[BFComms] Additional Matchmaking Backend Changes

We have now made additional changes to the matchmaking update we performed last week. This should improve the situation where players experienced an excess of bots in their lobbies when enough players are queuing for matches. Please keep in mind that limiting your matchmaking searches to only a few maps and modes might prevent you from experiencing persistent lobbies if your choices are too limited. We'll keep you posted as we make progress.

Thanks for your feedback after the changes, it's been very helpful!

reddit.com
u/battlefield — 8 days ago

Battlefield 6 - Anticheat Metrics - August

https://preview.redd.it/5avsaul042th1.jpg?width=1920&format=pjpg&auto=webp&s=c2837133b4855cbcb9529bb15c84747b4021190b

Hey Soldier,

August and Season 4 were well on their way. With the launch of Naval Combat, new vehicles and ways to play, there come opportunities for bad-actors to try to use them for malicious purposes. 

In the previous July update, MIR ended at 4.76% and has stabilized to 4.64% at the start of August.

Refer to our January update, where we discussed how the MIR updates to understand how and why these shifts occur in more detail.

August: Results & Impact

Match Infection Rate: The percentage of matches across the title that were negatively impacted by at least one cheater. This includes all suspected cheaters you've reported, even those we might not have enough evidence to enforce against.

From the end of July, MIR started at 4.64%. This continued to steadily decline as low as 2.89% on August 25th, and then began to see an increase to 3.24% at the end of August on the 31st as of this update.

Through August, EA Javelin Anti-Cheat prevented 327,756 attempts to cheat or tamper with the game before they could impact matches. We are presently still tracking a total of 110 (+6) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 105 (+5) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (95.45%). In case you missed it, we also took the fight against cheaters outside of the game, and you can read more about it in our previous blog. 

Keep it fair out there - see you on the Battlefield.
BF_SledgeHammer

reddit.com
u/battlefield — 13 days ago

[BFComms] Match & Lobby Continuity Change

Over the next few days, you might start seeing more familiar faces across consecutive matches.

We’re testing some backend matchmaking tweaks designed to keep more players together between rounds whenever conditions allow.

We expect this to be more noticeable in the official playlists where everyone shares the same map and mode rotation.

As part of this, the team is aware of a small error message displaying at the bottom right of the screen when joining a match. Gameplay and matchmaking remain unaffected while the team works on a fix.

Because this is an active test, we’ll be monitoring matchmaking health and lobby balance closely, and may dial things back or pause adjustments if needed.

Drop into a few rounds and let us know how your games feel.

reddit.com
u/battlefield — 13 days ago

[BFComms] Anti-Air Below Radar Clarification

Today's blog incorrectly stated that we are removing Below Radar for the SLM-93A and Igla launchers.

This was a miscommunication. While we tested this adjustment in Battlefield Labs, it only partly met our design goals. Based on test results and player feedback, we decided to not go live with this change at the launch of Season 5.

Both launchers will retain Below Radar functionality while we continue to look into potential design tweaks and balance around MANPADS, Below Radar, and air vehicles.

Thank you for all your feedback and we're excited to see you in Vegas!

reddit.com
u/battlefield — 15 days ago
▲ 76 r/PilotsofBattlefield+1 crossposts

[BFComms] Anti-Air Below Radar Clarification

Today's blog incorrectly stated that we are removing Below Radar for the SLM-93A and Igla launchers.

This was a miscommunication. While we tested this adjustment in Battlefield Labs, it only partly met our design goals. Based on test results and player feedback, we decided to not go live with this change at the launch of Season 5.

Both launchers will retain Below Radar functionality while we continue to look into potential design tweaks and balance around MANPADS, Below Radar, and air vehicles.

Thank you for all your feedback and we're excited to see you in Vegas!

reddit.com
u/Lenny_V1 — 15 days ago

Battlefield 6 - Community Update - Siege of Vegas Incoming

Hey everyone,

https://preview.redd.it/185890k58osh1.jpg?width=1920&format=pjpg&auto=webp&s=31ca73cd944a96d23c100aa2a59f6732c2fae6ef

Season 5 is almost here, bringing new places to fight, new ways to play, and plenty of updates across Battlefield.

With three new maps taking us to Vegas across the whole season (including two ready for action right at launch), new weapons joining the arsenal, Rapid Royale arriving in REDSEC, more updates across gameplay and Portal, and Server Browser coming later in the season, there’s a lot heading your way.

Beyond the new content, we also want to use this Community Update to give you some early context on some of the changes arriving alongside Season 5, ahead of our full reveal soon to follow. That includes updates to combat, how we're approaching matchmaking and REDSEC playlist rotations, new updates for Portal, and more.

Let’s take an early look at some of what’s coming with the first phase of Season 5.

Season 5

Kicking Off with Two New Maps in the Desert

https://preview.redd.it/1iecakl58osh1.png?width=2048&format=png&auto=webp&s=c1b5de26b1b065ddffa8048fb62b75624bb598fe

These maps will deliver the latest all-out warfare experiences across diverse, dynamic combat environments designed to test every playstyle. Encounters offer a seamless variety of tactical experiences, transitioning from intense, close-quarters infantry engagements through dense interior spaces and elevated vantage points to large-scale combined arms combat. Whether pushing forward in close-range firefights or coordinating across vast terrain under contested skies filled with air and heavy vehicle combat, squads must adapt quickly to survive every theater of war. Keep an eye out for upcoming deep dives as we break down these experiences in the near future.

Gameplay Updates

Combat Experience Updates

Season 5 includes a range of balance updates across weapons, classes, vehicles, and anti-vehicle gameplay. Our focus with these changes is to create clearer roles for the tools available to each class, improve the balance between infantry and vehicles, and continue refining how different weapons perform across engagement ranges.

There’s plenty more coming this season beyond what we’re covering today. We’ll be back soon with the full reveal, including more on the new content coming throughout the season.

In the meantime, we want to dig into some of the gameplay changes and improvements arriving alongside Season 5.

Vehicle Improvements

We're continuing to refine the balance between vehicles and the tools available to counter them in Season 5, with updates aimed at creating clearer strengths and weaknesses on both sides of an encounter.

Armored vehicles are receiving adjustments to health regeneration, directional damage, and weak spots, making positioning and where you hit a vehicle more important. Anti-air options are also being adjusted, including the removal of Below Radar for the SLM-93A and Igla, improvements to Mobile and Stationary AA cannons, and changes to Scout Helicopter rockets and their resupply timing.

We're also refining vehicle loadouts to give weapons and ammunition clearer roles, alongside updates to aim-guided missiles and anti-vehicle tools such as the M15 AV Mine and the PTKM-1R. Air vehicle resupplies will now be vehicle-specific, with additional quality-of-life improvements to visibility when using High-Velocity Shells.

Together, these changes are aimed at creating more consistent vehicle combat while making positioning, loadout choices, and counterplay more meaningful.

Updates in REDSEC

Season 5 brings some changes to our REDSEC playlists, including the arrival of Rapid Royale Solos, updates to our mode rotations, and additional improvements to the Battle Royale experience.

Additionally, the Phantom Program in REDSEC is staying active beyond Season 4, giving you and your squad more time to tackle those challenges.

Rapid Royale Arrives in Season 5

At the start of Season 5, Rapid Royale Solos will join REDSEC, offering a faster-paced take on the Battle Royale experience.

Rapid Royale is designed to get you into the action quickly, with a more condensed Battle Royale experience built around faster matches and more frequent engagements. Some of you may also recognize elements of Rapid Royale from testing through Battlefield Labs, where your participation helped us evaluate and refine the experience ahead of its Season 5 release.

With Rapid Royale joining the lineup, we're also making some changes to the modes available at the start of the Season. We’ll share more details closer to the release.

What's Changing in Season 5?

With Rapid Royale Solos and Trios releasing in Season 5, we’re also making some changes to the modes available through matchmaking.

Following our testing in Battlefield Labs, we’re confident in the experience Rapid Royale brings to REDSEC and the faster-paced take on Battle Royale it offers. With its launch, we want to give Rapid Royale the best opportunity to deliver that experience with healthy matchmaking, consistently filled matches, and plenty of players jumping into the action together. That means prioritizing Rapid Royale as we head into Season 5 and making some adjustments to the existing lineup.

At the start of Season 5, the current rotation between Battle Royale Solos and Duos will end. We understand Duos is an important way many of you play REDSEC, and we're currently planning for Battle Royale Duos to return later in Season 5.

Soon, we'll share more about our plans for REDSEC rotations moving forward. Our current direction is for Rapid Royale Solos and Battle Royale Duos to rotate, but we'll continue looking at matchmaking data and the overall player experience before finalizing those plans.

An Update on Gauntlet and REDSEC Rotations

We've enjoyed seeing players jump into Gauntlet and compete through its unique round-based experience since REDSEC launched. We’re proud of what the team created with Gauntlet and the different kinds of competitive experience it brought to Battlefield.

At the same time, we want to be transparent that Gauntlet currently represents a much smaller portion of REDSEC play, which can make it increasingly difficult to consistently find and fill matches, particularly in smaller regions or in regions with a smaller Gauntlet population.

With Season 5, we're prioritizing Rapid Royale Solos and will be removing Gauntlet from the active playlist lineup.

This decision allows us to provide healthier matchmaking, more consistently filled matches, and shorter queue times in REDSEC. While Gauntlet will no longer be part of the regular lineup, we're leaving the door open to its return in the future as we continue to monitor how players engage with REDSEC and adjust our playlists when it makes sense for the overall player experience.

This is part of our broader approach to matchmaking and playlist rotations. As we've discussed previously, maintaining too many active playlists can spread players across multiple queues, impacting matchmaking health and the time it takes to get into a match. Our goal with rotations is to balance the variety of ways you can play Battlefield while creating more consistent matches that fill and get you into the action faster.

Battle Royale Gameplay Updates

Beyond playlists, we're making several updates to the Battle Royale experience in Season 5.

Class Training Paths are being updated across Assault, Engineer, Support, and Recon to further define what each class brings to a squad. This includes new benefits around survivability, armor, revives, spotting, and anti-vehicle play. Armor plating will also be 20% faster across all classes.

The Battle Royale loot pool is expanding as well, with more gadgets available across Police Vans, Ambulances, and Class Crates, giving squads more tools to find as a match unfolds.

Finally, Reconnect is coming to REDSEC, allowing you to return to an active match after being disconnected and get back into the fight with your squad.

We've also recently updated Ranked matchmaking bands to better align players within their intended Rank ranges. This change is already live, but we wanted to highlight it here for anyone who may have missed it.

Weapon Improvements

We're making several adjustments to how weapons perform against armored players in Battle Royale, particularly across different engagement distances. PDWs, Carbines, Assault Rifles, and LMGs will require an additional bullet to eliminate armored targets at specific ranges, helping further distinguish where each weapon type is most effective. DMRs are also receiving additional tuning, including changes to the M39 EMR and SVDM, alongside updates to ammunition limits for DMRs and Sniper Rifles.

We're also updating the starting gadgets available to several classes. Engineer will deploy with the Repair Tool and M136 AT, Support with the Supply Pouch and Deployable Cover, and Recon with T-UGS and the Mobile Jammer. Additional gadgets are also being added to the Battle Royale loot pool, giving you more options to build out your loadout as a match unfolds.

We'll have the full weapon-by-weapon breakdown in the Season 5 update notes.

Portal Updates

Season 5 continues to expand where and how you can build in Portal, with new maps, new spaces to explore, and more environments opening up to creators.

Both of the new maps in Phase 1 are joining the Portal lineup, water support is expanding across more REDSEC and multiplayer maps, and the Crashed Carrier is making its way into the toolkit as a new POI to build around.

Whether you’re heading to the desert, the Strip, or out to sea, there’s a lot more space to make your own in Season 5.

Two New Maps

Both will be available for builders as Verified Portal Experiences at the start of Season 5, with support for Custom Experiences coming later in the season.

Staying Hydrated in Portal

We’re expanding water support across more Portal maps, giving creators more environments to build experiences that make use of water.

With Season 5, water will expand beyond Ocean Sandbox to include Sandbox and all REDSEC maps, including Complex 3, Defense Nexus, Redline Storage, Area 22B, Marina District, Downtown, Golf Course, and USS Grant.

In later updates, we're planning to expand water support across multiple Battlefield 6 multiplayer maps.

This is another step toward giving creators more flexibility when choosing where and how to build their Portal experiences.

Crashed Carrier POI Coming to Portal

The Crashed Carrier is a US aircraft carrier that was brought down off the coast of Fort Lyndon, creating an all-new POI for Battle Royale, now in Portal starting Season 5.

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.

See You in Sin City

There’s plenty more ahead for Battlefield. We’ll continue monitoring the changes arriving with the Season 5 update while working alongside your feedback and building toward what comes next.

For the latest updates, keep an eye on this subreddit and our BattlefieldComm X account. If you need to report any issues, please visit EA forums. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord.

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/battlefield — 15 days ago

Battlefield 6 - Community Update - Siege of Vegas Incoming

Hey everyone,

https://preview.redd.it/ok4n2a558osh1.jpg?width=1920&format=pjpg&auto=webp&s=ece06c40578bf9edfabbcfc6ec1f884c8abf1ea6

Season 5 is almost here, bringing new places to fight, new ways to play, and plenty of updates across Battlefield.

With three new maps taking us to Vegas across the whole season (including two ready for action right at launch), new weapons joining the arsenal, Rapid Royale arriving in REDSEC, more updates across gameplay and Portal, and Server Browser coming later in the season, there’s a lot heading your way.

Beyond the new content, we also want to use this Community Update to give you some early context on some of the changes arriving alongside Season 5, ahead of our full reveal soon to follow. That includes updates to combat, how we're approaching matchmaking and REDSEC playlist rotations, new updates for Portal, and more.

Let’s take an early look at some of what’s coming with the first phase of Season 5.

Season 5

Kicking Off with Two New Maps in the Desert

https://preview.redd.it/77q5zt958osh1.png?width=2048&format=png&auto=webp&s=b3fcba0abe673f92e308a12b709ba91e57bbcf59

These maps will deliver the latest all-out warfare experiences across diverse, dynamic combat environments designed to test every playstyle. Encounters offer a seamless variety of tactical experiences, transitioning from intense, close-quarters infantry engagements through dense interior spaces and elevated vantage points to large-scale combined arms combat. Whether pushing forward in close-range firefights or coordinating across vast terrain under contested skies filled with air and heavy vehicle combat, squads must adapt quickly to survive every theater of war. Keep an eye out for upcoming deep dives as we break down these experiences in the near future.

Gameplay Updates

Combat Experience Updates

Season 5 includes a range of balance updates across weapons, classes, vehicles, and anti-vehicle gameplay. Our focus with these changes is to create clearer roles for the tools available to each class, improve the balance between infantry and vehicles, and continue refining how different weapons perform across engagement ranges.

There’s plenty more coming this season beyond what we’re covering today. We’ll be back soon with the full reveal, including more on the new content coming throughout the season.

In the meantime, we want to dig into some of the gameplay changes and improvements arriving alongside Season 5.

Vehicle Improvements

We're continuing to refine the balance between vehicles and the tools available to counter them in Season 5, with updates aimed at creating clearer strengths and weaknesses on both sides of an encounter.

Armored vehicles are receiving adjustments to health regeneration, directional damage, and weak spots, making positioning and where you hit a vehicle more important. Anti-air options are also being adjusted, including improvements to Mobile and Stationary AA cannons, and changes to Scout Helicopter rockets and their resupply timing.

We're also refining vehicle loadouts to give weapons and ammunition clearer roles, alongside updates to aim-guided missiles and anti-vehicle tools such as the M15 AV Mine and the PTKM-1R. Air vehicle resupplies will now be vehicle-specific, with additional quality-of-life improvements to visibility when using High-Velocity Shells.

Together, these changes are aimed at creating more consistent vehicle combat while making positioning, loadout choices, and counterplay more meaningful.

Updates in REDSEC

Season 5 brings some changes to our REDSEC playlists, including the arrival of Rapid Royale Solos, updates to our mode rotations, and additional improvements to the Battle Royale experience.

Additionally, the Phantom Program in REDSEC is staying active beyond Season 4, giving you and your squad more time to tackle those challenges.

Rapid Royale Arrives in Season 5

At the start of Season 5, Rapid Royale Trios and Solos will join REDSEC, offering a faster-paced take on the Battle Royale experience.

Rapid Royale is designed to get you into the action quickly, with a more condensed Battle Royale experience built around faster matches and more frequent engagements. Some of you may also recognize elements of Rapid Royale from testing through Battlefield Labs, where your participation helped us evaluate and refine the experience ahead of its Season 5 release.

With Rapid Royale joining the lineup, we're also making some changes to the modes available at the start of the Season. We’ll share more details closer to the release.

What's Changing in Season 5?

With Rapid Royale Solos and Trios releasing in Season 5, we’re also making some changes to the modes available through matchmaking.

Following our testing in Battlefield Labs, we’re confident in the experience Rapid Royale brings to REDSEC and the faster-paced take on Battle Royale it offers. With its launch, we want to give Rapid Royale the best opportunity to deliver that experience with healthy matchmaking, consistently filled matches, and plenty of players jumping into the action together. That means prioritizing Rapid Royale as we head into Season 5 and making some adjustments to the existing lineup.

At the start of Season 5, the current rotation between Battle Royale Solos and Duos will end. We understand Duos is an important way many of you play REDSEC, and we're currently planning for Battle Royale Duos to return later in Season 5.

Soon, we'll share more about our plans for REDSEC rotations moving forward. Our current direction is for Rapid Royale Solos and Battle Royale Duos to rotate, but we'll continue looking at matchmaking data and the overall player experience before finalizing those plans.

An Update on Gauntlet and REDSEC Rotations

We've enjoyed seeing players jump into Gauntlet and compete through its unique round-based experience since REDSEC launched. We’re proud of what the team created with Gauntlet and the different kinds of competitive experience it brought to Battlefield.

At the same time, we want to be transparent that Gauntlet currently represents a much smaller portion of REDSEC play, which can make it increasingly difficult to consistently find and fill matches, particularly in smaller regions or in regions with a smaller Gauntlet population.

With Season 5, we're prioritizing Rapid Royale Solos and will be removing Gauntlet from the active playlist lineup.

This decision allows us to provide healthier matchmaking, more consistently filled matches, and shorter queue times in REDSEC. While Gauntlet will no longer be part of the regular lineup, we're leaving the door open to its return in the future as we continue to monitor how players engage with REDSEC and adjust our playlists when it makes sense for the overall player experience.

This is part of our broader approach to matchmaking and playlist rotations. As we've discussed previously, maintaining too many active playlists can spread players across multiple queues, impacting matchmaking health and the time it takes to get into a match. Our goal with rotations is to balance the variety of ways you can play Battlefield while creating more consistent matches that fill and get you into the action faster.

Battle Royale Gameplay Updates

Beyond playlists, we're making several updates to the Battle Royale experience in Season 5.

Class Training Paths are being updated across Assault, Engineer, Support, and Recon to further define what each class brings to a squad. This includes new benefits around survivability, armor, revives, spotting, and anti-vehicle play. Armor plating will also be 20% faster across all classes.

The Battle Royale loot pool is expanding as well, with more gadgets available across Police Vans, Ambulances, and Class Crates, giving squads more tools to find as a match unfolds.

Finally, Reconnect is coming to REDSEC, allowing you to return to an active match after being disconnected and get back into the fight with your squad.

We've also recently updated Ranked matchmaking bands to better align players within their intended Rank ranges. This change is already live, but we wanted to highlight it here for anyone who may have missed it.

Weapon Improvements

We're making several adjustments to how weapons perform against armored players in Battle Royale, particularly across different engagement distances. PDWs, Carbines, Assault Rifles, and LMGs will require an additional bullet to eliminate armored targets at specific ranges, helping further distinguish where each weapon type is most effective. DMRs are also receiving additional tuning, including changes to the M39 EMR and SVDM, alongside updates to ammunition limits for DMRs and Sniper Rifles.

We're also updating the starting gadgets available to several classes. Engineer will deploy with the Repair Tool and M136 AT, Support with the Supply Pouch and Deployable Cover, and Recon with T-UGS and the Mobile Jammer. Additional gadgets are also being added to the Battle Royale loot pool, giving you more options to build out your loadout as a match unfolds.

We'll have the full weapon-by-weapon breakdown in the Season 5 update notes.

Portal Updates

Season 5 continues to expand where and how you can build in Portal, with new maps, new spaces to explore, and more environments opening up to creators.

Both of the new maps in Phase 1 are joining the Portal lineup, water support is expanding across more REDSEC and multiplayer maps, and the Crashed Carrier is making its way into the toolkit as a new POI to build around.

Whether you’re heading to the desert, the Strip, or out to sea, there’s a lot more space to make your own in Season 5.

Two New Maps

Both will be available for builders as Verified Portal Experiences at the start of Season 5, with support for Custom Experiences coming later in the season.

Staying Hydrated in Portal

We’re expanding water support across more Portal maps, giving creators more environments to build experiences that make use of water.

With Season 5, water will expand beyond Ocean Sandbox to include Sandbox and all REDSEC maps, including Complex 3, Defense Nexus, Redline Storage, Area 22B, Marina District, Downtown, Golf Course, and USS Grant.

In later updates, we're planning to expand water support across multiple Battlefield 6 multiplayer maps.

This is another step toward giving creators more flexibility when choosing where and how to build their Portal experiences.

Crashed Carrier POI Coming to Portal

The Crashed Carrier is a US aircraft carrier that was brought down off the coast of Fort Lyndon, creating an all-new POI for Battle Royale, now in Portal starting Season 5.

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.

See You in Sin City

There’s plenty more ahead for Battlefield. We’ll continue monitoring the changes arriving with the Season 5 update while working alongside your feedback and building toward what comes next.

For the latest updates, keep an eye on this subreddit and our BattlefieldComm X account. If you need to report any issues, please visit EA forums. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord.

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/battlefield — 15 days ago

BATTLEFIELD 6 GAME UPDATE 1.4.3.5

https://preview.redd.it/xmognitm3hsh1.jpg?width=1920&format=pjpg&auto=webp&s=e6f361c5fcd56fb484117bcac2403918cbeee9c8

Battlefield 6 Game Update 1.4.3.5 is a smaller quality-of-life update featuring targeted fixes across menus, the HUD, social features, game modes, maps, AI behaviour, and general stability.

At 08:00 UTC tomorrow, Wednesday, September 30, players will be able to download the update across all platforms. 

Key Updates for 1.4.3.5

  • More Reliable Menus and HUD: Social information, the downed-state minimap, and End of Round navigation now behave more consistently.
  • Cleaner Match Experience: Targeted map, mode, and AI updates reduce disruptive environment issues and improve behaviour during matches.
  • PS5 and Stability Improvements: Game launch reliability, optic presentation, and Spectator mode stability have been improved.

CHANGELOG

PLAYER:

Dev Note: Based on community feedback, we’ve removed the class restrictions from the Lt. Bradley “Rooster” Bradshaw and Lt. Robert “Bob” Floyd character skins. Both can now be used with any NATO class, giving players more flexibility to use their Top Gun cosmetics across the battlefield.

  • Quitting to the main menu at End of Round no longer results in an endless loading screen.
  • Resolved a crash that could occur in Spectator mode during large-scale experiences.
  • The Bob and Rooster soldier characters and their associated skins can now be used across all Nato classes.
  • The skin icons for the Bob and Rooster soldier characters no longer display class-specific gadgets.

WEAPONS:

  • Scope edges now display at the intended thickness on PS5 for the following optics: SU-123, CCO, Ro-M, 2PRO, 3VZR, R4T, 1P86 Variable, 1p88 variable, NFX, and SSDS.

MAPS & MODES:

  • Removed two invisible barriers on Wake Island that could obstruct movement inside a bunker near Objective E.
  • The APHEI Cannon can no longer damage the carrier in Carrier Strike.

UI & HUD:

  • After backing out of a Battlefield Coins purchase, players can now navigate to the purchase button as intended.
  • Phantom Program XP Booster rewards now display the correct icons at End of Round.
  • The minimap now displays while the player is downed.

AI:

  • AI-controlled vehicles now navigate shallow water more reliably on Tsuru Reef, preventing them from becoming submerged.

REDSEC

MAP:

  • Removed a floating zipline from the elevator shaft in the Tech Campus POI.

UI & HUD:

  • Platform icons now display correctly in the Proximity Chat “Recent Interactions” menu in Battle Royale.

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/battlefield — 16 days ago

Battlefield 6 - Community Pulse Survey [Sept 23 2026]

Your feedback helps shape Battlefield.

Our latest Community Survey is now live, focused on Tidal Strike. It takes around 5 minutes to complete, with responses available on a first come, first served basis.

There are plenty of other routes, where we take in more of your comments directly rather than specific questions.

We're also reading your feedback across Reddit, BFComms on X, Discord, Battlefield Labs, and more.

Thank you for helping us improve Battlefield.

surveymonkey.com
u/battlefield — 22 days ago

[BFComms] Legacy titles maintenance

Over the coming days, we will be undergoing a series of maintenance windows for the following titles. This will consist of a period of 120 minutes of downtime across all platforms at the indicated times as our team applies necessary infrastructure updates.

  • Battlefield 1: Sept 23rd @ 9:00 AM UTC
  • Battlefield V: Sept 28th @ 9:00 AM UTC
  • Battlefield 2042: Sept 29th @ 9:00 AM UTC

We'll work to get you back into your chosen game as soon as possible.
Thank you for your patience!

reddit.com
u/battlefield — 22 days ago

[BFComms] 1.4.3.0 Known Issues and Status Roundup - September 16

With Battlefield 6 Update 1.4.3.0 now live, we wanted to give you an update on what we’re currently investigating following the patch and the additional client hotfix deployed today, September 16.

  • Missing Weapon Attachments: We’re investigating reports of missing/switching attachments since Season 4 Phase 3 went live.
  • Battle Royale Modes Matchmaking: We are continuing to investigate the underlying issue. As this doesn’t affect all players in all regions, this has been more difficult to pin down. 
  • Disabled Proximity Chat: We have disabled Proximity Chat to investigate an issue related to the feature and will provide an update once we re-enable it.
  • Minimap Issue: The underlying issue with the Minimap being invisible when downed has been found. We're working to include a fix for this in our next client update.
  • Deep Six Event Pop Up: We resolved an issue that caused the Deep Six Event information screen to pop up every time you visited the event tab. This should now only happen the first time you navigate to the tab.
  • Deep Six Event Contracts: We have identified and resolved an issue with the Deep Six Collection event contracts. We have rolled out this fix, and players should now receive contracts at the intended level.
  • Delayed In-Game Notifications: We're investigating reports of in-game notifications being delayed (scoreboard, hit indicators) and will update you once we have more information.
  • Javelin Anticheat: The Anticheat team has deployed a new Javelin version, which should now be compatible with the Windows Insider Builds that had previously not been supported.

The team is actively looking into further updates to resolve bugs currently encountered, and we’re continuing to investigate additional reports as they come in. We'll share updates as more information becomes available.

Thank you for your patience.

// The Battlefield Team

reddit.com
u/battlefield — 28 days ago

[BFComms] Small Client Hotfix for Update 1.4.3.0

We are rolling out a minor client hotfix to address a backend inconsistency following the release of Update 1.4.3.0. This focuses on system optimizations and includes no gameplay or balance changes If currently playing, you may need to reload your game to receive this update.

reddit.com
u/battlefield — 29 days ago
▲ 1.4k r/Battlefield_REDSEC+1 crossposts

Battlefield 6 - Anticheat - Taking the Fight Outside the Game

Dear Battlefield Community,

We’re excited to share a new development in our fight to keep Battlefield fair for all, particularly in regards to cheatmakers.

EA raised concerns with Collective Minds, the manufacturer of the Cronus Zen and Strike Pack hardware devices, regarding third-party tools that enable cheating in multiple EA titles. Following our engagement, EA-related content and scripts were removed from the Cronus Zen and Strike Pack public sites and Discord server. 

This positive step for our team ensures that we’re continuing to fight cheating on every available front as we work to maintain fair play across casual and competitive play. For more details, please read the official EA blog update here: https://www.ea.com/news/ea-javelin-anticheat-2026-update

We’ll see you on the Battlefield
BF_SledgeHammer

u/battlefield — 1 month ago

Battlefield 6 - Community Update - Tidal Strike

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Hey everyone,

Top Gun gave players a substantial new wave of content, particularly around air and naval warfare, and we’ve seen many of you continuing to jump in and enjoy the collaboration. As we previously shared, Carrier Strike and Fighter Sweep have been extended through the entirety of Season 4.

As we prepare for Tidal Strike, we’ve been catching up with teams across Battlefield Studios, including Gameplay Design Director Brian Torrence, Game Designer Jac Carlsson, and members of our Level Design team, to talk through the latest gameplay adjustments, combat updates, and improvements coming your way.

That work starts with some of the feedback we’ve been seeing around the balance of Breakthrough on Tsuru Reef.

Tidal Strike

Tsuru Reef Breakthrough Adjustments

We heard your ongoing feedback regarding the current state of Breakthrough on Tsuru Reef. We have been closely monitoring player discussions alongside how matches are playing out, and found that the current balance favors the defending team more heavily than intended.

Addressing this imbalance is a focus for the upcoming update. We’re making several changes designed to give Attackers more opportunities to move forward while maintaining strong defensive play:

  • Objective & Chokepoint Reworks: We are adjusting capture zone boundaries and moving some objectives across the map to help the attacking team establish a foothold and keep the fight moving.
  • Route Enhancements: We’re expanding the playable space across sectors to create additional flanking routes, including more ways to use boats to move around defensive positions.
  • Spawn & Vehicle Tweaks: Attacker and Defender spawn locations and vehicle availability are being adjusted to help improve the flow and balance of each sector.

These changes are intended to create a more balanced fight across Tsuru Reef, and we’ll share all the detailed changes in the upcoming Update Notes.

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Update on Carrier Strike

We’re aware of your feedback around spawn camping in Carrier Strike, particularly situations where teams can come under heavy pressure shortly after spawning. The team is investigating these concerns and looking at where adjustments may be needed to improve the experience.

We’ll share more as that work progresses.

Battlefield 6 One Year Anniversary

As we move through the final stretch of Battlefield 6’s first year, we’re getting ready to celebrate the journey so far.

Towards the end of September, we’re planning a two-week anniversary event with a series of challenges and rewards to earn as you play. The event will run alongside our regular playlist rotation, so you can work towards the anniversary rewards while playing.

We’ll have more details on the challenges and rewards to share closer to the celebration.

And for those of you looking for another challenge, the REDSEC Phantom Program will be waiting. Put your skills to the test as you work to uncover intel and piece together a powerful access code to find your way through Fort Lyndon’s security system. The Phantom Program will be available in Solos, Duos, and Quads whenever those playlists are active. Good luck!

Gameplay Updates

Combat Experience Updates

We’re continuing to make updates across the combat experience, including improvements to aiming clarity and several adjustments to vehicle combat.

Reticle Improvements
We’re making a broad set of improvements to reticles to improve their look, readability, and clarity while aiming. You may have already spotted some early iterations of these changes in our Top Gun trailer, and they’ll be coming to the game with this upcoming update.

Reticles have been redesigned to be cleaner and easier to read across different backgrounds. The reticle shader was adjusted to achieve a better and more prominent “glow” on applicable sights. This pass applies across all reticles, from red dot sights to high-magnification optics, with sharper visuals and more gameplay-focused designs where applicable.

We’ve also refined the sizing of many reticles, including reducing red dots and other elements that could appear larger or thicker than intended. Alongside removing unnecessary visual clutter, these changes are designed to keep your view clearer and help you focus on the information that matters when lining up a shot.

These improvements also extend to sights used on launchers and gadgets, creating a more consistent aiming experience across the Battlefield sandbox.

We’ve also seen your early feedback on the Interdictor and how it’s performing since its arrival with the Top Gun update. The design team is looking at improvements for the weapon, and we’ll share the specific changes once they’re finalized.

Vehicle Improvements
We’re making several adjustments to vehicle combat, with a focus on improving the Patrol Boat’s handling and survivability while creating a healthier balance around minigun fire.

We are reducing oversteer on the RCB-90 Patrol Boat to make it feel more predictable in motion. We’re also reducing the damage that Miniguns deal to Patrol Boats and ATPs, giving these vehicles more room to survive sustained fire. At the same time, the Little Bird’s Minigun will overheat faster, helping create a better balance between sustained aerial fire and the vehicles being targeted.

We’re also adjusting the interaction between pilots and lock-on anti-air weapons. With this update, the directional lock-on indicator for the Lock-Guided AA Missile and IGLA will no longer be shown to pilots.

We’re also keeping a close eye on the Little Bird as we continue looking at the broader balance between air vehicles and anti-air. We’re seeing the most experienced pilots continue to improve, with the top 5% of pilots averaging around three more kills per match than they did six months ago.

At the same time, our data does not currently show the Scout Helicopter as the biggest vehicle threat to players on any map, with IFVs and MBTs accounting for more player kills. Its impact also varies by environment, with the Patrol Boat among its primary threats on Tsuru Reef.

While we aren’t seeing data that suggests the Little Bird has become significantly more impactful overall, we know there’s still room for improvement. We’ll continue monitoring its performance alongside the broader air and anti-air balance and evaluating where further changes may be needed.

The goal is to make vehicle encounters feel more consistent while giving squads more opportunities to react and stay in the fight. We have some targeted changes planned for jets in the next season, and will share more once those changes are finalized.

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Updates in REDSEC

We’re also bringing several gameplay updates to REDSEC, including new ways to communicate and tools designed to help keep matches fair and engaging.

Proximity Chat
Proximity Chat opens up new ways to communicate with players around you during a match. Who you hear will depend on where they are in relation to you, with voices positioned directionally and affected by the environment around you. Walls can obstruct voices, indoor spaces can change how they sound, and vehicles are also accounted for as part of the experience.
You’ll be able to identify players speaking through Proximity Chat and have access to options to mute or report players when needed. Solo players and parties will also default to Game voice chat so they can take advantage of these interactions.
To give you more control over this experience, we've also added the following options:

  • Below the Commo Rose, you can now quickly swap channels and globally turn Proximity Chat on or off.
  • Bringing up the scoreboard in Battle Royale will show a list of recent Proximity Chat users you have heard. From there, you can easily mute, report, or block players by selecting their name via the EA Connect popup. 
  • A maximum of four players can be heard simultaneously. A UI message will alert you when this limit is reached, and other speakers will be squelched until a channel becomes free.

We are excited to bring Proximity Chat to Battlefield Battle Royale, but there is a lot we need to learn from our players, as this is a feature that needs real-world testing to tune its performance. We are looking to gather feedback directly from players as we evaluate audio range, clarity, moderation tools, and the overall impact the feature has on gameplay before expanding it further. During this testing, we may need to switch it on and off to apply fixes and improvements. Once you’ve had a chance to try it, we want to hear what works, what doesn’t, and how it changes the way you communicate on the battlefield. 

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AFK Kick and Leave Penalty
With this update, we’re introducing additional tools to address players who stop participating in matches or leave competitive experiences before they are finished.

AFK Kick is designed to identify players who have become inactive and provide a clear warning before removing them from the match. Player activity will reset the inactivity detection, and the system accounts for situations where players naturally have less control, such as spectating or waiting to redeploy.

We’re also adding the ability to report a player for being AFK through EA Connect, giving players another way to flag teammates who are not participating.

In addition, we’re introducing Leave Penalties for designated playlists. When attempting to leave one of these matches early, players will receive a warning explaining that a penalty will be applied if they continue. Players who repeatedly leave can receive escalating matchmaking restrictions for the affected playlist.

Our goal with these systems is to protect players who stay and compete while making sure the consequences for leaving or inactivity are clearly communicated.

Battlefield Labs

We are continuing our Battlefield Labs testing as we look ahead to what’s next for Season 5 and beyond.

Our upcoming session will include testing new layouts for New Sobek City and Blackwell Fields in Conquest, with a focus on creating more ways to approach and move through each map. This includes more separation between HQs, additional vertical space to support flanking, more terrain breaks, and more ways to reach rooftops and approach objectives.

We’ll also be testing a range of combat vehicle balance changes, with a focus on how air and ground vehicles interact with each other and their counters. This includes exploring the balance between aircraft and anti-air, as well as how ground vehicles, their weapons, and anti-vehicle tools perform across different combat situations. These tests will help us evaluate where further adjustments can improve the overall vehicle experience.

We’re looking forward to getting these updates into your hands and seeing what you think.

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Portal Updates

We’re continuing to expand the tools and options available to creators and players in Portal.

With this update, King of the Hill and Domination are being added as Verified Modes, giving you more ways to build and play experiences around these modes.

We’re also introducing a new Ocean Sandbox Map, giving creators an open-water starting point to build experiences from the ocean up. Alongside it, we’re expanding the water and cloud systems available in Portal, opening up more possibilities for how creators shape and customize their experiences.

We’re looking forward to seeing what you build.

More Ahead

There’s plenty more ahead for Battlefield. We’ll continue monitoring the changes arriving with the Tidal Strike update while working alongside you through Battlefield Labs as we test and build toward what comes next.

In case you missed it, our latest Seasonal Anticheat Update covers our ongoing efforts to support fair play across Battlefield, including the latest on Match Infection Rate and other improvements from the Anticheat team. You can read the full update here.

For the latest updates, keep an eye on this subreddit and our BattlefieldComm X account. If you need to report any issues, please visit EA forums. If you want to take part in Q&As, giveaways, community events, or find a squad, join the Battlefield Discord.

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/battlefield — 1 month ago

[BFComms] Ranked Battle Royale Matchmaking

Ranked Battle Royale Matchmaking

We recently made changes to the Battle Royale playlist to improve the Ranked matchmaking experience, particularly in lower-population regions. We're continuing to work on areas where the experience can still be improved.

Currently, players across a wide range of ranks can be placed into the same matches, which can make it harder to consistently deliver the competitive experience we want for Ranked.

Today, we're releasing a backend update that puts greater emphasis on finding players closer to your rank when matchmaking begins. If a match cannot be found, the search will gradually broaden over time to include a wider range of ranks, balancing competitive match quality with the time it takes to find a match.

This may mean some Ranked queues take longer, but should result in players being matched more closely by rank. If you're waiting for a match, cancelling and restarting your search will not help you find one faster. Restarting resets the search, rather than allowing it to continue broadening.

Starting today, we'll be testing these changes in the live game as part of our ongoing Battlefield Labs in Live work with Ranked Battle Royale. We'll use what we learn to continue tuning the system as we work toward a stronger Ranked experience.

reddit.com
u/battlefield — 1 month ago

BATTLEFIELD 6 UPDATE 1.4.2.5

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Battlefield 6 Game Update 1.4.2.5 is scheduled to release on September 1, bringing targeted quality-of-life fixes and reliability improvements across Battlefield 6 and REDSEC.

This small update addresses a handful of issues introduced or identified following Update 1.4.2.0, with improvements to match flow, gameplay consistency, Custom Lobby reliability, UI behavior, and stability.

Update Highlights for 1.4.2.5

  • Gadget and Vehicle Combat Improvements: Laser designation now works correctly against fighter jets in Carrier Strike, while helicopter miniguns can once again damage soldiers in the water.
  • Portal Custom Lobby Improvements: Custom Lobbies receive further reliability improvements, including resolving an issue that could prevent the “Start” tile from responding during the lobby countdown.
  • Gameplay and Mode Polish: This update also addresses issues affecting Battle Royale Quads, Gauntlet: Fighter Sweep, Support pings, the Match Trigger attachment, AI behavior, and general stability and presentation.

CHANGELOG

PLAYER:

  • Support players can now ping downed teammates correctly.
  • Players can now join a Party by accepting an invite while on the splash screen.

VEHICLES:

  • Helicopter miniguns can now damage enemy soldiers who are in the water.
  • Laser designation now works correctly on the F/A-81F Super Spectre and F-74A Seacat while playing Carrier Strike.

GADGETS:

  • Grenade warning indicators now remain at the edge of the screen when the grenade is outside the player’s view.
  • The EOD Bot Arm has been adjusted to function as a light melee weapon, providing the faster run speed benefit without the destruction capability of heavy melee weapons.

WEAPONS:

  • The Match Trigger attachment no longer affects fully automatic fire on the BROD and EF88.

UI & HUD:

  • We’ve addressed several causes of black screens after finishing a match and switching from the Event tab to the lobby. This should reduce how often the issue occurs while we continue investigating remaining occurrences.
  • Placeholder squad names and icons no longer appear during the “Top Squad” presentation at End of Round.
  • The Featured Event tab now appears correctly in the menus.

PORTAL:

  • Portal Custom Lobbies: The “Start” tile now remains responsive after opening “Lobby Settings” or the Pause menu while the lobby countdown is active.

AI:

  • AI defenders using boats in Sector 3 of Breakthrough on Wake Island no longer leave the combat area and are eliminated.

STABILITY:

  • Server performance around water has been improved by reducing unnecessary water-related processing.
  • The game no longer becomes unresponsive on Xbox Series S after returning from active Multiplayer gameplay.

REDSEC

MAP & MODES:

  • Destroying structures at the Combat Training POI no longer leaves visual artefacts.
  • Gauntlet: Fighter Sweep now correctly limits squads to two players.

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/battlefield — 1 month ago