[BFComms] Match Trigger Attachment Temporarily Disabled on EF88 and BROD

We've temporarily disabled the Match Trigger attachment on the EF88 and BROD while we investigate an issue affecting its intended behavior.

Our team is working on a resolution, and we'll share another update once the attachment is ready to be re-enabled.

Thank you for your patience.

reddit.com
u/battlefield — 14 hours ago

[BFComms] Grenade Indicator Visibility Issue

We're aware of an issue where grenade indicators are not sticking to the edge of the screen, making grenades beyond your field of view feel effectively "invisible".

The team is currently investigating this issue and we will share more information once we have an update on a fix.

Thank you to everyone who has been flagging this and for your patience.

reddit.com
u/battlefield — 1 day ago

[BFComms] Battlefield 6 Game Update 1.4.2.0 is now live across all platforms!

Battlefield 6 Game Update 1.4.2.0 is now live across all platforms!

Starting at 12:00 UTC, Top Gun lands in Battlefield 6 and REDSEC, bringing Top Gun: Carrier Strike, Gauntlet: Fighter Sweep, the return of Wake Island, the expanded Tsuru Reef, two new fighter jets, and the Interdictor sniper rifle.

The update also introduces new Event Challenges and Ace Medal rewards, Portal Custom Lobbies, and a broad range of gameplay improvements across Battlefield 6 and REDSEC.

Battlefield 6 will also be free to play from August 18-25.

Read the full Update Notes here: https://www.reddit.com/r/Battlefield_REDSEC/comments/1vocwel/battlefield_6_update_1420/

See you on the Battlefield.

reddit.com
u/battlefield — 1 day ago

[BFComms] Battlefield 6 Game Update 1.4.2.0 is now live across all platforms!

Battlefield 6 Game Update 1.4.2.0 is now live across all platforms!

Starting at 12:00 UTC, Top Gun lands in Battlefield 6 and REDSEC, bringing Top Gun: Carrier Strike, Gauntlet: Fighter Sweep, the return of Wake Island, the expanded Tsuru Reef, two new fighter jets, and the Interdictor sniper rifle.

The update also introduces new Event Challenges and Ace Medal rewards, Portal Custom Lobbies, and a broad range of gameplay improvements across Battlefield 6 and REDSEC.

Battlefield 6 will also be free to play from August 18-25.

Read the full Update Notes here: https://www.reddit.com/r/Battlefield6/comments/1vocwhr/battlefield_6_update_1420/

See you on the Battlefield.

reddit.com
u/battlefield — 1 day ago
▲ 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.

https://preview.redd.it/he5ixgh23djh1.png?width=1920&format=png&auto=webp&s=3ef1f74e674333974683744a8d602a87184f95f1

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

BATTLEFIELD 6 UPDATE 1.4.2.0

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.

https://preview.redd.it/iuzljags2djh1.png?width=1920&format=png&auto=webp&s=bce2962e08917920a6a6167c64ec30b7558f8e96

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/1vocwgg/video/jr3yy4rt2djh1/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/battlefield — 5 days ago

BATTLEFIELD 6 UPDATE 1.4.2.0

https://preview.redd.it/84lb2rup2djh1.jpg?width=1920&format=pjpg&auto=webp&s=cf72769595abc933d12b1bfc0d6cf236d6f25c1e

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.

https://preview.redd.it/z65p9e6k2djh1.png?width=1920&format=png&auto=webp&s=aa688919527e99c495515108b43db700bfabfac7

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/1vocwel/video/rn8395tl2djh1/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/battlefield — 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

Battlefield 6 - Anticheat Metrics - June

Hey Soldier,

https://preview.redd.it/960t6vhnawhh1.jpg?width=1920&format=pjpg&auto=webp&s=af46f059b10ddc5671e392d78ace43cb0c726b93

June was the majority of Season 3, and it’s been giving us lots of learnings as our first Ranked Season.

In the previous May update, June started at 5.09% and stabilized at 5.52%. Refer to our January update, where we discussed how MIR updates to understand how and why these shifts occur in more detail.

We previously called out the upcoming enforcement of TPM 2.0, and the anticheat warning has been active for a few weeks. Our aim is to ensure the majority of players have resolved their issues before we flip the switch to block bad-actors using it to circumvent detection, expect it within a few weeks. Refer to the published How do I use TPM 2.0 on my PC? article for guidance and resolution steps, and thank you for helping us keep our Battlefield secure against bad-actors.

June: Results & Impact

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

In June, MIR started at 5.52%. This continued on a slow increase till an initial peak at 6.37% on the 11th. Then a slight decrease over the month until the 24th, when it began to increase from 5.88% till the end of June, when it was at 6.59% as of writing this update.

We’ve previously called out our efforts to minimize impacts to legitimate players for TPM 2.0. This does incur a tradeoff, allowing MIR to climb slightly during the warning period. Once we enable that enforcement to remove that avenue from bad-actors, we expect a good positive impact and to be able to release some dependent detections and enforcements.

We are also updating our set of prohibited hardware/software that will see blocks, warnings and enforcements during Season 4. Season 3 gave us reason to re-evaluate new features/uses that may cross the line into undermining fair play. More info to follow in an Anticheat Update for Season 4.

Through June, EA Javelin Anti-Cheat prevented 226,592 attempts to cheat or tamper with the game before they could impact matches. We are presently still tracking a total of 112(+2) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 107 (+6) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (95.53%).

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

BF_SledgeHammer

reddit.com
u/battlefield — 12 days ago

Battlefield 6 - Anticheat Metrics - June

Hey Soldier,

https://preview.redd.it/2sqbmpzmawhh1.jpg?width=1920&format=pjpg&auto=webp&s=a050b1dad8bfe5f83d8da3beef512baf9661a490

June was the majority of Season 3, and it’s been giving us lots of learnings as our first Ranked Season.

In the previous May update, June started at 5.09% and stabilized at 5.52%. Refer to our January update, where we discussed how MIR updates to understand how and why these shifts occur in more detail.

We previously called out the upcoming enforcement of TPM 2.0, and the anticheat warning has been active for a few weeks. Our aim is to ensure the majority of players have resolved their issues before we flip the switch to block bad-actors using it to circumvent detection, expect it within a few weeks. Refer to the published How do I use TPM 2.0 on my PC? article for guidance and resolution steps, and thank you for helping us keep our Battlefield secure against bad-actors.

June: Results & Impact

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

In June, MIR started at 5.52%. This continued on a slow increase till an initial peak at 6.37% on the 11th. Then a slight decrease over the month until the 24th, when it began to increase from 5.88% till the end of June, when it was at 6.59% as of writing this update.

We’ve previously called out our efforts to minimize impacts to legitimate players for TPM 2.0. This does incur a tradeoff, allowing MIR to climb slightly during the warning period. Once we enable that enforcement to remove that avenue from bad-actors, we expect a good positive impact and to be able to release some dependent detections and enforcements.

We are also updating our set of prohibited hardware/software that will see blocks, warnings and enforcements during Season 4. Season 3 gave us reason to re-evaluate new features/uses that may cross the line into undermining fair play. More info to follow in an Anticheat Update for Season 4.

Through June, EA Javelin Anti-Cheat prevented 226,592 attempts to cheat or tamper with the game before they could impact matches. We are presently still tracking a total of 112(+2) active cheat-related programs, hardware solutions, vendors, resellers, and their associated communities, and out of these, 107 (+6) are reporting related feature failures, detection notices, downtime, or fully taking their cheats offline (95.53%).

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

BF_SledgeHammer

reddit.com
u/battlefield — 12 days ago

Battlefield 6 - Community Update - Top Gun Incoming

  • Top Gun Update
    • Wake Island Returns on August 18
    • Carrier Strike and Fighter Sweep
    • New Hardware and Fort Lyndon POI
  • Gameplay Updates
    • Combat Experience Updates
    • Matchmaking
  • Portal
  • Take Flight

Hey everyone,

https://preview.redd.it/2t3ozmkpumhh1.jpg?width=1920&format=pjpg&auto=webp&s=7cf4b285e7c8a9951f8e797fba38400391a45ddd

With Season 4, Tsuru Reef brought a larger playfield, dynamic waves, and new routes across the islands that lean into All-Out Warfare combat. From the look and feel of the water to the way the map creates new routes across the islands, it has been great to see players discovering how the space flows and where the biggest fights start to form.

Top Gun Update

The Top Gun Update arrives on August 18, bringing the next wave of Season 4 content to Battlefield 6 with Wake Island, new air-focused experiences, new hardware, a new POI on Fort Lyndon in Battle Royale, and more amazing Portal experiences. Let’s dive into what's coming next.

Wake Island Returns on August 18

https://preview.redd.it/2i5mcsypumhh1.png?width=1920&format=png&auto=webp&s=79ef5e16270e7a2246c7cf4a50f94e5d1596a093

Wake Island has always been known for its open combat lanes, island-wide momentum swings, and the kind of combined arms warfare where infantry, vehicles, and aircraft all have room to shape the fight.

Reimagined around the modern sandbox, this iteration of Wake Island comes with a stronger focus on naval warfare and large-scale conflict across land, air, and sea. Carrier-based HQs anchor both sides of the battle, while the surrounding waters and island layout create new opportunities for vehicle play, infantry pushes, and aerial support.

Whether you’re storming the island, defending key routes by boat, or fighting for control from above, Wake Island is built to deliver the kind of all-out Battlefield moments that make every match feel different.

Carrier Strike and Fighter Sweep

This update brings two new modes built around air combat, objective play, and team coordination as part of the Top Gun collaboration.

Carrier Strike is a new mode where both teams fight to destroy the enemy carrier. Capture key sectors across the island, deploy vehicles, and create openings for pilots to strike deeper into enemy territory. As the carrier takes damage, the battle escalates with a final objective inside the vessel, turning the match into one last coordinated assault to finish the fight.

Fighter Sweep arrives in REDSEC as a new Gauntlet mission. Take down enemy jets and destroy stockpiles placed across the playspace to build your team’s score. Challenge rivals in a dogfight, dive on objectives, or break away under pressure while your squad looks for the next opportunity to take the lead.

Do you have what it takes to become the next Top Gun?

New Hardware and Fort Lyndon POI

The Top Gun collaboration also brings new hardware to the battlefield.

The Interdictor joins the weapon lineup as a new sniper rifle, while the F/A-81F Super Spectre and F-74A Seacat arrive as new two-seat jets.

We are also adding a new POI to Fort Lyndon, known as USS Grant, for Battle Royale. The Crashed Carrier will feature higher-value loot than standard POIs, and for the first few weeks after launch it will be tagged as a High Value Zone to help squads quickly find and contest the new location.

https://preview.redd.it/6fiv9odqumhh1.png?width=1920&format=png&auto=webp&s=bbc4f06ef37492a9d4d9ec6b098c7df9c061e8ad

Gameplay Updates

Combat Experience Updates

We’re continuing to make updates across the combat experience.

ADS Dispersion Crosshair
We’ve heard that it is not always clear how sustained fire and movement affect weapon accuracy, particularly while aiming down sights. To make that behavior easier to understand, we’re introducing an optional ADS Dispersion Crosshair.

When firing an automatic weapon while aiming down sights, the indicator will expand as dispersion increases, showing that your weapon is becoming less accurate during sustained fire. Movement will also be reflected, helping you better understand how your accuracy changes while repositioning or engaging on the move.

The goal is to give players a clearer visual read on how dispersion works, especially as you practice burst control, movement, and weapon handling.

By default, this option is enabled in the Firing Range only, but it can be turned off entirely or enabled in multiplayer experiences through the settings. It also includes its own opacity slider and color options so you can adjust its visibility to your preference.

Airplane Control Assist

With this update bringing new aircraft and new air-focused experiences, we also want to highlight Airplane Control Assist.

This setting is designed to help more players get comfortable in the skies and better understand the control options available to them. Whether you’re a returning pilot or a player taking off for the first time, we encourage you to check your settings and try the control scheme that feels best for you.

After all, it’s not just the plane, it’s the pilot.

Gunplay

Thank you for continuing to share feedback on gunplay, time-to-kill, and time-to-death. Our goal is to keep combat responsive and rewarding while making sure players have enough time to understand what happened and respond when a fight begins.

As we shared previously, our initial findings showed TTD increasing across most weapons and ranges following the last major gunplay update. Those results have remained steady so far, and we’ll continue to monitor as we evaluate where further tuning may be needed.

Gameplay data from live matches also shows more cases where players who are eliminated still manage to deal damage before going down. This tells us more players are getting an opportunity to react and fight back during firefights.

We do not want to push too far and make enemies feel like bullet sponges, so our focus is on reviewing weapon performance, identifying outliers, and exploring balance adjustments, including opportunities to improve underperforming weapons.

https://preview.redd.it/x9eydndqumhh1.png?width=1920&format=png&auto=webp&s=fa4c99f3df04c5ece7a95d0d9ce7b38a1659d8a2

Matchmaking

We recently made playlist adjustments across all regions to help improve matchmaking health, queue times, and match quality across the most active modes. These changes are intended to better align players around modes with strong activity while still keeping flexibility through Portal and Custom Search.

We’re already reviewing early feedback and tracking the data to understand how these adjustments affect the overall health of matchmaking. We’ll continue monitoring closely and make additional changes where needed.

We are continuing to read your concerns and feedback around matchmaking, so we are also planning to discuss matchmaking in more detail, where we’ll go deeper on our goals, what we’re seeing in the data, and where further improvements can be made.

Portal

Introducing the Portal Advanced Editor Program

The Advanced Editor is where selected Portal creators gain access to new experimental tools, including baked lighting and terrain editing. These additions improve visual fidelity through baked lighting, improved performance, and unlock new creative possibilities by allowing creators to reshape landscapes through heightmap editing and terrain shader painting with materials such as grass, dirt, and rock.

Throughout the initial rollout, we'll continue working closely with participating builders as we gather feedback and refine the tools.

As part of the preliminary rollout of the Advanced Editor, we selected Bellum1988's Custom Operation Metro experience for inclusion in the Portal SDK. Built using baked lighting, it showcases the visual improvements and creative possibilities made possible by these new tools. We used this map as an internal test of the tools we'll be rolling out in our Advanced Editor.

During this preliminary rollout, additional selected creators will receive access to the tools. As experiences are completed, reviewed, and approved, we'll publish selected builders' creations to the Portal SDK for the community to explore and build upon.

Our goal as the program evolves is to continue refining how the program grows, with the goal of refining iteration workflows and improving how we support builders using these advanced features.

The Advanced Editor is designed to further empower builders who are pushing the boundaries of what's possible in Portal while helping us refine these advanced tools through real-world use.

As the program develops, we'll continue expanding the program while celebrating the incredible experiences the community creates. Whether you're part of the initial wave or not, we encourage everyone to keep building, experimenting, and sharing their creations with us; your efforts help shape the future of Portal.

If you're interested in gaining access, we'll be introducing an interest sign-up in the future. In the meantime, the best way to stand out is by continuing to create unique experiences and engaging with the Portal community.

Tsuru Reef

Players will be able to create custom experiences on Tsuru Reef, one of our largest Battlefield maps. Built for combat across land, sea, and air, it offers plenty of room for flanking, vehicle warfare, and a variety of ways to approach each objective. We can't wait to see what the community builds with it!

Wake Island

Wake Island will be available for Verified Experiences and later in the season for Custom Experiences. Reimagined for the modern Battlefield sandbox, it features a greater emphasis on naval warfare, with carrier-based HQs and large-scale combat across land, air, and sea. Its redesigned layout creates new opportunities for vehicle combat, infantry assaults, and aerial support.

Custom Lobbies and Spectator Mode

Custom Lobbies and Spectator Mode capabilities are arriving with the Top Gun Update on August 18 through Battlefield Labs in Live.

Building on Portal, Custom Lobbies are designed to give players more control over how they set up and run matches. We see these features supporting private sessions, community tournaments, creator-led events, and more organized ways to play with friends, squads, and wider community. Spectator Mode will also give players new ways to follow the action.

Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. We will share a full dedicated article on Custom Lobbies and Spectator Mode before the Top Gun update launches, with more details on how these features work and how players can start using them.

https://preview.redd.it/qrp892kpumhh1.png?width=1920&format=png&auto=webp&s=20c9a0af43e3926a3941c43bf3bb161a94237a78

Take Flight

The runway is clear. We’ll catch you in the skies above Wake Island.

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 — 13 days ago

Battlefield 6 - Community Update - Top Gun Incoming

  • Top Gun Update
    • Wake Island Returns on August 18
    • Carrier Strike and Fighter Sweep
    • New Hardware and Fort Lyndon POI
  • Gameplay Updates
    • Combat Experience Updates
    • Matchmaking
  • Portal
  • Take Flight

Hey everyone,

https://preview.redd.it/0p7eewpnumhh1.jpg?width=1920&format=pjpg&auto=webp&s=e92ea91b248cef1a854da3acf99cf9606e91f353

With Season 4, Tsuru Reef brought a larger playfield, dynamic waves, and new routes across the islands that lean into All-Out Warfare combat. From the look and feel of the water to the way the map creates new routes across the islands, it has been great to see players discovering how the space flows and where the biggest fights start to form.

Top Gun Update

The Top Gun Update arrives on August 18, bringing the next wave of Season 4 content to Battlefield 6 with Wake Island, new air-focused experiences, new hardware, a new POI on Fort Lyndon in Battle Royale, and more amazing Portal experiences. Let’s dive into what's coming next.

Wake Island Returns on August 18

https://preview.redd.it/dfkkxkrnumhh1.png?width=1920&format=png&auto=webp&s=ddeb8eee3e87c50091e933ce1d92ed5c429e0fa4

Wake Island has always been known for its open combat lanes, island-wide momentum swings, and the kind of combined arms warfare where infantry, vehicles, and aircraft all have room to shape the fight.

Reimagined around the modern sandbox, this iteration of Wake Island comes with a stronger focus on naval warfare and large-scale conflict across land, air, and sea. Carrier-based HQs anchor both sides of the battle, while the surrounding waters and island layout create new opportunities for vehicle play, infantry pushes, and aerial support.

Whether you’re storming the island, defending key routes by boat, or fighting for control from above, Wake Island is built to deliver the kind of all-out Battlefield moments that make every match feel different.

Carrier Strike and Fighter Sweep

This update brings two new modes built around air combat, objective play, and team coordination as part of the Top Gun collaboration.

Carrier Strike is a new mode where both teams fight to destroy the enemy carrier. Capture key sectors across the island, deploy vehicles, and create openings for pilots to strike deeper into enemy territory. As the carrier takes damage, the battle escalates with a final objective inside the vessel, turning the match into one last coordinated assault to finish the fight.

Fighter Sweep arrives in REDSEC as a new Gauntlet mission. Take down enemy jets and destroy stockpiles placed across the playspace to build your team’s score. Challenge rivals in a dogfight, dive on objectives, or break away under pressure while your squad looks for the next opportunity to take the lead.

Do you have what it takes to become the next Top Gun?

New Hardware and Fort Lyndon POI

The Top Gun collaboration also brings new hardware to the battlefield.

The Interdictor joins the weapon lineup as a new sniper rifle, while the F/A-81F Super Spectre and F-74A Seacat arrive as new two-seat jets.

We are also adding a new POI to Fort Lyndon, known as USS Grant, for Battle Royale. The Crashed Carrier will feature higher-value loot than standard POIs, and for the first few weeks after launch it will be tagged as a High Value Zone to help squads quickly find and contest the new location.

https://preview.redd.it/z2h06ypnumhh1.png?width=1920&format=png&auto=webp&s=7f6dad7e64d508ac6250c7f3db4b57a935a80f94

Gameplay Updates

Combat Experience Updates

We’re continuing to make updates across the combat experience.

ADS Dispersion Crosshair
We’ve heard that it is not always clear how sustained fire and movement affect weapon accuracy, particularly while aiming down sights. To make that behavior easier to understand, we’re introducing an optional ADS Dispersion Crosshair.

When firing an automatic weapon while aiming down sights, the indicator will expand as dispersion increases, showing that your weapon is becoming less accurate during sustained fire. Movement will also be reflected, helping you better understand how your accuracy changes while repositioning or engaging on the move.

The goal is to give players a clearer visual read on how dispersion works, especially as you practice burst control, movement, and weapon handling.

By default, this option is enabled in the Firing Range only, but it can be turned off entirely or enabled in multiplayer experiences through the settings. It also includes its own opacity slider and color options so you can adjust its visibility to your preference.

Airplane Control Assist

With this update bringing new aircraft and new air-focused experiences, we also want to highlight Airplane Control Assist.

This setting is designed to help more players get comfortable in the skies and better understand the control options available to them. Whether you’re a returning pilot or a player taking off for the first time, we encourage you to check your settings and try the control scheme that feels best for you.

After all, it’s not just the plane, it’s the pilot.

Gunplay

Thank you for continuing to share feedback on gunplay, time-to-kill, and time-to-death. Our goal is to keep combat responsive and rewarding while making sure players have enough time to understand what happened and respond when a fight begins.

As we shared previously, our initial findings showed TTD increasing across most weapons and ranges following the last major gunplay update. Those results have remained steady so far, and we’ll continue to monitor as we evaluate where further tuning may be needed.

Gameplay data from live matches also shows more cases where players who are eliminated still manage to deal damage before going down. This tells us more players are getting an opportunity to react and fight back during firefights.

We do not want to push too far and make enemies feel like bullet sponges, so our focus is on reviewing weapon performance, identifying outliers, and exploring balance adjustments, including opportunities to improve underperforming weapons.

https://preview.redd.it/48biixtnumhh1.png?width=1920&format=png&auto=webp&s=7432a7040939cb7b298320b9d011e0b84b64d502

Matchmaking

We recently made playlist adjustments across all regions to help improve matchmaking health, queue times, and match quality across the most active modes. These changes are intended to better align players around modes with strong activity while still keeping flexibility through Portal and Custom Search.

We’re already reviewing early feedback and tracking the data to understand how these adjustments affect the overall health of matchmaking. We’ll continue monitoring closely and make additional changes where needed.

We are continuing to read your concerns and feedback around matchmaking, so we are also planning to discuss matchmaking in more detail, where we’ll go deeper on our goals, what we’re seeing in the data, and where further improvements can be made.

Portal

Introducing the Portal Advanced Editor Program

The Advanced Editor is where selected Portal creators gain access to new experimental tools, including baked lighting and terrain editing. These additions improve visual fidelity through baked lighting, improved performance, and unlock new creative possibilities by allowing creators to reshape landscapes through heightmap editing and terrain shader painting with materials such as grass, dirt, and rock.

Throughout the initial rollout, we'll continue working closely with participating builders as we gather feedback and refine the tools.

As part of the preliminary rollout of the Advanced Editor, we selected Bellum1988's Custom Operation Metro experience for inclusion in the Portal SDK. Built using baked lighting, it showcases the visual improvements and creative possibilities made possible by these new tools. We used this map as an internal test of the tools we'll be rolling out in our Advanced Editor.

During this preliminary rollout, additional selected creators will receive access to the tools. As experiences are completed, reviewed, and approved, we'll publish selected builders' creations to the Portal SDK for the community to explore and build upon.

Our goal as the program evolves is to continue refining how the program grows, with the goal of refining iteration workflows and improving how we support builders using these advanced features.

The Advanced Editor is designed to further empower builders who are pushing the boundaries of what's possible in Portal while helping us refine these advanced tools through real-world use.

As the program develops, we'll continue expanding the program while celebrating the incredible experiences the community creates. Whether you're part of the initial wave or not, we encourage everyone to keep building, experimenting, and sharing their creations with us; your efforts help shape the future of Portal.

If you're interested in gaining access, we'll be introducing an interest sign-up in the future. In the meantime, the best way to stand out is by continuing to create unique experiences and engaging with the Portal community.

Tsuru Reef

Players will be able to create custom experiences on Tsuru Reef, one of our largest Battlefield maps. Built for combat across land, sea, and air, it offers plenty of room for flanking, vehicle warfare, and a variety of ways to approach each objective. We can't wait to see what the community builds with it!

Wake Island

Wake Island will be available for Verified Experiences and later in the season for Custom Experiences. Reimagined for the modern Battlefield sandbox, it features a greater emphasis on naval warfare, with carrier-based HQs and large-scale combat across land, air, and sea. Its redesigned layout creates new opportunities for vehicle combat, infantry assaults, and aerial support.

Custom Lobbies and Spectator Mode

Custom Lobbies and Spectator Mode capabilities are arriving with the Top Gun Update on August 18 through Battlefield Labs in Live.

Building on Portal, Custom Lobbies are designed to give players more control over how they set up and run matches. We see these features supporting private sessions, community tournaments, creator-led events, and more organized ways to play with friends, squads, and wider community. Spectator Mode will also give players new ways to follow the action.

Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. We will share a full dedicated article on Custom Lobbies and Spectator Mode before the Top Gun update launches, with more details on how these features work and how players can start using them.

https://preview.redd.it/m94ndzpnumhh1.png?width=1920&format=png&auto=webp&s=f6c04169e2cd83e00dee6524293b803d6b08b4b8

Take Flight

The runway is clear. We’ll catch you in the skies above Wake Island.

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 — 13 days ago

Battlefield 6 - Community Update - Top Gun Incoming

  • Top Gun Update
    • Wake Island Returns on August 18
    • Carrier Strike and Fighter Sweep
    • New Hardware and Fort Lyndon POI
  • Gameplay Updates
    • Combat Experience Updates
    • Matchmaking
  • Portal
  • Take Flight

Hey everyone,

https://preview.redd.it/3mbi34alumhh1.jpg?width=1920&format=pjpg&auto=webp&s=e65d69769bebe8e3a1f78bca8ddecd6b6ada05f9

With Season 4, Tsuru Reef brought a larger playfield, dynamic waves, and new routes across the islands that lean into All-Out Warfare combat. From the look and feel of the water to the way the map creates new routes across the islands, it has been great to see players discovering how the space flows and where the biggest fights start to form.

Top Gun Update

The Top Gun Update arrives on August 18, bringing the next wave of Season 4 content to Battlefield 6 with Wake Island, new air-focused experiences, new hardware, a new POI on Fort Lyndon in Battle Royale, and more amazing Portal experiences. Let’s dive into what's coming next.

Wake Island Returns on August 18

https://preview.redd.it/2ebm5qrlumhh1.png?width=1920&format=png&auto=webp&s=e11ef5f2d64b902a957d60233111915aee41c00d

Wake Island has always been known for its open combat lanes, island-wide momentum swings, and the kind of combined arms warfare where infantry, vehicles, and aircraft all have room to shape the fight.

Reimagined around the modern sandbox, this iteration of Wake Island comes with a stronger focus on naval warfare and large-scale conflict across land, air, and sea. Carrier-based HQs anchor both sides of the battle, while the surrounding waters and island layout create new opportunities for vehicle play, infantry pushes, and aerial support.

Whether you’re storming the island, defending key routes by boat, or fighting for control from above, Wake Island is built to deliver the kind of all-out Battlefield moments that make every match feel different.

Carrier Strike and Fighter Sweep

This update brings two new modes built around air combat, objective play, and team coordination as part of the Top Gun collaboration.

Carrier Strike is a new mode where both teams fight to destroy the enemy carrier. Capture key sectors across the island, deploy vehicles, and create openings for pilots to strike deeper into enemy territory. As the carrier takes damage, the battle escalates with a final objective inside the vessel, turning the match into one last coordinated assault to finish the fight.

Fighter Sweep arrives in REDSEC as a new Gauntlet mission. Take down enemy jets and destroy stockpiles placed across the playspace to build your team’s score. Challenge rivals in a dogfight, dive on objectives, or break away under pressure while your squad looks for the next opportunity to take the lead.

Do you have what it takes to become the next Top Gun?

New Hardware and Fort Lyndon POI

The Top Gun collaboration also brings new hardware to the battlefield.

The Interdictor joins the weapon lineup as a new sniper rifle, while the F/A-81F Super Spectre and F-74A Seacat arrive as new two-seat jets.

We are also adding a new POI to Fort Lyndon, known as USS Grant, for Battle Royale. The Crashed Carrier will feature higher-value loot than standard POIs, and for the first few weeks after launch it will be tagged as a High Value Zone to help squads quickly find and contest the new location.

https://preview.redd.it/1tsa89alumhh1.png?width=1920&format=png&auto=webp&s=ec06192f53103cb77c45873db5eda3c4793c44cf

Gameplay Updates

Combat Experience Updates

We’re continuing to make updates across the combat experience.

ADS Dispersion Crosshair
We’ve heard that it is not always clear how sustained fire and movement affect weapon accuracy, particularly while aiming down sights. To make that behavior easier to understand, we’re introducing an optional ADS Dispersion Crosshair.

When firing an automatic weapon while aiming down sights, the indicator will expand as dispersion increases, showing that your weapon is becoming less accurate during sustained fire. Movement will also be reflected, helping you better understand how your accuracy changes while repositioning or engaging on the move.

The goal is to give players a clearer visual read on how dispersion works, especially as you practice burst control, movement, and weapon handling.

By default, this option is enabled in the Firing Range only, but it can be turned off entirely or enabled in multiplayer experiences through the settings. It also includes its own opacity slider and color options so you can adjust its visibility to your preference.

Airplane Control Assist

With this update bringing new aircraft and new air-focused experiences, we also want to highlight Airplane Control Assist.

This setting is designed to help more players get comfortable in the skies and better understand the control options available to them. Whether you’re a returning pilot or a player taking off for the first time, we encourage you to check your settings and try the control scheme that feels best for you.

After all, it’s not just the plane, it’s the pilot.

Gunplay

Thank you for continuing to share feedback on gunplay, time-to-kill, and time-to-death. Our goal is to keep combat responsive and rewarding while making sure players have enough time to understand what happened and respond when a fight begins.

As we shared previously, our initial findings showed TTD increasing across most weapons and ranges following the last major gunplay update. Those results have remained steady so far, and we’ll continue to monitor as we evaluate where further tuning may be needed.

Gameplay data from live matches also shows more cases where players who are eliminated still manage to deal damage before going down. This tells us more players are getting an opportunity to react and fight back during firefights.

We do not want to push too far and make enemies feel like bullet sponges, so our focus is on reviewing weapon performance, identifying outliers, and exploring balance adjustments, including opportunities to improve underperforming weapons.

https://preview.redd.it/n6h7g6slumhh1.png?width=1920&format=png&auto=webp&s=051da21626ef2e21ba38c8a2c0f331cace7527f2

Matchmaking

We recently made playlist adjustments across all regions to help improve matchmaking health, queue times, and match quality across the most active modes. These changes are intended to better align players around modes with strong activity while still keeping flexibility through Portal and Custom Search.

We’re already reviewing early feedback and tracking the data to understand how these adjustments affect the overall health of matchmaking. We’ll continue monitoring closely and make additional changes where needed.

We are continuing to read your concerns and feedback around matchmaking, so we are also planning to discuss matchmaking in more detail, where we’ll go deeper on our goals, what we’re seeing in the data, and where further improvements can be made.

Portal

Introducing the Portal Advanced Editor Program

The Advanced Editor is where selected Portal creators gain access to new experimental tools, including baked lighting and terrain editing. These additions improve visual fidelity through baked lighting, improved performance, and unlock new creative possibilities by allowing creators to reshape landscapes through heightmap editing and terrain shader painting with materials such as grass, dirt, and rock.

Throughout the initial rollout, we'll continue working closely with participating builders as we gather feedback and refine the tools.

As part of the preliminary rollout of the Advanced Editor, we selected Bellum1988's Custom Operation Metro experience for inclusion in the Portal SDK. Built using baked lighting, it showcases the visual improvements and creative possibilities made possible by these new tools. We used this map as an internal test of the tools we'll be rolling out in our Advanced Editor.

During this preliminary rollout, additional selected creators will receive access to the tools. As experiences are completed, reviewed, and approved, we'll publish selected builders' creations to the Portal SDK for the community to explore and build upon.

Our goal as the program evolves is to continue refining how the program grows, with the goal of refining iteration workflows and improving how we support builders using these advanced features.

The Advanced Editor is designed to further empower builders who are pushing the boundaries of what's possible in Portal while helping us refine these advanced tools through real-world use.

As the program develops, we'll continue expanding the program while celebrating the incredible experiences the community creates. Whether you're part of the initial wave or not, we encourage everyone to keep building, experimenting, and sharing their creations with us; your efforts help shape the future of Portal.

If you're interested in gaining access, we'll be introducing an interest sign-up in the future. In the meantime, the best way to stand out is by continuing to create unique experiences and engaging with the Portal community.

Tsuru Reef

Players will be able to create custom experiences on Tsuru Reef, one of our largest Battlefield maps. Built for combat across land, sea, and air, it offers plenty of room for flanking, vehicle warfare, and a variety of ways to approach each objective. We can't wait to see what the community builds with it!

Wake Island

Wake Island will be available for Verified Experiences and later in the season for Custom Experiences. Reimagined for the modern Battlefield sandbox, it features a greater emphasis on naval warfare, with carrier-based HQs and large-scale combat across land, air, and sea. Its redesigned layout creates new opportunities for vehicle combat, infantry assaults, and aerial support.

Custom Lobbies and Spectator Mode

Custom Lobbies and Spectator Mode capabilities are arriving with the Top Gun Update on August 18 through Battlefield Labs in Live.

Building on Portal, Custom Lobbies are designed to give players more control over how they set up and run matches. We see these features supporting private sessions, community tournaments, creator-led events, and more organized ways to play with friends, squads, and wider community. Spectator Mode will also give players new ways to follow the action.

Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. We will share a full dedicated article on Custom Lobbies and Spectator Mode before the Top Gun update launches, with more details on how these features work and how players can start using them.

https://preview.redd.it/drz326blumhh1.png?width=1920&format=png&auto=webp&s=863101e4931f91d32a3d5095885fc208a7a86f15

Take Flight

The runway is clear. We’ll catch you in the skies above Wake Island.

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 — 13 days ago

[BFComms] 01/08 Intermittent Connectivity on Battlefield 6.

The team is aware of intermittent connectivity issues affecting some players, and we are actively working to resolve this as quickly as possible.

We expect this to be resolved soon and encourage players to continue attempting to log in.

Thank you for your patience and understanding while we work to get everyone back on the Battlefield!

reddit.com
u/battlefield — 18 days ago

[BFComms] Global and Regional playlist adjustments

We are making several playlist adjustments for all regions, as well as an additional specific Battle Royale adjustment for the APAC region. These playlist rotation adjustments are meant to help improve matchmaking health, queue time, and create the best experience for players across the most popular modes. We think these changes will have a positive impact on several matchmaking complaints we're seeing in the community.

We plan on monitoring these changes very closely and making additional adjustments where needed.

New playlist tiles for all regions - July 30

  • Tsuru Reef 24/7
  • Conquest
  • Escalation
  • Breakthrough and Obliteration
  • Casual Breakthrough
  • Small Modes (Team Death Match and Domination)

Specific playlist adjustment for the APAC region - Battle Royale tiles

  • Battle Royale Ranked
  • Casual Quads
  • Gauntlet

Players will still be able to host, create and find specific experiences in Portal. Custom Search will allow players to configure a combination of the playlists above.

reddit.com
u/battlefield — 20 days ago

Battlefield 6 - Community Update - New Maps, Features, and More

  • What’s Next for Battlefield 6
    • Custom Lobbies and Spectator Mode
    • Proximity Chat
    • Maps in Season 5
    • Server Browser and Matchmaking
    • Platoons
    • Multiplayer Leaderboards
    • Multiplayer Ranked
    • Weapon, Vehicle, and Gadget Balance
  • More from the Discord Q&A
  • Continuing the Work

Hey everyone,

https://preview.redd.it/kq9hr470udgh1.jpg?width=1920&format=pjpg&auto=webp&s=53632f2e978156d0392e8fec1de7a1b93f161c62

Season 4 is now underway, bringing Naval Warfare, Tsuru Reef, and a new chapter for Battlefield 6. Since our last roadmap update in June, several features and improvements have moved closer to release, and with more arriving throughout the season, we want to share the latest on what players can expect next.

  • August - Season 4 Phase 2: Custom Lobbies, Spectator Mode, Wake Island
  • September - Season 4 Phase 3: Proximity Chat
  • Winter - Season 5: Platoons, Server Browser, Multiplayer Leaderboards, three new maps

We also recently brought developers from across Battlefield Studios together for another Battlefield Discord Live Q&A [discord.gg/battlefield]. Over the course of the scheduled 60-minute Q&A session, the team answered 50 questions on Season 4 and beyond.

What’s Next for Battlefield 6

There is plenty more ahead for Battlefield 6, from features arriving later in Season 4 to new maps, social tools, and other updates planned for Season 5. Below is a closer look at what is coming next, including new testing milestones and ways players will help shape these experiences through Battlefield Labs.

https://preview.redd.it/fj7vu1u0udgh1.png?width=3840&format=png&auto=webp&s=6ab9006617bba649a8770619e530856b9f489fce

Custom Lobbies and Spectator Mode

Custom Lobbies and Spectator Mode are arriving with Season 4 Phase 2: Top Gun on August 18 through Battlefield Labs in Live.

Building on the foundations of Portal, Custom Lobbies will give hosts more direct control when setting up and running a match. Hosts will be able to assign players to specific teams, adjust select match settings, and organize private sessions or community tournaments, with Spectator Mode providing ways to follow the action.

Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. More information on these features will be shared in a future article before the Top Gun update launches.

Proximity Chat

The first iteration of Proximity Chat is coming with Season 4 Phase 3: Tidal Strike on September 15 through Battlefield Labs in Live.

It will initially be available in Battle Royale, creating new opportunities for coordination and unexpected interactions between nearby players and squads.

Launching the feature through Battlefield Labs in Live will help us evaluate audio range and clarity, player controls, moderation tools, and the feature’s broader effect on the flow of a round. Player feedback and live-game data will shape the adjustments we make before bringing Proximity Chat to Multiplayer at a later date.

Maps in Season 5

Look beyond Season 4, Season 5 will introduce three new maps, as outlined in our 2026 roadmap. Testing on these maps is already underway in Battlefield Labs, giving us an early opportunity to gather feedback and refine each experience ahead of release.

We are not ready to reveal where these new battles will take place just yet, but we can share more about the experiences they are being designed to deliver. One will focus more closely on infantry combat, while the other two will support the larger-scale, combined-arms warfare at the heart of Battlefield.

https://preview.redd.it/zxkp9sf1udgh1.png?width=1200&format=png&auto=webp&s=8795f9ae168ba968113f9c317a1c7693c048d8a4

In addition to those three new maps, reworks of Blackwell Fields and New Sobek City are currently planned to launch later in Season 5.

Before those updates reach the live game, we will begin testing them through Battlefield Labs. This will give players an opportunity to experience the changes early and help us evaluate the updated layouts, objective flow, traversal, and balance between infantry and vehicles.

Server Browser and Matchmaking

Server Browser will enter Battlefield Labs testing ahead of its planned release in Season 5 as part of Phase 3, giving players an early opportunity to try the feature and help us refine the experience.

We are also exploring how the Server Browser can support a more persistent match flow, make it easier to remain with other players between rounds, and complement the existing matchmaking experience.

We will share a closer look at the Server Browser interface and the options available for finding servers as Battlefield Labs testing approaches. For now, here’s what we can share with you on our progress.

https://preview.redd.it/h9wzcqf2udgh1.jpg?width=1920&format=pjpg&auto=webp&s=d9d54fc678bd3e7070aab16ab2bbe815edc241db

Server Browser will provide another way to find matches, but it is not intended to replace the work underway on matchmaking itself.

Matchmaking remains one of the most frequently discussed areas within the community, particularly around match quality and consistency. Our teams are investigating concerns such as matches starting or backfilling with too many bots, significant differences in ticket counts, and players being placed in high-ping matches.

These concerns involve several interconnected systems. Once we have clear findings to share, we plan to publish a dedicated update outlining what our investigation has identified and how we intend to improve the experience.

Platoons

Platoons also remain on track for Season 5 Phase 3.

At launch, players will be able to create or join a Platoon and use new tools to represent and organize their group in-game. This initial release will establish the foundation for Platoons in Battlefield 6, with more opportunities to expand its social and community features over time.

Multiplayer Leaderboards

Multiplayer Leaderboards remain on track for the launch of Season 5.

Building on the systems introduced with Ranked Battle Royale, this feature will give players new ways to track performance and compare their progress across Multiplayer. We will share more details on the available categories and how the system will work closer to release.

Multiplayer Ranked

Development of Multiplayer Ranked is progressing, informed by what we learned from the launch of Ranked Battle Royale in Season 3 and how players continue to engage with the ranked experience throughout the seasons. The team is evaluating the rules and supporting systems needed to create a competitive experience that works at Battlefield’s scale.

While we don’t have a firm release window just yet, the team is continuing to evaluate the right time to introduce Multiplayer Ranked. We will provide another update as development progresses.

Weapon, Vehicle, and Gadget Balance

Recent gunplay changes in Season 3 have landed positively overall. In our Community Survey, sentiment around Weapon Balance increased by 23 points from June to July, turning from a negative to a positive feature.

https://preview.redd.it/sujtd813udgh1.png?width=3840&format=png&auto=webp&s=4e748c320424b67da0102ccf3190f38381657dcc

We are also reviewing gameplay data to better understand how those changes are affecting combat. Early indicators suggest that average time-to-kill has increased and that players who win engagements are taking more damage than before, giving opponents more opportunity to respond.

These are encouraging signals, but they do not tell the full story. Performance can vary considerably between weapons, engagement ranges, and different parts of the player base, so we are continuing to monitor the data and player feedback before drawing broader conclusions or making further changes.

Our balance work also extends beyond weapons. We are reviewing vehicle combat and the effectiveness of gadgets, including how these systems interact with infantry play and with one another across different modes.

We're actively monitoring the balance of these areas alongside the new content planned for the remainder of Season 4 and into Season 5. We want the combat experience to continue to evolve based on your feedback and will share details along with in-depth Battlefield Combat articles once decisions are finalized.

More from the Discord Q&A

During our recent Battlefield Discord Live Q&A, developers from across Battlefield Studios answered as many community questions as possible. Thank you to everyone who joined us and submitted questions.

Below, we have included all of the questions answered during the live discussion. We are also reviewing the questions we did not have time to reach and will look for opportunities to address more of those topics through future Community Updates, Update Notes, and other Battlefield channels.

Some questions have been edited or combined from their original Discord posts for brevity and readability.

Question: Are there any plans to add actual glow to weapon sights similar to BFV?
Answer: We are currently working on improvements to our reticle system that should improve their visibility against different environments. We are currently in testing phase and we hope to get the changes out as soon as the changes are ready.

Question: What is the progress of New Sobek City and Blackwell Fields map reworks? Will these be available to play in Labs in the near future?
Answer: These are on track to be released later in Season 5. We’ll be testing both in Battlefield Labs imminently and will be telling you more about the evolution and changes we’re bringing later in Season 4.

Question: About the upcoming Phantom Program event in Season 4, are we going to complete a set of challenges, or do we have to find or complete some Easter Eggs like in the past?
Answer: It’s a mix of both! The system is built around challenges, but to unlock or complete them, you’ll need to track down and solve Easter eggs across Fort Lyndon

Question: With air radar fixed and server browser coming, two hot features are now accounted for in the game. What's the next hot feature that players can start getting excited for?
Answer: Custom Lobbies are an evolution of Portal. When the feature goes live in Phase 2 on August 18, players will be able to enable an interface that lets hosts assign players to specific teams and customize some match settings live. This will allow players to host their own tournaments and private matches, including Spectator Mode capabilities. The support for the modes will be rolling out gradually, and in the initial release, we are supporting Battle Royale Quads and Conquest in Battlefield Labs in Live.

Question: Is there a chance that we may see levolution added to the game that’s akin to Battlefield 4 and why wasn’t it in BF6?
Answer: Our vision is targeted set-piece destruction. We want to deliver massive, tactical destruction events that reshape combat zones and sightlines, without changing the fundamental identity or flow of the map. Keep an eye out in Season 5!

Question: I noticed in the roadmap it said proximity chat for REDSEC was going to be tested. Is it also coming to regular Battlefield? I think this is what most of us were hoping for with prox chat.
Answer: Yes. So proximity chat is coming with Phase 3 of Season 4 for Battle Royale in REDSEC. The current plan is to then bring proximity chat to Multiplayer at a later date. From there, we'll monitor how it's behaving during live REDSEC gameplay matches to help inform future iterations.

Question: Can you tell us more about platoons?
Answer: Platoons is a great feature that we will be introducing in Season 5. We will be talking about it later in Season 4 

Question: When will we get a new REDSEC map and what kind of features will the developers add to it? Are you more interested in adding water gameplay to REDSEC or will it be more centred around land warfare?
Answer: We are looking to continue to update the current Fort Lydon Map with fun and interesting new POIs. Continued evolution of the new water focused gameplay elements will land in REDSEC full force with the new Carrier POI in Phase 2 of Season 4.

Question: What content will be coming to Portal throughout Season 4? Will aircraft carriers become an asset available for creators to use? And will there be new tools coming to Portal?
Answer: We'll be bringing all the Season 4 maps to both verified and custom modes. As for new features, keep an eye on the community update blogs, where we'll announce these when they're ready to launch.

Question: Is there a plan to put Elite 250 and higher end Master ranks in their own matches so they aren’t in the mix with lower ranks trying to progress but can’t due to fighting these players?
Answer: This is something we do want to improve in the future, but we don't have a specific timeline yet to address this.
Time to matchmake in matches is something that is impacted by this and we are working to find the proper solution.

Question: Many players seem to want more atmospheric weather and night maps rather than just large scale events. Is this something the team is actively considering?
Answer: We definitely hear the feedback on dynamic weather and night maps! While we continue to explore options for new maps, you can dive into great night combat right now in Battlefield Portal. Check out Night Ops Conquest, created by ViperStudioAndy (Experience code: 1XVU6)!

Question: With the implementation of free diving, is there any plans for the Portal map editor to give a tool to set a water level which would allow map creators to flood maps?
Answer: For our new maps focused on naval gameplay, we are working on adding the ability to modify the water level. Our target release date is later in Season 4. Extending that to all other maps would be a new feature that we're considering adding in future seasons.

Question: Are there any updates on the main battle tank, and adding more weapon options to it or bringing back canister shell?
Answer: We have a specific fix for the Anti-Personnel Shell exploit coming later in Season 4 and a longer-term solution for the underlying issue in a future update. We are also looking at the mix of ammo types and weapons for the MBT and IVF for future balance and possible new types.

Question: Are battlefield pick ups supposed to exist? Are they coming back? Are we getting more of them? Can we get clear and direct communication about them? I got a mini gun on Eastwood once last season and never saw it there again.
Answer: There were some balance and quality issues when these were first released, but we've taken a tuning and improvement pass on these and will be re-introducing them in existing and future maps.

Question: As the team plans future content, would you consider prioritizing more substantial releases like we used to get in prior games, such as Battlefield 3 and 4 Premium edition, rather than spreading limited number of maps, vehicles, and features across multiple seasons?We used to get up to 4 large maps, multiple guns and vehicles and other gameplay features, within every update/package release.
Receiving only one brand new map this season that has no dynamic weather, with a limited number of weapons and vehicles, is very lacking compared to what we used to get.
Answer: There's plenty of content coming in Season 4 - Wake Island as another new map, Carrier Strike, Fighter Sweep, Custom Lobbies, Spectator mode, Prox Chat... and our massive Top Gun collaboration coming in Phase 2 on August 18.
We'll follow this up with a huge Season 5 coming later in the year, with 3 new maps and our reworks of Blackwell Fields and New Sobek City too, Platoons and more surprises.
There's so much more to come!

Question: Will Commander Mode ever be a thing again in BF6?
Answer: No plans to bring Commander Mode into Battlefield 6 at this moment in time, though the community has been crafting away within Battlefield Portal and you could get hands-on with it via Experience Code: 1ZXUU by Nodone.

Question: My question is regarding the two new modes coming in the second phase, Carrier Strike and the new Gauntlet mode, will they be permanent?
Answer: Carrier Strike will launch alongside Season 4, Phase 2 - Top Gun, and Fighter Sweep will be a new mission added to Gauntlet during that time as well.
Our new modes are not immediately planned to be permanent modes so we can first review how these modes resonate with our players. Beyond that, we have the option to rotate modes in and out and add them to more maps based on player feedback.

Question: Is there a possibility that Portal could see all building materials/ blank slates in Portal?
Answer: Technical limitations of our engines prevent us from offering a true "blank slate" where builders have access to every asset on a single map. Over time, we hope to release multiple builder-centric maps that offer a good option for builders who want a clean slate to build on, but each of these will be limited to a specific biome-limited set of assets. As we're able, we are strategically adding a few assets to the core set, which makes them available across all maps. That set has a very limited size, though, so we have to carefully vet the asset selection to make sure each one is valuable across many experiences.

Question: Do you have any kind of timeframe to fix the netcode? Currently, the netcode is in far more awful condition than that of Battlefield V, and it is making the game unplayable. We have been given multiple assurances before, but a concrete timeframe would be nice.
Answer: We are constantly evaluating and working to improve the netcode in Battlefield 6 and REDSEC. We have made many tweaks and improvements since Season 2, and are always looking to make further improvements based on player feedback and gameplay data from live matches to ensure the game is as fair as it can be.

Question: Will there be jet loadouts and improvements in Season 4? With the new jets coming and the Top Gun collab, I think it would be appropriate to finally improve the overall jet experience.
Answer: The F/A-81F Super Spectre is the new 2 Seater Jet for Season 4, Phase 2 and will have a fully customizable loadout. We have plans for the other jets but can't give a timeline quite yet, we'll share more when we get closer to the time.

Question: Any update on Strikepoint?
Answer: We are working on improving the mode and are planning to update it in a future season!

Question: I love how the new Portal allows for so many possibilities and keeps expanding with new content, such as maps and vehicles. I can’t wait to see how the carriers might be used! Unfortunately, every time I join one of the featured experiences, network issues like rubber-banding severely degrade the gameplay experience. Is there any outlook as to when this might be improved?
Answer: With the range of options available to our builders, there are many reasons a given experience might not perform well at scale. It could be that the creator has added more vehicles than the physics system can keep up with, or maybe they're doing something very complicated with the UI that starts to bog down the script execution on the server. We've been happy to see that the builder community has helped one another find and share with one another what the limits are for creating experiences that perform well.
While we test experiences internally before featuring them, some of these performance issues only emerge when we massively scale up the number of players on a given experience. We've improved our internal testing and selection processes to make sure we're only featuring experiences that offer the gameplay performance you expect from Battlefield, and we're constantly trying to help the builder community understand how they can improve their creation practices to make more performant, feature-worthy experiences.

Question: Could you share the dates and format for the REDSEC Open and Elite Series? Also, how do you see the overall future of Battle Royale as an esports discipline?
Answer: We cannot share the exact dates just yet, but we hope to be announcing when these events will be kicking off in the near future. Stay tuned!

Question: Operations, from what I can tell, was insanely popular in Season 2 and players seem to want that mode back. It didn't come back for Season 3, is it going to come back soon? Are there any changes in the works for it? Since Breakthrough and Operations are so similar, would you consider replacing Breakthrough with Operations?
Answer: Operation Augur will continue returning on a regular basis as part of our featured playlist rotation. Beyond that, we hear the enthusiasm for the mode and have bigger plans for Operations coming in future seasons!

Question: Are there plans to do another balance pass on air vehicles, jets, attack heli and littlebird especially? As one example, the Littlebird, especially the light rockets on it seem far too effective in the current live game.
On Tsuru reef, the littlebird can kill everything extremely fast.
Answer: Balance across our hardware such as vehicles, gadgets and weapons is ongoing throughout the Seasons of Battlefield 6 and REDSEC. Some changes coming in Season 4 improve the survivability of the RCB-90 and Armored Transport vehicles vs the Scout Helicopter.  We'll continue to update you throughout our Community Updates and Game Update Notes when we get closer to these changes going live.

Question: Is there more content planned for after Season 5? You guys have been putting out fire with the last couple seasons, I'd hate to see it cut short.
Answer: With Season 4, Phase 2 - Top Gun on the horizon, and our biggest season yet in Battlefield 6 and REDSEC coming in Season 5, we feel we are just getting started! More seasons will follow with new and exciting content beyond Season 5.

Question: Are Spectator Mode and Custom Lobbies going to be available for Custom modes in Portal or only for Verified ones?
Answer: We are trying to add support for both Spectator mode and Custom Lobbies to work in conjunction with our new Custom Lobby feature. Custom Lobbies and Spectator mode were developed with our core modes in mind, so they don't always work smoothly with all the aspects of what builders can build in Portal Custom experiences. As a result, using these features together may create some hiccups or unpredictable results.
As with all things Portal, though, we want to let the community experiment and figure out the level of quality you're satisfied with. That way we can be strategic about adding more support for the things you like best in future seasons.

Question: Any chance the TTK/TTD will get a change in the future along with footstep audio being fixed/improved? Currently the TTK is too fast and the audio for footsteps are very inconsistent and its hard to identify where enemies come from.
Answer: We continue to test and iterate across different areas of gunplay and movement as well as balancing to get the TTK/TTD to a sweet spot. We're continuing to look at player feedback around audio. We'll continue to make further refinements as all of these are high focus areas for us.

Question: Is there a chance that you are going to make something similar to the 2026 Roadmap for 2027 too?
Answer: We are committed to Battlefield 6 and REDSEC continuing after Season 5, and we look forward to sharing more about the future towards the end of the year.

Question: Will the supression return to what it was like in previous games?
Answer: Suppression is a polarizing mechanic, and while it is something we are evaluating, any changes will be thoroughly tested in BFLabs before it lands on the main game. I don't have a timeline to give now, but it is being looked at.

Question: Are there any plans to bring ranked in Multiplayer instead of just REDSEC?
Answer: Competitive is an important part for Battlefield.
We are always looking at ways to expand our offering on this front and are working on what would be best for our Ranked MP experience.

Question: Is there any planned weapon tunning specific to RESEC? The meta (SVDM,KTS, SCW) has been stale for months and we definitely need a refreshment for meta guns.
Answer: Yes, we are looking at the longer range weapons specifically and we have some changes related to recoil, ammo reserve, availability of weapons in loot and damage vs armor that we're currently evaluating.

Question: What, if any, are the plans to expand naval combat? The patch notes had mentioned amphibious vehicles but we currently have none.
Answer: Right now, our main focus is to get the new content and gameplay for the remaining phases of Season 4 into your hands. From there, we'll evaluate to how naval combat impacts overall gameplay before making long-term expansion plans. However, players won't have to wait long for major content: the next phase of Season 4 brings big additions, including 2 new two-seater jets and operational aircraft carriers as part of our massive Top Gun collaboration!

Question: Will larger vehicles or battlefield support units be added in the future, such as targeted artillery strikes or electronic jamming aircraft? I think these bigger toys would add more unpredictability to the battlefield.
Answer: We have some really exciting vehicles coming in future content that I think will scratch that itch!

Question: I understand that Battlefield 6 features various game modes and plans to add more in the future. However, there are currently too many modes that have effectively been abandoned. This creates a situation where both new and existing players face an overwhelming number of choices, often resulting in a gameplay experience populated entirely by bots. Is there no plan to address this issue?
Answer: We recognize that having too many split playlists fragment the player base and lead to bot-heavy lobbies. To ensure fast queue times and full human lobbies, we are consolidating official matchmaking into fewer, high-traffic playlists that feature active mode rotations. Additionally, in Season 5 we will be bringing the improved Server Browser to the game, allowing players to easily locate or host dedicated matches for specific modes whenever they want.

Question: Is there any possibility to make a change that missile from 9K38 IGLA don’t bypass flares? The reasoning behind that is that pilots of air vehicles don't have any option to counter that except being behind a solid cover that's on course of the missile additionally there isn't any distinction between a missile shot from 9K38 IGLA and SLM-93A SPIRE after it leaves the launcher.
Answer: We have a number of fixes to the Air and AA loop that will be coming later in Season 4 and we are evaluating the role of the IGLA and looking at the fundamentals of the gadget. We don't have a targeted release for those changes but keep an eye out!

Question: Are there any possibilities for "collabs" with other IPs (basically adding patches related to them) that are from other studios that are part of EA example being: Dragon Age, Mass Effect, Apex Legends, Dead Space etc. or any other IP that might be somewhat fitting into the game?
Answer: Future collaborations are in the works, but it's essential that any partner IP fits the identity of Battlefield. We'd love to hear player feedback on what crossovers excite you! Up first: our Top Gun collaboration kicking off in Phase 2 of Season 4, bringing full-scale land, air, and sea combat back to the franchise.

Question: Are there any plans to make changes to the Attack Boats? They feel a little under-tuned survivability-wise and aren't particularly maneuverable. I also believe the new lock-on TOW is quite overpowered and often doesn't give aircraft a fair shot.
It'd be also great to see more transport vehicles added to Tsuru Reef, especially at the deployments 🙂
Answer: The RCB-90 is a new vehicle for Season 4 and we're currently absorbing and evaluating all the data coming in now that it's live. We're looking at all the aspects of this vehicle when it comes to tuning but there are a couple areas we're confident need an update.
They tend to flip too easily, so we have a fix coming in Season 4 to make them more stable and they are too vulnerable to the Scout Helicopter, so we're increasing their durability to that vehicle's weapons.
We also have some tweaks to the handling coming up as well.

Question: Related Topic in 2026 Roadmap (Matchmaking): Besides Server Browser, would you consider Persistent Lobbies in official servers with team reshuffling after each match, both to further address the bot issue — especially in Minority Regions (Asia, South America, etc.) — and to give mid-match joiners a reason to stay instead of getting dropped into a new bot-filled lobby afterward?
Answer: We are always looking for ways to improve matchmaking and team construction experience for our players looking to balance speed to match and quality of the match across all the regions we support.

Question: Would it be possible to bring back movement mechanics similar to the beta or Battlefield V? That would allow for smoother gameplay and ensure that duels are won through skill.
Answer: With S4 we focused on bringing improvements to our movement mechanics which were mainly centered around our soldier in water combat states such as diving, wading, drowning and underwater swimming to name a few. With the new mechanics rolled out and the polish we also brought up with our ground combat movement mechanics we will now evaluate the player feedback and data and continue to polish movement in the future.

Question: Any chance the sweet spot mechanic for snipers will be removed? Feels more frustrating to die by one shot body hits than it helps sniper gameplay to be fun
Answer: There were some balance adjustments to this mechanic that landed in Season 3 but did not move the needle the way we hoped. Sniper Rifles and DMRs are a key focus area and we'll continue to monitor and iterate on the balance for these weapons. We don't have a specific timeline yet but these changes will be evaluated in BFLabs before going live.

Question: Where’s Megalodon?
Answer: Lurking.........

Question: You guys talked about a seperate stats page for Portal showing in the player profile. Right now the Portal stats have been removed. Are Portal stats still coming?
Answer: Portal-specific stats represent a very significant development effort to deliver. So far, we've been focused on adding features that expand the types of gameplay available for Portal builders to make sure the variety and quality of custom experiences keep improving. We've heard a strong desire from our player community for better handling of progression and stats in our UGX experiences; we are investigating this, but have nothing to share at this time. Please keep an eye on our Community Update blogs, where we will share more when we're ready!

Question: Will it be possible to rent your own Battlefield servers through certified third-party providers in the future, once the server browser has been released?
Answer: We don't have plans for that at this time. Our current priority is delivering the Server Browser in Season 5. In our next Community Update blog, we will be sharing more, so be sure to check it out!

Question: Can we expect some stability for Portal any time soon? It feels like every patch breaks multiple major things and changes things around. It's sapping a lot of the will to actually develop stuff for Portal.
Can we also maybe get some love for the pure transport vehicles like the quad, dirtbike, golfcart and get some skins for them? If I run someone over with the golfcart I want it to look stylish.
Answer: We understand that when experiences break after an update, it is a frustrating process, and something we are constantly investigating to improve to ensure a more seamless experience for our builders. As part of a live service game, though, even if we added nothing to Portal, the new features in the main game would require occasional updates from builders. As we develop new features and support new seasons, we prioritize making fewer & larger changes rather than constant small changes to make things more predictable for builders and keep experiences functional for long stretches of time rather than constantly breaking them.

Question: Are there any plans to allow experience creators to cause damage to assets/scenery with new API mod functions? Destruction is not possible currently.
And also to detect whether a spawned SpatialObject is destroyed or not?
Answer: Experience builders can currently damage players and vehicles in this way; adding similar support for environmental destruction is on our backlog. We've done an initial investigation, and it's a pretty challenging feature to develop, but we'd still like to bring it to a future season if we're able to fit it into the schedule.

Question: Are there any works on controller gameplay? Specifically on Labs, controller gameplay felt very snappy and responsive. However in the live game, it feels like sensitivity feels different from update to update or session to session. Could it be that aim assist and controller latency is influenced by netcode and server issues?
Answer: We are always looking to continue improving responsiveness of both inputs. A lot of things can affect the feeling of responsiveness of gameplay, from server issues to network jitter. We added a stick debug overlay toggle in the options menu recently (at the bottom of where you can tune deadzones) that gives real-time controller info that may be helpful here to help diagnose any settings-based or double deadzone issues that could cause sensitivity feeling different between sessions.

Question: When will verified Portal creators have the option to disable thermal sights and split the settings for vehicle and infantry crosshairs (I.e. Infantry crosshairs off, vehicle crosshairs on)?
Answer: This isn't currently part of our plans. That said, our priorities can change based on community feedback. We know this is a requested feature, and we'll continue to assess its feasibility in a future update.

Question: Are you considering adding factional counterparts to the Blackhawk and the newly added Patrol Boat?
Answer: We're reviewing other vehicles that will be added in the future, but no specifics right now that we can share.

Continuing the Work

Season 5 is not the end of our plans for Battlefield 6 and REDSEC.

Teams across Battlefield Studios are already working on what comes after Season 5, and we will share more when those plans are ready.

Battlefield Labs, including Battlefield Labs in Live, will remain an important part of that work, helping us test and refine new experiences alongside players as development moves forward. What we learn through your feedback and participation will help shape what comes next.

Please continue reporting issues through our EA Forums. You can also join the community on the Battlefield Discord and join discussions and events like giveaways. You can also visit our website for the latest Battlefield news and seasonal updates.

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 — 20 days ago

Battlefield 6 - Community Update - New Maps, Features, and More

  • What’s Next for Battlefield 6
    • Custom Lobbies and Spectator Mode
    • Proximity Chat
    • Maps in Season 5
    • Server Browser and Matchmaking
    • Platoons
    • Multiplayer Leaderboards
    • Multiplayer Ranked
    • Weapon, Vehicle, and Gadget Balance
  • More from the Discord Q&A
  • Continuing the Work

Hey everyone,

https://preview.redd.it/cui48yv309gh1.jpg?width=1920&format=pjpg&auto=webp&s=ce5ba5b213beff0b582203747c37bc20cf6d6f94

Season 4 is now underway, bringing Naval Warfare, Tsuru Reef, and a new chapter for Battlefield 6. Since our last roadmap update in June, several features and improvements have moved closer to release, and with more arriving throughout the season, we want to share the latest on what players can expect next.

  • August - Season 4 Phase 2: Custom Lobbies, Spectator Mode, Wake Island
  • September - Season 4 Phase 3: Proximity Chat
  • Winter - Season 5: Platoons, Server Browser, Multiplayer Leaderboards, three new maps

We also recently brought developers from across Battlefield Studios together for another Battlefield Discord Live Q&A [discord.gg/battlefield]. Over the course of the scheduled 60-minute Q&A session, the team answered 50 questions on Season 4 and beyond.

What’s Next for Battlefield 6

There is plenty more ahead for Battlefield 6, from features arriving later in Season 4 to new maps, social tools, and other updates planned for Season 5. Below is a closer look at what is coming next, including new testing milestones and ways players will help shape these experiences through Battlefield Labs.

https://preview.redd.it/7b7rr4y309gh1.png?width=2048&format=png&auto=webp&s=d5ee7e946f92a27ec656e598e0b81f3ee3eded11

Custom Lobbies and Spectator Mode

Custom Lobbies and Spectator Mode are arriving with Season 4 Phase 2: Top Gun on August 18 through Battlefield Labs in Live.

Building on the foundations of Portal, Custom Lobbies will give hosts more direct control when setting up and running a match. Hosts will be able to assign players to specific teams, adjust select match settings, and organize private sessions or community tournaments, with Spectator Mode providing ways to follow the action.

Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. More information on these features will be shared in a future article before the Top Gun update launches.

Proximity Chat

The first iteration of Proximity Chat is coming with Season 4 Phase 3: Tidal Strike on September 15 through Battlefield Labs in Live.

It will initially be available in Battle Royale, creating new opportunities for coordination and unexpected interactions between nearby players and squads.

Launching the feature through Battlefield Labs in Live will help us evaluate audio range and clarity, player controls, moderation tools, and the feature’s broader effect on the flow of a round. Player feedback and live-game data will shape the adjustments we make before bringing Proximity Chat to Multiplayer at a later date.

Maps in Season 5

Look beyond Season 4, Season 5 will introduce three new maps, as outlined in our 2026 roadmap. Testing on these maps is already underway in Battlefield Labs, giving us an early opportunity to gather feedback and refine each experience ahead of release.

We are not ready to reveal where these new battles will take place just yet, but we can share more about the experiences they are being designed to deliver. One will focus more closely on infantry combat, while the other two will support the larger-scale, combined-arms warfare at the heart of Battlefield.

https://preview.redd.it/c34mj3x309gh1.png?width=1200&format=png&auto=webp&s=c1a73b5f5a88cbaa63e5bd862c1730ba1691ee29

In addition to those three new maps, reworks of Blackwell Fields and New Sobek City are currently planned to launch later in Season 5.

Before those updates reach the live game, we will begin testing them through Battlefield Labs. This will give players an opportunity to experience the changes early and help us evaluate the updated layouts, objective flow, traversal, and balance between infantry and vehicles.

Server Browser and Matchmaking

Server Browser will enter Battlefield Labs testing ahead of its planned release in Season 5 as part of Phase 3, giving players an early opportunity to try the feature and help us refine the experience.

We are also exploring how the Server Browser can support a more persistent match flow, make it easier to remain with other players between rounds, and complement the existing matchmaking experience.

We will share a closer look at the Server Browser interface and the options available for finding servers as Battlefield Labs testing approaches. For now, here’s what we can share with you on our progress.

https://preview.redd.it/2yke0zv309gh1.jpg?width=1920&format=pjpg&auto=webp&s=6fa46ecf68b79951be3a2424fc6c65aca12fe609

Server Browser will provide another way to find matches, but it is not intended to replace the work underway on matchmaking itself.

Matchmaking remains one of the most frequently discussed areas within the community, particularly around match quality and consistency. Our teams are investigating concerns such as matches starting or backfilling with too many bots, significant differences in ticket counts, and players being placed in high-ping matches.

These concerns involve several interconnected systems. Once we have clear findings to share, we plan to publish a dedicated update outlining what our investigation has identified and how we intend to improve the experience.

Platoons

Platoons also remain on track for Season 5 Phase 3.

At launch, players will be able to create or join a Platoon and use new tools to represent and organize their group in-game. This initial release will establish the foundation for Platoons in Battlefield 6, with more opportunities to expand its social and community features over time.

Multiplayer Leaderboards

Multiplayer Leaderboards remain on track for the launch of Season 5.

Building on the systems introduced with Ranked Battle Royale, this feature will give players new ways to track performance and compare their progress across Multiplayer. We will share more details on the available categories and how the system will work closer to release.

Multiplayer Ranked

Development of Multiplayer Ranked is progressing, informed by what we learned from the launch of Ranked Battle Royale in Season 3 and how players continue to engage with the ranked experience throughout the seasons. The team is evaluating the rules and supporting systems needed to create a competitive experience that works at Battlefield’s scale.

While we don’t have a firm release window just yet, the team is continuing to evaluate the right time to introduce Multiplayer Ranked. We will provide another update as development progresses.

Weapon, Vehicle, and Gadget Balance

Recent gunplay changes in Season 3 have landed positively overall. In our Community Survey, sentiment around Weapon Balance increased by 23 points from June to July, turning from a negative to a positive feature.

https://preview.redd.it/3py12zv309gh1.png?width=2048&format=png&auto=webp&s=01ca29a05d67587da62bbb5b00c5adf4139cc094

We are also reviewing gameplay data to better understand how those changes are affecting combat. Early indicators suggest that average time-to-kill has increased and that players who win engagements are taking more damage than before, giving opponents more opportunity to respond.

These are encouraging signals, but they do not tell the full story. Performance can vary considerably between weapons, engagement ranges, and different parts of the player base, so we are continuing to monitor the data and player feedback before drawing broader conclusions or making further changes.

Our balance work also extends beyond weapons. We are reviewing vehicle combat and the effectiveness of gadgets, including how these systems interact with infantry play and with one another across different modes.

We're actively monitoring the balance of these areas alongside the new content planned for the remainder of Season 4 and into Season 5. We want the combat experience to continue to evolve based on your feedback and will share details along with in-depth Battlefield Combat articles once decisions are finalized.

More from the Discord Q&A

During our recent Battlefield Discord Live Q&A, developers from across Battlefield Studios answered as many community questions as possible. Thank you to everyone who joined us and submitted questions.

Below, we have included all of the questions answered during the live discussion. We are also reviewing the questions we did not have time to reach and will look for opportunities to address more of those topics through future Community Updates, Update Notes, and other Battlefield channels.

Some questions have been edited or combined from their original Discord posts for brevity and readability.

Question: Are there any plans to add actual glow to weapon sights similar to BFV?
Answer: We are currently working on improvements to our reticle system that should improve their visibility against different environments. We are currently in testing phase and we hope to get the changes out as soon as the changes are ready.

Question: What is the progress of New Sobek City and Blackwell Fields map reworks? Will these be available to play in Labs in the near future?
Answer: These are on track to be released later in Season 5. We’ll be testing both in Battlefield Labs imminently and will be telling you more about the evolution and changes we’re bringing later in Season 4.

Question: About the upcoming Phantom Program event in Season 4, are we going to complete a set of challenges, or do we have to find or complete some Easter Eggs like in the past?
Answer: It’s a mix of both! The system is built around challenges, but to unlock or complete them, you’ll need to track down and solve Easter eggs across Fort Lyndon

Question: With air radar fixed and server browser coming, two hot features are now accounted for in the game. What's the next hot feature that players can start getting excited for?
Answer: Custom Lobbies are an evolution of Portal. When the feature goes live in Phase 2 on August 18, players will be able to enable an interface that lets hosts assign players to specific teams and customize some match settings live. This will allow players to host their own tournaments and private matches, including Spectator Mode capabilities. The support for the modes will be rolling out gradually, and in the initial release, we are supporting Battle Royale Quads and Conquest in Battlefield Labs in Live.

Question: Is there a chance that we may see levolution added to the game that’s akin to Battlefield 4 and why wasn’t it in BF6?
Answer: Our vision is targeted set-piece destruction. We want to deliver massive, tactical destruction events that reshape combat zones and sightlines, without changing the fundamental identity or flow of the map. Keep an eye out in Season 5!

Question: I noticed in the roadmap it said proximity chat for REDSEC was going to be tested. Is it also coming to regular Battlefield? I think this is what most of us were hoping for with prox chat.
Answer: Yes. So proximity chat is coming with Phase 3 of Season 4 for Battle Royale in REDSEC. The current plan is to then bring proximity chat to Multiplayer at a later date. From there, we'll monitor how it's behaving during live REDSEC gameplay matches to help inform future iterations.

Question: Can you tell us more about platoons?
Answer: Platoons is a great feature that we will be introducing in Season 5. We will be talking about it later in Season 4 

Question: When will we get a new REDSEC map and what kind of features will the developers add to it? Are you more interested in adding water gameplay to REDSEC or will it be more centred around land warfare?
Answer: We are looking to continue to update the current Fort Lydon Map with fun and interesting new POIs. Continued evolution of the new water focused gameplay elements will land in REDSEC full force with the new Carrier POI in Phase 2 of Season 4.

Question: What content will be coming to Portal throughout Season 4? Will aircraft carriers become an asset available for creators to use? And will there be new tools coming to Portal?
Answer: We'll be bringing all the Season 4 maps to both verified and custom modes. As for new features, keep an eye on the community update blogs, where we'll announce these when they're ready to launch.

Question: Is there a plan to put Elite 250 and higher end Master ranks in their own matches so they aren’t in the mix with lower ranks trying to progress but can’t due to fighting these players?
Answer: This is something we do want to improve in the future, but we don't have a specific timeline yet to address this.
Time to matchmake in matches is something that is impacted by this and we are working to find the proper solution.

Question: Many players seem to want more atmospheric weather and night maps rather than just large scale events. Is this something the team is actively considering?
Answer: We definitely hear the feedback on dynamic weather and night maps! While we continue to explore options for new maps, you can dive into great night combat right now in Battlefield Portal. Check out Night Ops Conquest, created by ViperStudioAndy (Experience code: 1XVU6)!

Question: With the implementation of free diving, is there any plans for the Portal map editor to give a tool to set a water level which would allow map creators to flood maps?
Answer: For our new maps focused on naval gameplay, we are working on adding the ability to modify the water level. Our target release date is later in Season 4. Extending that to all other maps would be a new feature that we're considering adding in future seasons.

Question: Are there any updates on the main battle tank, and adding more weapon options to it or bringing back canister shell?
Answer: We have a specific fix for the Anti-Personnel Shell exploit coming later in Season 4 and a longer-term solution for the underlying issue in a future update. We are also looking at the mix of ammo types and weapons for the MBT and IVF for future balance and possible new types.

Question: Are battlefield pick ups supposed to exist? Are they coming back? Are we getting more of them? Can we get clear and direct communication about them? I got a mini gun on Eastwood once last season and never saw it there again.
Answer: There were some balance and quality issues when these were first released, but we've taken a tuning and improvement pass on these and will be re-introducing them in existing and future maps.

Question: As the team plans future content, would you consider prioritizing more substantial releases like we used to get in prior games, such as Battlefield 3 and 4 Premium edition, rather than spreading limited number of maps, vehicles, and features across multiple seasons?We used to get up to 4 large maps, multiple guns and vehicles and other gameplay features, within every update/package release.
Receiving only one brand new map this season that has no dynamic weather, with a limited number of weapons and vehicles, is very lacking compared to what we used to get.
Answer: There's plenty of content coming in Season 4 - Wake Island as another new map, Carrier Strike, Fighter Sweep, Custom Lobbies, Spectator mode, Prox Chat... and our massive Top Gun collaboration coming in Phase 2 on August 18.
We'll follow this up with a huge Season 5 coming later in the year, with 3 new maps and our reworks of Blackwell Fields and New Sobek City too, Platoons and more surprises.
There's so much more to come!

Question: Will Commander Mode ever be a thing again in BF6?
Answer: No plans to bring Commander Mode into Battlefield 6 at this moment in time, though the community has been crafting away within Battlefield Portal and you could get hands-on with it via Experience Code: 1ZXUU by Nodone.

Question: My question is regarding the two new modes coming in the second phase, Carrier Strike and the new Gauntlet mode, will they be permanent?
Answer: Carrier Strike will launch alongside Season 4, Phase 2 - Top Gun, and Fighter Sweep will be a new mission added to Gauntlet during that time as well.
Our new modes are not immediately planned to be permanent modes so we can first review how these modes resonate with our players. Beyond that, we have the option to rotate modes in and out and add them to more maps based on player feedback.

Question: Is there a possibility that Portal could see all building materials/ blank slates in Portal?
Answer: Technical limitations of our engines prevent us from offering a true "blank slate" where builders have access to every asset on a single map. Over time, we hope to release multiple builder-centric maps that offer a good option for builders who want a clean slate to build on, but each of these will be limited to a specific biome-limited set of assets. As we're able, we are strategically adding a few assets to the core set, which makes them available across all maps. That set has a very limited size, though, so we have to carefully vet the asset selection to make sure each one is valuable across many experiences.

Question: Do you have any kind of timeframe to fix the netcode? Currently, the netcode is in far more awful condition than that of Battlefield V, and it is making the game unplayable. We have been given multiple assurances before, but a concrete timeframe would be nice.
Answer: We are constantly evaluating and working to improve the netcode in Battlefield 6 and REDSEC. We have made many tweaks and improvements since Season 2, and are always looking to make further improvements based on player feedback and gameplay data from live matches to ensure the game is as fair as it can be.

Question: Will there be jet loadouts and improvements in Season 4? With the new jets coming and the Top Gun collab, I think it would be appropriate to finally improve the overall jet experience.
Answer: The F/A-81F Super Spectre is the new 2 Seater Jet for Season 4, Phase 2 and will have a fully customizable loadout. We have plans for the other jets but can't give a timeline quite yet, we'll share more when we get closer to the time.

Question: Any update on Strikepoint?
Answer: We are working on improving the mode and are planning to update it in a future season!

Question: I love how the new Portal allows for so many possibilities and keeps expanding with new content, such as maps and vehicles. I can’t wait to see how the carriers might be used! Unfortunately, every time I join one of the featured experiences, network issues like rubber-banding severely degrade the gameplay experience. Is there any outlook as to when this might be improved?
Answer: With the range of options available to our builders, there are many reasons a given experience might not perform well at scale. It could be that the creator has added more vehicles than the physics system can keep up with, or maybe they're doing something very complicated with the UI that starts to bog down the script execution on the server. We've been happy to see that the builder community has helped one another find and share with one another what the limits are for creating experiences that perform well.
While we test experiences internally before featuring them, some of these performance issues only emerge when we massively scale up the number of players on a given experience. We've improved our internal testing and selection processes to make sure we're only featuring experiences that offer the gameplay performance you expect from Battlefield, and we're constantly trying to help the builder community understand how they can improve their creation practices to make more performant, feature-worthy experiences.

Question: Could you share the dates and format for the REDSEC Open and Elite Series? Also, how do you see the overall future of Battle Royale as an esports discipline?
Answer: We cannot share the exact dates just yet, but we hope to be announcing when these events will be kicking off in the near future. Stay tuned!

Question: Operations, from what I can tell, was insanely popular in Season 2 and players seem to want that mode back. It didn't come back for Season 3, is it going to come back soon? Are there any changes in the works for it? Since Breakthrough and Operations are so similar, would you consider replacing Breakthrough with Operations?
Answer: Operation Augur will continue returning on a regular basis as part of our featured playlist rotation. Beyond that, we hear the enthusiasm for the mode and have bigger plans for Operations coming in future seasons!

Question: Are there plans to do another balance pass on air vehicles, jets, attack heli and littlebird especially? As one example, the Littlebird, especially the light rockets on it seem far too effective in the current live game.
On Tsuru reef, the littlebird can kill everything extremely fast.
Answer: Balance across our hardware such as vehicles, gadgets and weapons is ongoing throughout the Seasons of Battlefield 6 and REDSEC. Some changes coming in Season 4 improve the survivability of the RCB-90 and Armored Transport vehicles vs the Scout Helicopter.  We'll continue to update you throughout our Community Updates and Game Update Notes when we get closer to these changes going live.

Question: Is there more content planned for after Season 5? You guys have been putting out fire with the last couple seasons, I'd hate to see it cut short.
Answer: With Season 4, Phase 2 - Top Gun on the horizon, and our biggest season yet in Battlefield 6 and REDSEC coming in Season 5, we feel we are just getting started! More seasons will follow with new and exciting content beyond Season 5.

Question: Are Spectator Mode and Custom Lobbies going to be available for Custom modes in Portal or only for Verified ones?
Answer: We are trying to add support for both Spectator mode and Custom Lobbies to work in conjunction with our new Custom Lobby feature. Custom Lobbies and Spectator mode were developed with our core modes in mind, so they don't always work smoothly with all the aspects of what builders can build in Portal Custom experiences. As a result, using these features together may create some hiccups or unpredictable results.
As with all things Portal, though, we want to let the community experiment and figure out the level of quality you're satisfied with. That way we can be strategic about adding more support for the things you like best in future seasons.

Question: Any chance the TTK/TTD will get a change in the future along with footstep audio being fixed/improved? Currently the TTK is too fast and the audio for footsteps are very inconsistent and its hard to identify where enemies come from.
Answer: We continue to test and iterate across different areas of gunplay and movement as well as balancing to get the TTK/TTD to a sweet spot. We're continuing to look at player feedback around audio. We'll continue to make further refinements as all of these are high focus areas for us.

Question: Is there a chance that you are going to make something similar to the 2026 Roadmap for 2027 too?
Answer: We are committed to Battlefield 6 and REDSEC continuing after Season 5, and we look forward to sharing more about the future towards the end of the year.

Question: Will the supression return to what it was like in previous games?
Answer: Suppression is a polarizing mechanic, and while it is something we are evaluating, any changes will be thoroughly tested in BFLabs before it lands on the main game. I don't have a timeline to give now, but it is being looked at.

Question: Are there any plans to bring ranked in Multiplayer instead of just REDSEC?
Answer: Competitive is an important part for Battlefield.
We are always looking at ways to expand our offering on this front and are working on what would be best for our Ranked MP experience.

Question: Is there any planned weapon tunning specific to RESEC? The meta (SVDM,KTS, SCW) has been stale for months and we definitely need a refreshment for meta guns.
Answer: Yes, we are looking at the longer range weapons specifically and we have some changes related to recoil, ammo reserve, availability of weapons in loot and damage vs armor that we're currently evaluating.

Question: What, if any, are the plans to expand naval combat? The patch notes had mentioned amphibious vehicles but we currently have none.
Answer: Right now, our main focus is to get the new content and gameplay for the remaining phases of Season 4 into your hands. From there, we'll evaluate to how naval combat impacts overall gameplay before making long-term expansion plans. However, players won't have to wait long for major content: the next phase of Season 4 brings big additions, including 2 new two-seater jets and operational aircraft carriers as part of our massive Top Gun collaboration!

Question: Will larger vehicles or battlefield support units be added in the future, such as targeted artillery strikes or electronic jamming aircraft? I think these bigger toys would add more unpredictability to the battlefield.
Answer: We have some really exciting vehicles coming in future content that I think will scratch that itch!

Question: I understand that Battlefield 6 features various game modes and plans to add more in the future. However, there are currently too many modes that have effectively been abandoned. This creates a situation where both new and existing players face an overwhelming number of choices, often resulting in a gameplay experience populated entirely by bots. Is there no plan to address this issue?
Answer: We recognize that having too many split playlists fragment the player base and lead to bot-heavy lobbies. To ensure fast queue times and full human lobbies, we are consolidating official matchmaking into fewer, high-traffic playlists that feature active mode rotations. Additionally, in Season 5 we will be bringing the improved Server Browser to the game, allowing players to easily locate or host dedicated matches for specific modes whenever they want.

Question: Is there any possibility to make a change that missile from 9K38 IGLA don’t bypass flares? The reasoning behind that is that pilots of air vehicles don't have any option to counter that except being behind a solid cover that's on course of the missile additionally there isn't any distinction between a missile shot from 9K38 IGLA and SLM-93A SPIRE after it leaves the launcher.
Answer: We have a number of fixes to the Air and AA loop that will be coming later in Season 4 and we are evaluating the role of the IGLA and looking at the fundamentals of the gadget. We don't have a targeted release for those changes but keep an eye out!

Question: Are there any possibilities for "collabs" with other IPs (basically adding patches related to them) that are from other studios that are part of EA example being: Dragon Age, Mass Effect, Apex Legends, Dead Space etc. or any other IP that might be somewhat fitting into the game?
Answer: Future collaborations are in the works, but it's essential that any partner IP fits the identity of Battlefield. We'd love to hear player feedback on what crossovers excite you! Up first: our Top Gun collaboration kicking off in Phase 2 of Season 4, bringing full-scale land, air, and sea combat back to the franchise.

Question: Are there any plans to make changes to the Attack Boats? They feel a little under-tuned survivability-wise and aren't particularly maneuverable. I also believe the new lock-on TOW is quite overpowered and often doesn't give aircraft a fair shot.
It'd be also great to see more transport vehicles added to Tsuru Reef, especially at the deployments 🙂
Answer: The RCB-90 is a new vehicle for Season 4 and we're currently absorbing and evaluating all the data coming in now that it's live. We're looking at all the aspects of this vehicle when it comes to tuning but there are a couple areas we're confident need an update.
They tend to flip too easily, so we have a fix coming in Season 4 to make them more stable and they are too vulnerable to the Scout Helicopter, so we're increasing their durability to that vehicle's weapons.
We also have some tweaks to the handling coming up as well.

Question: Related Topic in 2026 Roadmap (Matchmaking): Besides Server Browser, would you consider Persistent Lobbies in official servers with team reshuffling after each match, both to further address the bot issue — especially in Minority Regions (Asia, South America, etc.) — and to give mid-match joiners a reason to stay instead of getting dropped into a new bot-filled lobby afterward?
Answer: We are always looking for ways to improve matchmaking and team construction experience for our players looking to balance speed to match and quality of the match across all the regions we support.

Question: Would it be possible to bring back movement mechanics similar to the beta or Battlefield V? That would allow for smoother gameplay and ensure that duels are won through skill.
Answer: With S4 we focused on bringing improvements to our movement mechanics which were mainly centered around our soldier in water combat states such as diving, wading, drowning and underwater swimming to name a few. With the new mechanics rolled out and the polish we also brought up with our ground combat movement mechanics we will now evaluate the player feedback and data and continue to polish movement in the future.

Question: Any chance the sweet spot mechanic for snipers will be removed? Feels more frustrating to die by one shot body hits than it helps sniper gameplay to be fun
Answer: There were some balance adjustments to this mechanic that landed in Season 3 but did not move the needle the way we hoped. Sniper Rifles and DMRs are a key focus area and we'll continue to monitor and iterate on the balance for these weapons. We don't have a specific timeline yet but these changes will be evaluated in BFLabs before going live.

Question: Where’s Megalodon?
Answer: Lurking.........

Question: You guys talked about a seperate stats page for Portal showing in the player profile. Right now the Portal stats have been removed. Are Portal stats still coming?
Answer: Portal-specific stats represent a very significant development effort to deliver. So far, we've been focused on adding features that expand the types of gameplay available for Portal builders to make sure the variety and quality of custom experiences keep improving. We've heard a strong desire from our player community for better handling of progression and stats in our UGX experiences; we are investigating this, but have nothing to share at this time. Please keep an eye on our Community Update blogs, where we will share more when we're ready!

Question: Will it be possible to rent your own Battlefield servers through certified third-party providers in the future, once the server browser has been released?
Answer: We don't have plans for that at this time. Our current priority is delivering the Server Browser in Season 5. In our next Community Update blog, we will be sharing more, so be sure to check it out!

Question: Can we expect some stability for Portal any time soon? It feels like every patch breaks multiple major things and changes things around. It's sapping a lot of the will to actually develop stuff for Portal.
Can we also maybe get some love for the pure transport vehicles like the quad, dirtbike, golfcart and get some skins for them? If I run someone over with the golfcart I want it to look stylish.
Answer: We understand that when experiences break after an update, it is a frustrating process, and something we are constantly investigating to improve to ensure a more seamless experience for our builders. As part of a live service game, though, even if we added nothing to Portal, the new features in the main game would require occasional updates from builders. As we develop new features and support new seasons, we prioritize making fewer & larger changes rather than constant small changes to make things more predictable for builders and keep experiences functional for long stretches of time rather than constantly breaking them.

Question: Are there any plans to allow experience creators to cause damage to assets/scenery with new API mod functions? Destruction is not possible currently.
And also to detect whether a spawned SpatialObject is destroyed or not?
Answer: Experience builders can currently damage players and vehicles in this way; adding similar support for environmental destruction is on our backlog. We've done an initial investigation, and it's a pretty challenging feature to develop, but we'd still like to bring it to a future season if we're able to fit it into the schedule.

Question: Are there any works on controller gameplay? Specifically on Labs, controller gameplay felt very snappy and responsive. However in the live game, it feels like sensitivity feels different from update to update or session to session. Could it be that aim assist and controller latency is influenced by netcode and server issues?
Answer: We are always looking to continue improving responsiveness of both inputs. A lot of things can affect the feeling of responsiveness of gameplay, from server issues to network jitter. We added a stick debug overlay toggle in the options menu recently (at the bottom of where you can tune deadzones) that gives real-time controller info that may be helpful here to help diagnose any settings-based or double deadzone issues that could cause sensitivity feeling different between sessions.

Question: When will verified Portal creators have the option to disable thermal sights and split the settings for vehicle and infantry crosshairs (I.e. Infantry crosshairs off, vehicle crosshairs on)?
Answer: This isn't currently part of our plans. That said, our priorities can change based on community feedback. We know this is a requested feature, and we'll continue to assess its feasibility in a future update.

Question: Are you considering adding factional counterparts to the Blackhawk and the newly added Patrol Boat?
Answer: We're reviewing other vehicles that will be added in the future, but no specifics right now that we can share.

Continuing the Work

Season 5 is not the end of our plans for Battlefield 6 and REDSEC.

Teams across Battlefield Studios are already working on what comes after Season 5, and we will share more when those plans are ready.

Battlefield Labs, including Battlefield Labs in Live, will remain an important part of that work, helping us test and refine new experiences alongside players as development moves forward. What we learn through your feedback and participation will help shape what comes next.

Please continue reporting issues through our EA Forums. You can also join the community on the Battlefield Discord and join discussions and events like giveaways. You can also visit our website for the latest Battlefield news and seasonal updates.

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 — 20 days ago

Battlefield 6 - Community Update - New Maps, Features, and More

  • What’s Next for Battlefield 6
    • Custom Lobbies and Spectator Mode
    • Proximity Chat
    • Maps in Season 5
    • Server Browser and Matchmaking
    • Platoons
    • Multiplayer Leaderboards
    • Multiplayer Ranked
    • Weapon, Vehicle, and Gadget Balance
  • More from the Discord Q&A
  • Continuing the Work

Hey everyone,

https://preview.redd.it/8c9yavnotdgh1.jpg?width=1920&format=pjpg&auto=webp&s=c3999d94d91ff13ad032cca2ab230d07d05ee403

Season 4 is now underway, bringing Naval Warfare, Tsuru Reef, and a new chapter for Battlefield 6. Since our last roadmap update in June, several features and improvements have moved closer to release, and with more arriving throughout the season, we want to share the latest on what players can expect next.

  • August - Season 4 Phase 2: Custom Lobbies, Spectator Mode, Wake Island
  • September - Season 4 Phase 3: Proximity Chat
  • Winter - Season 5: Platoons, Server Browser, Multiplayer Leaderboards, three new maps

We also recently brought developers from across Battlefield Studios together for another Battlefield Discord Live Q&A [discord.gg/battlefield]. Over the course of the scheduled 60-minute Q&A session, the team answered 50 questions on Season 4 and beyond.

What’s Next for Battlefield 6

There is plenty more ahead for Battlefield 6, from features arriving later in Season 4 to new maps, social tools, and other updates planned for Season 5. Below is a closer look at what is coming next, including new testing milestones and ways players will help shape these experiences through Battlefield Labs.

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Custom Lobbies and Spectator Mode

Custom Lobbies and Spectator Mode are arriving with Season 4 Phase 2: Top Gun on August 18 through Battlefield Labs in Live.

Building on the foundations of Portal, Custom Lobbies will give hosts more direct control when setting up and running a match. Hosts will be able to assign players to specific teams, adjust select match settings, and organize private sessions or community tournaments, with Spectator Mode providing ways to follow the action.

Initial support will include Battle Royale Quads and Conquest, with additional modes planned as the feature expands. More information on these features will be shared in a future article before the Top Gun update launches.

Proximity Chat

The first iteration of Proximity Chat is coming with Season 4 Phase 3: Tidal Strike on September 15 through Battlefield Labs in Live.

It will initially be available in Battle Royale, creating new opportunities for coordination and unexpected interactions between nearby players and squads.

Launching the feature through Battlefield Labs in Live will help us evaluate audio range and clarity, player controls, moderation tools, and the feature’s broader effect on the flow of a round. Player feedback and live-game data will shape the adjustments we make before bringing Proximity Chat to Multiplayer at a later date.

Maps in Season 5

Look beyond Season 4, Season 5 will introduce three new maps, as outlined in our 2026 roadmap. Testing on these maps is already underway in Battlefield Labs, giving us an early opportunity to gather feedback and refine each experience ahead of release.

We are not ready to reveal where these new battles will take place just yet, but we can share more about the experiences they are being designed to deliver. One will focus more closely on infantry combat, while the other two will support the larger-scale, combined-arms warfare at the heart of Battlefield.

https://preview.redd.it/482linnrtdgh1.png?width=1200&format=png&auto=webp&s=0d4bbb113670408f1c3f710cc822d97d3633af65

In addition to those three new maps, reworks of Blackwell Fields and New Sobek City are currently planned to launch later in Season 5.

Before those updates reach the live game, we will begin testing them through Battlefield Labs. This will give players an opportunity to experience the changes early and help us evaluate the updated layouts, objective flow, traversal, and balance between infantry and vehicles.

Server Browser and Matchmaking

Server Browser will enter Battlefield Labs testing ahead of its planned release in Season 5 as part of Phase 3, giving players an early opportunity to try the feature and help us refine the experience.

We are also exploring how the Server Browser can support a more persistent match flow, make it easier to remain with other players between rounds, and complement the existing matchmaking experience.

We will share a closer look at the Server Browser interface and the options available for finding servers as Battlefield Labs testing approaches. For now, here’s what we can share with you on our progress.

https://preview.redd.it/93jvmhkttdgh1.jpg?width=1920&format=pjpg&auto=webp&s=427423f33b5482b23cc63d6bbd57ed2226ac12fd

Server Browser will provide another way to find matches, but it is not intended to replace the work underway on matchmaking itself.

Matchmaking remains one of the most frequently discussed areas within the community, particularly around match quality and consistency. Our teams are investigating concerns such as matches starting or backfilling with too many bots, significant differences in ticket counts, and players being placed in high-ping matches.

These concerns involve several interconnected systems. Once we have clear findings to share, we plan to publish a dedicated update outlining what our investigation has identified and how we intend to improve the experience.

Platoons

Platoons also remain on track for Season 5 Phase 3.

At launch, players will be able to create or join a Platoon and use new tools to represent and organize their group in-game. This initial release will establish the foundation for Platoons in Battlefield 6, with more opportunities to expand its social and community features over time.

Multiplayer Leaderboards

Multiplayer Leaderboards remain on track for the launch of Season 5.

Building on the systems introduced with Ranked Battle Royale, this feature will give players new ways to track performance and compare their progress across Multiplayer. We will share more details on the available categories and how the system will work closer to release.

Multiplayer Ranked

Development of Multiplayer Ranked is progressing, informed by what we learned from the launch of Ranked Battle Royale in Season 3 and how players continue to engage with the ranked experience throughout the seasons. The team is evaluating the rules and supporting systems needed to create a competitive experience that works at Battlefield’s scale.

While we don’t have a firm release window just yet, the team is continuing to evaluate the right time to introduce Multiplayer Ranked. We will provide another update as development progresses.

Weapon, Vehicle, and Gadget Balance

Recent gunplay changes in Season 3 have landed positively overall. In our Community Survey, sentiment around Weapon Balance increased by 23 points from June to July, turning from a negative to a positive feature.

https://preview.redd.it/tqp3nfcutdgh1.png?width=3840&format=png&auto=webp&s=2ba5fbe07ca5db7062da9914e817dd4681880c17

We are also reviewing gameplay data to better understand how those changes are affecting combat. Early indicators suggest that average time-to-kill has increased and that players who win engagements are taking more damage than before, giving opponents more opportunity to respond.

These are encouraging signals, but they do not tell the full story. Performance can vary considerably between weapons, engagement ranges, and different parts of the player base, so we are continuing to monitor the data and player feedback before drawing broader conclusions or making further changes.

Our balance work also extends beyond weapons. We are reviewing vehicle combat and the effectiveness of gadgets, including how these systems interact with infantry play and with one another across different modes.

We're actively monitoring the balance of these areas alongside the new content planned for the remainder of Season 4 and into Season 5. We want the combat experience to continue to evolve based on your feedback and will share details along with in-depth Battlefield Combat articles once decisions are finalized.

More from the Discord Q&A

During our recent Battlefield Discord Live Q&A, developers from across Battlefield Studios answered as many community questions as possible. Thank you to everyone who joined us and submitted questions.

Below, we have included all of the questions answered during the live discussion. We are also reviewing the questions we did not have time to reach and will look for opportunities to address more of those topics through future Community Updates, Update Notes, and other Battlefield channels.

Some questions have been edited or combined from their original Discord posts for brevity and readability.

Question: Are there any plans to add actual glow to weapon sights similar to BFV?
Answer: We are currently working on improvements to our reticle system that should improve their visibility against different environments. We are currently in testing phase and we hope to get the changes out as soon as the changes are ready.

Question: What is the progress of New Sobek City and Blackwell Fields map reworks? Will these be available to play in Labs in the near future?
Answer: These are on track to be released later in Season 5. We’ll be testing both in Battlefield Labs imminently and will be telling you more about the evolution and changes we’re bringing later in Season 4.

Question: About the upcoming Phantom Program event in Season 4, are we going to complete a set of challenges, or do we have to find or complete some Easter Eggs like in the past?
Answer: It’s a mix of both! The system is built around challenges, but to unlock or complete them, you’ll need to track down and solve Easter eggs across Fort Lyndon

Question: With air radar fixed and server browser coming, two hot features are now accounted for in the game. What's the next hot feature that players can start getting excited for?
Answer: Custom Lobbies are an evolution of Portal. When the feature goes live in Phase 2 on August 18, players will be able to enable an interface that lets hosts assign players to specific teams and customize some match settings live. This will allow players to host their own tournaments and private matches, including Spectator Mode capabilities. The support for the modes will be rolling out gradually, and in the initial release, we are supporting Battle Royale Quads and Conquest in Battlefield Labs in Live.

Question: Is there a chance that we may see levolution added to the game that’s akin to Battlefield 4 and why wasn’t it in BF6?
Answer: Our vision is targeted set-piece destruction. We want to deliver massive, tactical destruction events that reshape combat zones and sightlines, without changing the fundamental identity or flow of the map. Keep an eye out in Season 5!

Question: I noticed in the roadmap it said proximity chat for REDSEC was going to be tested. Is it also coming to regular Battlefield? I think this is what most of us were hoping for with prox chat.
Answer: Yes. So proximity chat is coming with Phase 3 of Season 4 for Battle Royale in REDSEC. The current plan is to then bring proximity chat to Multiplayer at a later date. From there, we'll monitor how it's behaving during live REDSEC gameplay matches to help inform future iterations.

Question: Can you tell us more about platoons?
Answer: Platoons is a great feature that we will be introducing in Season 5. We will be talking about it later in Season 4 

Question: When will we get a new REDSEC map and what kind of features will the developers add to it? Are you more interested in adding water gameplay to REDSEC or will it be more centred around land warfare?
Answer: We are looking to continue to update the current Fort Lydon Map with fun and interesting new POIs. Continued evolution of the new water focused gameplay elements will land in REDSEC full force with the new Carrier POI in Phase 2 of Season 4.

Question: What content will be coming to Portal throughout Season 4? Will aircraft carriers become an asset available for creators to use? And will there be new tools coming to Portal?
Answer: We'll be bringing all the Season 4 maps to both verified and custom modes. As for new features, keep an eye on the community update blogs, where we'll announce these when they're ready to launch.

Question: Is there a plan to put Elite 250 and higher end Master ranks in their own matches so they aren’t in the mix with lower ranks trying to progress but can’t due to fighting these players?
Answer: This is something we do want to improve in the future, but we don't have a specific timeline yet to address this.
Time to matchmake in matches is something that is impacted by this and we are working to find the proper solution.

Question: Many players seem to want more atmospheric weather and night maps rather than just large scale events. Is this something the team is actively considering?
Answer: We definitely hear the feedback on dynamic weather and night maps! While we continue to explore options for new maps, you can dive into great night combat right now in Battlefield Portal. Check out Night Ops Conquest, created by ViperStudioAndy (Experience code: 1XVU6)!

Question: With the implementation of free diving, is there any plans for the Portal map editor to give a tool to set a water level which would allow map creators to flood maps?
Answer: For our new maps focused on naval gameplay, we are working on adding the ability to modify the water level. Our target release date is later in Season 4. Extending that to all other maps would be a new feature that we're considering adding in future seasons.

Question: Are there any updates on the main battle tank, and adding more weapon options to it or bringing back canister shell?
Answer: We have a specific fix for the Anti-Personnel Shell exploit coming later in Season 4 and a longer-term solution for the underlying issue in a future update. We are also looking at the mix of ammo types and weapons for the MBT and IVF for future balance and possible new types.

Question: Are battlefield pick ups supposed to exist? Are they coming back? Are we getting more of them? Can we get clear and direct communication about them? I got a mini gun on Eastwood once last season and never saw it there again.
Answer: There were some balance and quality issues when these were first released, but we've taken a tuning and improvement pass on these and will be re-introducing them in existing and future maps.

Question: As the team plans future content, would you consider prioritizing more substantial releases like we used to get in prior games, such as Battlefield 3 and 4 Premium edition, rather than spreading limited number of maps, vehicles, and features across multiple seasons?We used to get up to 4 large maps, multiple guns and vehicles and other gameplay features, within every update/package release.
Receiving only one brand new map this season that has no dynamic weather, with a limited number of weapons and vehicles, is very lacking compared to what we used to get.
Answer: There's plenty of content coming in Season 4 - Wake Island as another new map, Carrier Strike, Fighter Sweep, Custom Lobbies, Spectator mode, Prox Chat... and our massive Top Gun collaboration coming in Phase 2 on August 18.
We'll follow this up with a huge Season 5 coming later in the year, with 3 new maps and our reworks of Blackwell Fields and New Sobek City too, Platoons and more surprises.
There's so much more to come!

Question: Will Commander Mode ever be a thing again in BF6?
Answer: No plans to bring Commander Mode into Battlefield 6 at this moment in time, though the community has been crafting away within Battlefield Portal and you could get hands-on with it via Experience Code: 1ZXUU by Nodone.

Question: My question is regarding the two new modes coming in the second phase, Carrier Strike and the new Gauntlet mode, will they be permanent?
Answer: Carrier Strike will launch alongside Season 4, Phase 2 - Top Gun, and Fighter Sweep will be a new mission added to Gauntlet during that time as well.
Our new modes are not immediately planned to be permanent modes so we can first review how these modes resonate with our players. Beyond that, we have the option to rotate modes in and out and add them to more maps based on player feedback.

Question: Is there a possibility that Portal could see all building materials/ blank slates in Portal?
Answer: Technical limitations of our engines prevent us from offering a true "blank slate" where builders have access to every asset on a single map. Over time, we hope to release multiple builder-centric maps that offer a good option for builders who want a clean slate to build on, but each of these will be limited to a specific biome-limited set of assets. As we're able, we are strategically adding a few assets to the core set, which makes them available across all maps. That set has a very limited size, though, so we have to carefully vet the asset selection to make sure each one is valuable across many experiences.

Question: Do you have any kind of timeframe to fix the netcode? Currently, the netcode is in far more awful condition than that of Battlefield V, and it is making the game unplayable. We have been given multiple assurances before, but a concrete timeframe would be nice.
Answer: We are constantly evaluating and working to improve the netcode in Battlefield 6 and REDSEC. We have made many tweaks and improvements since Season 2, and are always looking to make further improvements based on player feedback and gameplay data from live matches to ensure the game is as fair as it can be.

Question: Will there be jet loadouts and improvements in Season 4? With the new jets coming and the Top Gun collab, I think it would be appropriate to finally improve the overall jet experience.
Answer: The F/A-81F Super Spectre is the new 2 Seater Jet for Season 4, Phase 2 and will have a fully customizable loadout. We have plans for the other jets but can't give a timeline quite yet, we'll share more when we get closer to the time.

Question: Any update on Strikepoint?
Answer: We are working on improving the mode and are planning to update it in a future season!

Question: I love how the new Portal allows for so many possibilities and keeps expanding with new content, such as maps and vehicles. I can’t wait to see how the carriers might be used! Unfortunately, every time I join one of the featured experiences, network issues like rubber-banding severely degrade the gameplay experience. Is there any outlook as to when this might be improved?
Answer: With the range of options available to our builders, there are many reasons a given experience might not perform well at scale. It could be that the creator has added more vehicles than the physics system can keep up with, or maybe they're doing something very complicated with the UI that starts to bog down the script execution on the server. We've been happy to see that the builder community has helped one another find and share with one another what the limits are for creating experiences that perform well.
While we test experiences internally before featuring them, some of these performance issues only emerge when we massively scale up the number of players on a given experience. We've improved our internal testing and selection processes to make sure we're only featuring experiences that offer the gameplay performance you expect from Battlefield, and we're constantly trying to help the builder community understand how they can improve their creation practices to make more performant, feature-worthy experiences.

Question: Could you share the dates and format for the REDSEC Open and Elite Series? Also, how do you see the overall future of Battle Royale as an esports discipline?
Answer: We cannot share the exact dates just yet, but we hope to be announcing when these events will be kicking off in the near future. Stay tuned!

Question: Operations, from what I can tell, was insanely popular in Season 2 and players seem to want that mode back. It didn't come back for Season 3, is it going to come back soon? Are there any changes in the works for it? Since Breakthrough and Operations are so similar, would you consider replacing Breakthrough with Operations?
Answer: Operation Augur will continue returning on a regular basis as part of our featured playlist rotation. Beyond that, we hear the enthusiasm for the mode and have bigger plans for Operations coming in future seasons!

Question: Are there plans to do another balance pass on air vehicles, jets, attack heli and littlebird especially? As one example, the Littlebird, especially the light rockets on it seem far too effective in the current live game.
On Tsuru reef, the littlebird can kill everything extremely fast.
Answer: Balance across our hardware such as vehicles, gadgets and weapons is ongoing throughout the Seasons of Battlefield 6 and REDSEC. Some changes coming in Season 4 improve the survivability of the RCB-90 and Armored Transport vehicles vs the Scout Helicopter.  We'll continue to update you throughout our Community Updates and Game Update Notes when we get closer to these changes going live.

Question: Is there more content planned for after Season 5? You guys have been putting out fire with the last couple seasons, I'd hate to see it cut short.
Answer: With Season 4, Phase 2 - Top Gun on the horizon, and our biggest season yet in Battlefield 6 and REDSEC coming in Season 5, we feel we are just getting started! More seasons will follow with new and exciting content beyond Season 5.

Question: Are Spectator Mode and Custom Lobbies going to be available for Custom modes in Portal or only for Verified ones?
Answer: We are trying to add support for both Spectator mode and Custom Lobbies to work in conjunction with our new Custom Lobby feature. Custom Lobbies and Spectator mode were developed with our core modes in mind, so they don't always work smoothly with all the aspects of what builders can build in Portal Custom experiences. As a result, using these features together may create some hiccups or unpredictable results.
As with all things Portal, though, we want to let the community experiment and figure out the level of quality you're satisfied with. That way we can be strategic about adding more support for the things you like best in future seasons.

Question: Any chance the TTK/TTD will get a change in the future along with footstep audio being fixed/improved? Currently the TTK is too fast and the audio for footsteps are very inconsistent and its hard to identify where enemies come from.
Answer: We continue to test and iterate across different areas of gunplay and movement as well as balancing to get the TTK/TTD to a sweet spot. We're continuing to look at player feedback around audio. We'll continue to make further refinements as all of these are high focus areas for us.

Question: Is there a chance that you are going to make something similar to the 2026 Roadmap for 2027 too?
Answer: We are committed to Battlefield 6 and REDSEC continuing after Season 5, and we look forward to sharing more about the future towards the end of the year.

Question: Will the supression return to what it was like in previous games?
Answer: Suppression is a polarizing mechanic, and while it is something we are evaluating, any changes will be thoroughly tested in BFLabs before it lands on the main game. I don't have a timeline to give now, but it is being looked at.

Question: Are there any plans to bring ranked in Multiplayer instead of just REDSEC?
Answer: Competitive is an important part for Battlefield.
We are always looking at ways to expand our offering on this front and are working on what would be best for our Ranked MP experience.

Question: Is there any planned weapon tunning specific to RESEC? The meta (SVDM,KTS, SCW) has been stale for months and we definitely need a refreshment for meta guns.
Answer: Yes, we are looking at the longer range weapons specifically and we have some changes related to recoil, ammo reserve, availability of weapons in loot and damage vs armor that we're currently evaluating.

Question: What, if any, are the plans to expand naval combat? The patch notes had mentioned amphibious vehicles but we currently have none.
Answer: Right now, our main focus is to get the new content and gameplay for the remaining phases of Season 4 into your hands. From there, we'll evaluate to how naval combat impacts overall gameplay before making long-term expansion plans. However, players won't have to wait long for major content: the next phase of Season 4 brings big additions, including 2 new two-seater jets and operational aircraft carriers as part of our massive Top Gun collaboration!

Question: Will larger vehicles or battlefield support units be added in the future, such as targeted artillery strikes or electronic jamming aircraft? I think these bigger toys would add more unpredictability to the battlefield.
Answer: We have some really exciting vehicles coming in future content that I think will scratch that itch!

Question: I understand that Battlefield 6 features various game modes and plans to add more in the future. However, there are currently too many modes that have effectively been abandoned. This creates a situation where both new and existing players face an overwhelming number of choices, often resulting in a gameplay experience populated entirely by bots. Is there no plan to address this issue?
Answer: We recognize that having too many split playlists fragment the player base and lead to bot-heavy lobbies. To ensure fast queue times and full human lobbies, we are consolidating official matchmaking into fewer, high-traffic playlists that feature active mode rotations. Additionally, in Season 5 we will be bringing the improved Server Browser to the game, allowing players to easily locate or host dedicated matches for specific modes whenever they want.

Question: Is there any possibility to make a change that missile from 9K38 IGLA don’t bypass flares? The reasoning behind that is that pilots of air vehicles don't have any option to counter that except being behind a solid cover that's on course of the missile additionally there isn't any distinction between a missile shot from 9K38 IGLA and SLM-93A SPIRE after it leaves the launcher.
Answer: We have a number of fixes to the Air and AA loop that will be coming later in Season 4 and we are evaluating the role of the IGLA and looking at the fundamentals of the gadget. We don't have a targeted release for those changes but keep an eye out!

Question: Are there any possibilities for "collabs" with other IPs (basically adding patches related to them) that are from other studios that are part of EA example being: Dragon Age, Mass Effect, Apex Legends, Dead Space etc. or any other IP that might be somewhat fitting into the game?
Answer: Future collaborations are in the works, but it's essential that any partner IP fits the identity of Battlefield. We'd love to hear player feedback on what crossovers excite you! Up first: our Top Gun collaboration kicking off in Phase 2 of Season 4, bringing full-scale land, air, and sea combat back to the franchise.

Question: Are there any plans to make changes to the Attack Boats? They feel a little under-tuned survivability-wise and aren't particularly maneuverable. I also believe the new lock-on TOW is quite overpowered and often doesn't give aircraft a fair shot.
It'd be also great to see more transport vehicles added to Tsuru Reef, especially at the deployments 🙂
Answer: The RCB-90 is a new vehicle for Season 4 and we're currently absorbing and evaluating all the data coming in now that it's live. We're looking at all the aspects of this vehicle when it comes to tuning but there are a couple areas we're confident need an update.
They tend to flip too easily, so we have a fix coming in Season 4 to make them more stable and they are too vulnerable to the Scout Helicopter, so we're increasing their durability to that vehicle's weapons.
We also have some tweaks to the handling coming up as well.

Question: Related Topic in 2026 Roadmap (Matchmaking): Besides Server Browser, would you consider Persistent Lobbies in official servers with team reshuffling after each match, both to further address the bot issue — especially in Minority Regions (Asia, South America, etc.) — and to give mid-match joiners a reason to stay instead of getting dropped into a new bot-filled lobby afterward?
Answer: We are always looking for ways to improve matchmaking and team construction experience for our players looking to balance speed to match and quality of the match across all the regions we support.

Question: Would it be possible to bring back movement mechanics similar to the beta or Battlefield V? That would allow for smoother gameplay and ensure that duels are won through skill.
Answer: With S4 we focused on bringing improvements to our movement mechanics which were mainly centered around our soldier in water combat states such as diving, wading, drowning and underwater swimming to name a few. With the new mechanics rolled out and the polish we also brought up with our ground combat movement mechanics we will now evaluate the player feedback and data and continue to polish movement in the future.

Question: Any chance the sweet spot mechanic for snipers will be removed? Feels more frustrating to die by one shot body hits than it helps sniper gameplay to be fun
Answer: There were some balance adjustments to this mechanic that landed in Season 3 but did not move the needle the way we hoped. Sniper Rifles and DMRs are a key focus area and we'll continue to monitor and iterate on the balance for these weapons. We don't have a specific timeline yet but these changes will be evaluated in BFLabs before going live.

Question: Where’s Megalodon?
Answer: Lurking.........

Question: You guys talked about a seperate stats page for Portal showing in the player profile. Right now the Portal stats have been removed. Are Portal stats still coming?
Answer: Portal-specific stats represent a very significant development effort to deliver. So far, we've been focused on adding features that expand the types of gameplay available for Portal builders to make sure the variety and quality of custom experiences keep improving. We've heard a strong desire from our player community for better handling of progression and stats in our UGX experiences; we are investigating this, but have nothing to share at this time. Please keep an eye on our Community Update blogs, where we will share more when we're ready!

Question: Will it be possible to rent your own Battlefield servers through certified third-party providers in the future, once the server browser has been released?
Answer: We don't have plans for that at this time. Our current priority is delivering the Server Browser in Season 5. In our next Community Update blog, we will be sharing more, so be sure to check it out!

Question: Can we expect some stability for Portal any time soon? It feels like every patch breaks multiple major things and changes things around. It's sapping a lot of the will to actually develop stuff for Portal.
Can we also maybe get some love for the pure transport vehicles like the quad, dirtbike, golfcart and get some skins for them? If I run someone over with the golfcart I want it to look stylish.
Answer: We understand that when experiences break after an update, it is a frustrating process, and something we are constantly investigating to improve to ensure a more seamless experience for our builders. As part of a live service game, though, even if we added nothing to Portal, the new features in the main game would require occasional updates from builders. As we develop new features and support new seasons, we prioritize making fewer & larger changes rather than constant small changes to make things more predictable for builders and keep experiences functional for long stretches of time rather than constantly breaking them.

Question: Are there any plans to allow experience creators to cause damage to assets/scenery with new API mod functions? Destruction is not possible currently.
And also to detect whether a spawned SpatialObject is destroyed or not?
Answer: Experience builders can currently damage players and vehicles in this way; adding similar support for environmental destruction is on our backlog. We've done an initial investigation, and it's a pretty challenging feature to develop, but we'd still like to bring it to a future season if we're able to fit it into the schedule.

Question: Are there any works on controller gameplay? Specifically on Labs, controller gameplay felt very snappy and responsive. However in the live game, it feels like sensitivity feels different from update to update or session to session. Could it be that aim assist and controller latency is influenced by netcode and server issues?
Answer: We are always looking to continue improving responsiveness of both inputs. A lot of things can affect the feeling of responsiveness of gameplay, from server issues to network jitter. We added a stick debug overlay toggle in the options menu recently (at the bottom of where you can tune deadzones) that gives real-time controller info that may be helpful here to help diagnose any settings-based or double deadzone issues that could cause sensitivity feeling different between sessions.

Question: When will verified Portal creators have the option to disable thermal sights and split the settings for vehicle and infantry crosshairs (I.e. Infantry crosshairs off, vehicle crosshairs on)?
Answer: This isn't currently part of our plans. That said, our priorities can change based on community feedback. We know this is a requested feature, and we'll continue to assess its feasibility in a future update.

Question: Are you considering adding factional counterparts to the Blackhawk and the newly added Patrol Boat?
Answer: We're reviewing other vehicles that will be added in the future, but no specifics right now that we can share.

Continuing the Work

Season 5 is not the end of our plans for Battlefield 6 and REDSEC.

Teams across Battlefield Studios are already working on what comes after Season 5, and we will share more when those plans are ready.

Battlefield Labs, including Battlefield Labs in Live, will remain an important part of that work, helping us test and refine new experiences alongside players as development moves forward. What we learn through your feedback and participation will help shape what comes next.

Please continue reporting issues through our EA Forums. You can also join the community on the Battlefield Discord and join discussions and events like giveaways. You can also visit our website for the latest Battlefield news and seasonal updates.

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 — 20 days ago

Reminder: Battlefield Discord Live Q&A starts tomorrow

Our Battlefield Discord Live Q&A kicks off tomorrow, July 29, at 6 PM CEST, 12 PM EDT, 09 AM PDT.

Don’t forget to join the Battlefield development team for a live Questions & Answers session focused on the latest Season, REDSEC, and more info on the 2026 Roadmap.

We’re opening up the floor for your questions ~30 minutes before the Q&A launches, so make sure you join us early to get your question in. 

#bf-live-qa-july-questions will be in slowmode so as many players as possible can submit a question. Please choose one clear question focused on Season 4, REDSEC, Portal, and the Battlefield 6 2026 Roadmap. Make sure you’ve read the server #rules before posting. Non-question posts or rule violations may be removed, and moderation action may be taken where needed.

https://preview.redd.it/rf24ubvf50gh1.png?width=1280&format=png&auto=webp&s=8f1e959b7eea07b920e230134bf57f25e00f282a

Disclaimer: We’ll answer as many questions as we can during the Q&A, but may not be able to cover every post live. After the event, we’ll share a recap and look for opportunities to address additional questions in future Community Updates.

discord.gg/battlefield

reddit.com
u/battlefield — 22 days ago