time.
  • Returning to the Event menu after selecting “View Store Bundles” now navigates to the correct menu.
  • Reward presentation has been updated across the Battle Pass, Challenges, Player Card Collections, and Mastery Badges to make locked rewards and progression easier to understand.
  • Secondary weapon swap prompts in the Assault Loadout widget now display more clearly when another primary weapon is equipped in the gadget slot.
  • Store offer price tags now display details info consistently across different offer types.
  • Switching classes no longer unintentionally change the selected primary weapon.
  • Text no longer overlaps the image in the Battle Royale Quads Takeover tutorial.
  • The “Overheat Control” Training Path description has been updated to reflect the changes introduced in Season 3.
  • The Battle Pass purchase prompt now appears correctly.
  • The camera now focuses correctly on the selected decal when customising the Scout Helicopter.
  • The presentation of the final reward in the Event menu has been updated and now communicates its unlock state more clearly to the player.
  • The faction icon no longer overlaps the Career Rank icon during in-game character selection.
  • The Mastery Badges section now separates vehicles into Ground, Air, and Naval categories.
  • The muzzle attachment indicator now displays correctly when customising the SL9 with a Compensator equipped.
  • The Patrol Boat description in Loadouts has been updated for improved readability.
  • The water overlay no longer remains on screen after exiting a boat.
  • Training Grounds and information tiles have been updated to more clearly distinguish informational content from playable game modes.
  • Vehicle weapon naming, particularly for missiles, has been standardised to more clearly communicate their intended use across different vehicle types.
  • Weapon and gadget reward previews have been improved for several items in the Battle Pass and Store menus.

SETTINGS:

Dev note: We're introducing a new option that allows an indicator that represents the current amount of Dispersion (AKA Bloom/Spread) that the weapon has when aiming down sight.

When shooting while aiming down sight with an automatic weapon, you will notice that the size of that shape increases which communicates that the weapon is becoming inaccurate. When moving, you can also see how the accuracy is affected.

The intention of this option is to help players understand how Dispersion functions and to learn to improve their shooting technique with that mechanic in mind.

The option called ADS Dispersion Crosshair can be found under HUD/CROSSHAIR and is by default enabled in the firing range only but can be fully turned OFF or enabled in any multiplayer experiences.

In addition, the option comes with its own opacity slider and color picker so that you can customize the visibility of the indicator to your liking.

https://reddit.com/link/1vocwhr/video/blx8rtv33djh1/player

  • A new crosshair option has been added to visualise weapon dispersion while firing in aim down sights. Enabled by default in the Firing Range, it can also be used in other Multiplayer experiences, with colour and opacity adjustable through the HUD options.
  • Client no longer crashes when backing out of the Settings menu under certain circumstances.
  • The “Weapon FOV” setting now correctly applies when set to “Narrow” after respawning.

PORTAL:

  • A new mutator has been added to enable the Conquest version of the Aircraft Carriers on Tsuru Reef.
  • Capture point UI now appears for custom-placed capture points.
  • Creators hosting on dedicated servers can now send the Portal Log to the administrator’s client.
  • Custom Lobbies are now available through Portal as an early implementation designed primarily for organised and competitive communities. Available for Battle Royale Quads and Conquest, hosts can assign players to specific teams, select compatible maps, and enable Spectating. Both Custom Lobbies and Spectating remain works in progress, with Spectating in particular currently subject to more noticeable limitations and reliability issues.
  • Network messaging performance has been improved when running more than 1,000 looping OverTime actions.
  • Updated the behavior of the Height property on Combat Area linked volumes. Combat Areas with a non-zero Height now correctly treat players as out of bounds when they move above or below the defined volume. If your experience relies on infinite vertical bounds, set Height to 0 or adjust the Combat Area's placement accordingly.
  • Out-of-bounds tracking has been improved for different HQ and sector combinations.
  • Placeholder icons and names have been updated in the Portal Web App for Mobile Redeploy, GRT-CPS, XFGM-6D, M121 A2, AH-6 Little Bird, MD-350, Weapon Drop, and Mortar Strike.
  • Spawning an interactable object twice in the same location no longer causes the game to crash.
  • The “CapturePoint” asset now includes the “ActiveProxy” property.
  • The Delete key can now be used with Blockly subroutines.
  • The “HQ_PlayerSpawner” asset now includes the “PerformSafeSpawnChecks” property.
  • The “Modbuilder_FX_Crashsite_PalmMexican_Fire_01” asset now includes the “ObjId” property.
  • The “RingOfFire” asset now includes the "ColorMultiply" property.
  • The “VEH_Stationary_AutomaticAA” asset now includes the “FlagFriendlyAircraft”, “FriendlyLingerTime”, “FlagEnemyAircraft”, “EnemyLingerTime”, and “OnlyEngageOwnedTargets” properties.
  • The EOD Bot Arm melee weapon has been added to Portal and can be equipped using “mod.AddEquipment(player, mod.Gadgets.Melee_EOD_Bot_Arm)”.
  • The Portal Ring of Fire no longer displays a white line pointing towards its centre while the ring is hidden.
  • The Portal Ring of Fire now includes the “TargetRingLookAhead” variable, allowing creators to set how many seconds ahead the prediction ring displays its future position to players.
  • The RCB-90, F/A-81F Super Spectre, and F74A Seacat have been added to the Portal SDK.
  • Tsuru Reef has been added to the Portal SDK for Custom Experiences.
  • Wake Island has been added to Verified Experiences.

ViperStudioAndy’s Custom Conquest template has been updated to V12:

  • Added configurable Random Day/Night percentages.
  • Improved Custom AI behavior and added scoreboard tracking.
  • Updated maps for 1.4.2.0.
  • Updated to use the official ticket UI, with a new end screen and optional timer UI.

ViperStudioAndy’s Custom Breakthrough template  has been updated to V3:

  • Added a Breakthrough prefab with 5 sectors and up to 3 objectives per sector.
  • Added a new End Game camera and invisible wall Area Trigger.
  • Added Gas Mask and Night Vision Goggles player toggles.
  • Added Night Mode and Random Day/Night toggles, including a configurable night spawn chance.
  • Added voice-over for capture point events.
  • Air Combat now uses the default Surrounding Combat Area logic.
  • Bots now equip flashlights during night matches (except Recon).
  • Capture Points are now automatically assigned to Team 2, and retreating enemies are pinged.
  • HQs can now be linked to sectors, with team colors managed automatically.
  • Improved capture UI performance, player UI handling, and reduced UI flickering.
  • Improved Custom AI spawning, behavior, and compatibility with default AI.

AUDIO:

  • APC interior audio has been corrected.
  • Bomb-planting audio now stops correctly when the interaction is cancelled.
  • First-person sound effects have been added when a player’s vehicle enters the water.
  • Jet audio is now more reactive in both cockpit and exterior views, with enhanced airframe strain under g-force, dynamic wind that responds to flight manoeuvres, and additional afterburner audio.
  • Jets impacting water now play their sound effects as intended.
  • Underwater audio behaviour has been polished, with smoother transitions when moving between above-water and underwater states.
  • Urgency music timing has been corrected for Team Death Match, Squad Death Match, King of the Hill, and Domination.
  • Vehicle radio music is now more audible in third-person for players inside a vehicle with the radio enabled.

AI:

  • Bot soldiers now prioritise nearby vehicles over swimming from their HQ when travelling to nearby objectives.

REDSEC

NEW POI:

The battle on Fort Lyndon reaches the shoreline with USS Grant, a newly added Crashed Carrier POI for Battle Royale. This downed US aircraft carrier opens up a new coastal combat space where squads can drop in and contest the deck.

USS Grant offers higher-value loot than standard POIs, giving squads another reason to target the coastline early. For the first few weeks after launch, it will also be marked as a High Value Zone to make it easier to spot when deploying.

PLAYER:

  • Supply Drops now fall through the air in the correct orientation.

MAP:

  • A Weapon Cache at the Golf Course has been moved to prevent players from becoming trapped between a wall and an opened Safe.

MODES:

  • Tank eliminations in Gauntlet: Rodeo now award the correct number of points.
  • The Bradley tank now spawns correctly in the Gauntlet: Rodeo mission.

UI & HUD:

  • A mode-specific tutorial has been added for Battle Royale Solos.
  • Battle Royale mission HUD widgets are now correctly aligned and no longer overlap.
  • Character appearances in the Victory Presentation extraction cinematic for Battle Royale now correctly match each squad member’s Player Card and Stat Highlights.
  • Custom Weapon Drops have been adjusted to now display their interaction prompt within the intended viewing range and angle, and correctly deform the terrain when they land.
  • Mode Details for Gauntlet and Battle Royale can now be viewed from the pre-round lobby.
  • Rank Discrepancy warnings no longer appear on non-Ranked playlists.
  • RP earned in the previous match no longer briefly appears on the HUD at the start of the next Rookie match.
  • Subtitles now continue to appear correctly after dying in Gauntlet.
  • The Big Map now displays 3D building overlays correctly during the Battle Royale insertion phase.
  • The incorrect “Enemy squad locations compromised” notification no longer appears after performing a takedown in Battle Royale Solos.
  • The Repair Tool requirement prompt on Safes no longer appears through walls.
  • Unlock criteria text has been corrected for the “S3 Ranked Elite” and “S3 Eliminator” Weapon Charms.

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 and all game updates. Includes optional in-game purchases. Limited time offer. Conditions and restrictions apply. See https://www.ea.com/games/battlefield/battlefield-6/game-disclaimers for details.

reddit.com
u/Wardacus16 — 5 days ago
▲ 81 r/LowSodiumBattlefield+1 crossposts

[BFComms] Playlist Update: Matchmaking, Custom Search, and What's Next

We've seen your feedback on the recent playlist changes and understand the concerns around matchmaking, missing modes, and changes to Custom Search.

The recent playlist adjustments weren't made lightly. Our goal is to improve matchmaking quality by focusing players into the playlists seeing the most activity, creating more consistent matches that fill, and getting our players into the action faster. While this means some playlists are no longer always available, the intent is to create more consistent matches across Battlefield 6.

We've also seen questions about why certain Custom Search options disappeared. The current system requires Custom Search filters to be tied directly to active playlists. As a result, when a playlist is rotated out, its corresponding Custom Search options are also temporarily unavailable.

We recognize that some of the affected modes are community favorites, regardless of how often they're played. We want those experiences to remain part of Battlefield 6, and we're continuing to explore the best ways to bring them into matchmaking while expanding longer-term options like Portal Verified modes and the Server Browser.

As part of next week's rotation, King of the Hill will return as part of an active playlist and will show up in Custom Search. We're also bringing back Operation Augur from Season 2 for one week now that the remaining issues affecting it have been resolved.

Thank you for continuing to share your feedback. We're closely monitoring the impact of these playlist changes and will continue making adjustments where they're needed. We'll keep you updated as we have more to share.

reddit.com
u/Wardacus16 — 12 days ago
▲ 235 r/LowSodiumBattlefield+1 crossposts

Battlefield 6 - Community Update - What’s Coming in the Final Phase of Season 3

  • Gameplay Improvements
    • Gunplay Changes
    • Vehicle Updates
    • Front End Improvements
  • New Content
    • Tactical Obliteration
    • Wet Work Event
  • REDSEC
    • Battle Royale
    • Battle Royale Solos
    • Ranked Battle Royale
  • Portal
  • More to Come

Hey everyone,

https://preview.redd.it/fv85apdzyw7h1.jpg?width=1920&format=pjpg&auto=webp&s=a31d84fa84e6c86c2f2c45aeea6c8513a0e394c8

Since the launch of the Blastpoint Update, we’ve loved seeing the community jump into the new content and experience a whole new chaos within Battlefield 6.

From the return of Obliteration to the fight for control across Cairo Bazaar, Blastpoint has delivered plenty of memorable moments, clutch plays, and feedback for the teams to dig into. We are continuing to work towards improving the game, with updates to gunplay, vehicles, and more coming your way in the last phase of Season 3 on June 30.

Gameplay Improvements

Gunplay Changes

We’re making a broader set of gunplay improvements with the next content update, focused on making infantry combat feel more consistent, readable, and rewarding to master.

These updates enhance several key areas of gunplay, including recoil behavior, dispersion, weapon handling, limb-modifier tuning, bullet velocity, drag, and more. The goal is to further reward good aim, recoil control, shooting technique, and weapon knowledge.

We’re also continuing work on related combat improvements, including soldier visibility and netcode updates that support more consistent moment-to-moment combat readability.

There’s a lot to cover here, so we’ll be sharing a dedicated deep dive into all the changes in a later post. That piece will walk through the design intent behind these changes, what we’re adjusting, and how we expect them to shape combat moving forward.

Vehicle Updates

We’re making a set of vehicle balance updates aimed at improving combat flow across armor, air, anti-air, and infantry counterplay.

Thermal Smoke will be less effective at mitigating incoming damage and will no longer remove C4 when activated. RPG damage is also receiving a slight increase against tanks and helicopters, giving infantry a bit more pressure against vehicle targets.

Additional vehicle tuning includes updates to IFV weapons, Attack Helicopter rockets, Mobile Anti-Air ammo, and more. Full details for all vehicle balance changes will be shared in the upcoming Update Notes.

Automated Anti-Air behavior is also being updated. The AA Station was giving land vehicles too much protection near spawn, which could encourage frustrating spawn camping. To combat this, it is being updated to shoot down fewer projectile types and will no longer retaliate for damage dealt to land vehicles. Retaliation behavior will also time out after 20 seconds instead of continuing indefinitely.

Front End Improvements

New Clear Orange Dots Button

https://preview.redd.it/v0cewpjzyw7h1.png?width=2048&format=png&auto=webp&s=e4d496ba1148678bf7c76913b26ea55a7d131696

Building on adjustments made in the Blastpoint Update that addressed “New” Markers reappearing too frequently on previously viewed content, we’re adding a new “Mark All Seen” button to several front-end scenes.

This button will allow players to quickly clear all markers in the following sections respectively:

  • Loadouts
  • Battle Pass
  • Store
  • Profile
  • Challenges
  • Play

We’re continuing to improve these markers so they remain a useful way to discover new content without becoming noise.

New Event Menu

We’re introducing a new Event Menu alongside the new event, Wet Work, which we dig into more in a later section.

This new menu will bring event challenges and rewards together in one place, making it easier to see what’s available, what you can earn, and how to unlock it. The menu will also connect players to relevant Event Modes and Event Store Bundles.

The goal is simple: fewer clicks, clearer rewards, and a better overview of each active event.

XP Booster Quality-of-Life Update

We’re also improving how XP Boosters interact with Match Bonus XP.

Previously, if an XP Booster expired before the end of a match, it could miss out on applying to the Match Bonus awarded at the end of that round.

With this update, XP Boosters will provide a partial XP multiplier to Match Bonus based on the amount of time they were active during the match, even if the booster expires before the match ends.

New Content

Tactical Obliteration

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We’re adding Tactical Obliteration, a smaller, infantry-focused variant following our addition of Obliteration in the Blastpoint Update.

Obliteration has been at its best when the whole lobby is laser focused on the objective, creating a fast, chaotic fight where every push can swing the match. Tactical Obliteration keeps that same objective-driven core, but brings it into a tighter format built around infantry combat, flanking, coordinated attacks, and M-COM counterplay.

In this mode, teams need to destroy two of the enemy’s three M-COMs to win, with shorter match timing, no vehicles, and focused layouts that give squads more room to cut off the Bomb Carrier, set traps around objectives, regroup, and support teammates between pushes.

Tactical Obliteration will be available on four maps at launch: Cairo Bazaar, Iberian Offensive, Empire State, and Siege of Cairo. We’re excited to see the chaos this brings to the Battlefield experience.

Wet Work Event

The Wet Work Event arrives with Season 3’s High-Value Target Update, bringing a new contract-focused experience across Multiplayer and REDSEC.

During the event, players can pick up Contracts dropped by eliminated enemies and complete mid-match objectives ranging from eliminations and looting Chests to capturing objectives or staying alive.

Whether you’re hunting targets in REDSEC or pushing objectives in Multiplayer, Wet Work is all about taking the contract, staying alive, and finishing the job. We’ll dive deeper into the details of this event in a later post.

REDSEC

Battle Royale

Casual Battle Royale
Some of you have been asking for a more casual experience, so we’re bringing Casual Battle Royale, a mode designed for those chill game nights.

This mode will include bots to help create more manageable combat engagements, smoother match flow, and a more approachable environment for players learning the mode, trying new classes and loadouts, or warming up before higher-stakes matches.

Bots are designed to support the overall pacing of the match while still keeping the focus on player-driven encounters. We’ll continue improving their behavior over time and will be watching closely to make sure they support the experience without taking away from what makes Battle Royale exciting. More details on this mode are coming soon.

Chest Resetting
We’re making an update to help address loot scarcity during the middle phase of Battle Royale matches.

When Second Chance is disabled globally in a match, normal Armory Crates, Class Armory Crates, and Tactical Armory Crates will reset and become lootable again.

This means already opened crates can repopulate with items during the mid-game, giving players more opportunities to recover, rearm, and stay in the fight.

New Recon Training Path

We’re adding a new Recon Training Path called “Disruptor” into BR, which is focused on disruption, counter-intel, and shutting down enemy tools.

This Training Path brings two gadgets to BR for the first time: the Hardware Suppression System and the Handheld Jammer. The Hardware Suppression System gives Recon players a defensive option for protecting their squad from nearby electronic and explosive gadgets, with one of its Field Upgrades expanding that utility by allowing it to shoot down enemy UAV call-ins.

The Handheld Jammer gives Recon a more active disruption tool for close-range counter-gadget play. When activated, it can temporarily disrupt enemy equipment within range, creating openings for your squad to push or reposition.

Together, these gadgets give Recon players more ways to deny enemy intel and disrupt gadget-heavy setups, while rewarding smart positioning and timing.

Headhunter Mission Disabled
As a quick follow-up, the Headhunter mission remains disabled in all Battle Royale modes while we continue to fine-tune the experience based on your feedback. We appreciate you helping us shape the mode, and we’re continuing to listen to your thoughts as we work to get it right.

Battle Royale Solos

Since the launch of Battle Royale Solos, we’ve been monitoring your feedback and how the mode is playing in live matches.

One early adjustment we made was removing the Traverser Mark 2 from Solos while we review its impact on match balance and the overall experience. Solos has its own pace and pressure compared to squad play, and we wanted to make sure the tools available in the mode supported that experience.

We’ll continue monitoring gameplay, listening to your feedback, and making further adjustments where needed.

Ranked Battle Royale

The current Ranked Battle Royale season will end on July 14, one week before Season 3 concludes.

Your end-of-season rank will help determine your starting rank when Season 4 begins, as well as the rewards you’ll receive for your performance this season. We’ll share more details on the Ranked Battle Royale season transition, timing, and rewards in a later post.

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Portal

Cairo Bazaar
Players will be able to create Custom Cairo Bazaar experiences. This smaller map, which focuses on infantry gameplay with limited ground vehicles, is inspired by a Battlefield 3 classic, Grand Bazaar, and we can’t wait to see what the community builds!

Obliteration
The iconic Battlefield 4 Multiplayer experience returns with a new epic evolution, now available in Verified Portal starting June 30.

Obliteration is a battle to destroy enemy M-COMs (Military Communications) using bombs placed neutrally on each map. Both sides must risk everything to get the bomb, escort their carrier to the detonation site, and obliterate the enemy.

Tactical Obliteration
The classic Obliteration mode emphasizes individual squad play through an 8v8 grudge match, available in Verified Portal on June 30.

This competitive, high-stakes experience is meant for squads who mastered coordinated objective play. With only one other squad to rely on, how will your squad step up and blow away the competition?

Squad Deathmatch
Grab a gun and squad up for a fast-paced, close-quarters deathmatch, available in Verified Portal on June 30.

Four squads compete for victory with one simple objective: First to reach the kill target wins.

Team Deathmatch
Pure infantry-focused, high-intensity combat, available in Verified Portal on June 30.

In TDM, the only objective is to take out the enemy. Most kills wins.

Moving Platforms
MovingPlatform is an asset type that drastically improves player interaction with a moving physics body.

One major advantage of the Moving Platform system is that players will no longer experience excessive jittering while riding platforms, allowing gameplay elements such as jump puzzles to feel much smoother and more reliable.

You'll also have control over how your platforms behave through the functions we're providing. Move them up, down, left, or right, or get more creative by having them follow custom paths, including orbital movement.

Vehicle Impulse Function
Vehicle impulse functions enable creators to simulate physics through Blockly or TypeScript in Battlefield 6 and REDSEC.

Physics impulses apply impulse directly to a single vehicle or vehicles in an area, similar to an explosion, with optional damage settings. These impulses can be triggered by proximity (with adjustable range), timers (set on placement or activation), or interactive triggers like volumes, pressure plates, or tripwires.

Bellum1988's Operation Metro
We're bringing Bellum1988’s custom Operation Metro map to the Portal SDK and map rotation, built using the Empire State (Aftermath) map and assets. This gives players access to a popular community-made map that they can explore, customize, and use as a foundation for new creations. This map will also feature baked lighting, delivering higher-quality lighting and visual fidelity.

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More to Come

We’ve seen a notable improvement in balance following recent changes to experiences like Eastwood Escalation, and we want to thank everyone who has continued sharing feedback.

Battlefield is at its best when we’re building it together with you. Your feedback helps us understand where the experience is landing well, where we need to take another look, and where future improvements can make the biggest difference.

Please continue to share any issues on our EA forums. Join the community on the Battlefield Discord 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.

reddit.com
u/Wardacus16 — 2 months ago