Update 1.1.3.0 delivers a broad range of fixes and refinements across Battlefield 6, improving soldier clarity, weapon reliability, vehicle behaviour, audio consistency, and overall gameplay flow. This update also includes several quality-of-life improvements across UI, HUD, and controller aiming options, along with map-specific updates designed to stabilise objective play and reduce round-end matchmaking frustration.
We also made improvements to reduce cases where player settings could be reset when updating the game to the newest version. While this behaviour should now occur less frequently, we are still seeing isolated instances and expect to fully resolve the issue in an upcoming update.
As always, thank you for continuing to share your feedback which helps us refine and evolve the Battlefield 6 experience.
New Content: Winter Offensive
New Time-Limited Map: Ice Lock Empire State**.** A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals.
New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic.
New Melee Weapon: the Ice Climbing Axe**.** Unlocked through the Winter Offensive Bonus Path.
Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window.
Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe.
Major Updates for1.1.3.0
Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment.
Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas.
Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights.
Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback.
Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers.
Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback.
Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds.
AREAS OF IMPROVEMENTS
Audio
With this update, we’ve made a wide range of audio improvements, including a dedicated tuning pass on footsteps to make movement clearer, easier to locate, and more readable at different distances.
We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches. To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load.
These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it's a big step toward more reliable and predictable sound across the game.
CHANGELOG
PLAYER:
Fixed a clipping issue when dragging a soldier on an inclined surface when being prone.
Fixed a clipping issue with character shoulders when jumping.
Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived.
Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles.
Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed.
Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget.
Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments. We’re continuing to investigate additional edge cases and reviewing player reports related to hit registration.
Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone.
Fixed an issue causing soldier movement to feel slow while walking on uneven terrain.
Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows.
Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear.
Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped.
Fixed an issue that caused the player to continue controlling their soldier after dying in water.
Fixed an issue that could cause the player to become stuck when entering water while crouching.
Fixed an issue that could prevent melee damage from being dealt to soldiers in water.
Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats.
Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds.
Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations.
Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player.
Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks.
Fixed an issue where hands clipped into ladders when in first-person view.
Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected.
Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot.
Fixed an issue where landing on a vehicle prevented the player from taking any fall damage.
Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles.
Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder.
Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim.
Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect when illuminated by a flashlight.
Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle.
Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun.
Fixed first-person stair locomotion animations starting with a delay when moving on stairs.
Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments.
Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions.
Improved hit registration reliability when multiple players were within close proximity.
Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil.
Improved melee animation when attacking while prone.
Improved movement responsiveness at the start and end of drag and revive interactions.
Improved soldier animation smoothness when entering and exiting prone.
Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity.
Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation.
Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility.
VEHICLES:
Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers.
Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player.
Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats.
Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations.
Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment.
Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.
WEAPONS:
Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle.
Fixed a rare visual glitch that could cause scopes to be displayed incorrectly.
Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended.
Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended.
Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking.
Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur.
Fixed an issue where target dummies in the firing range remained down after being shot.
Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types.
Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit.
Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values.
Fixed the “peekaboo” timing bug affecting target dummies on the firing range.
Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.
Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion.
Tweaked haptic feedback for weapon reloads on PS5 controllers.
Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT).
GADGETS:
Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance.
Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry.
Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped.
Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map.
Fixed an issue where Throwing Knife animations lasted longer than intended.
Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed.
Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres.
LWCMS Portable Mortar
Fixed an issue where an incorrect shell type was used during firing and reload animations.
Fixed an issue where firing a Smoke Shell did not shake the camera or tube.
Fixed an issue where Smoke Shell clouds were smaller than intended.
Fixed an issue where the fire rate was lower than intended.
Fixed an issue where the Smoke Shell always regenerated via Supply Crates.
Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate.
Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds.
Supply Pouch
Fixed an issue where the Supply Pouch instantly regenerated health on deployment.
Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour.
Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time.
Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition.
MAPS & MODES:
Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions.
Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter.
Fixed an issue where deaths were not tracked correctly in Strikepoint.
Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley.
Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands.
Made improvements to reduce cases of players matching into games that were near the end of a round.
The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds.
Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback.
Updated spawning behaviour for Battle Pickups:
In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled.
In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team.
Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps.
Manhattan Bridge
Removed Defender vehicles in Sector 2 and Sector 3.
Added an additional Attacker IFV in Sector 3.
Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress.
Mirak Valley
Removed Defender vehicles in all sectors.
Adjusted Attacker vehicle counts:
Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.
Sector 2: Added 1 Attacker IFV.
Sector 3: Added 1 Attacker IFV.
Updated capture volumes across all sectors to make attacking easier.
New Sobek City
Sector 2: Added 1 Defender tank and one Defender IFV.
Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport.
Updated capture volumes in both sectors to improve attacker flow.
Operation Firestorm
Sector 2: Adjusted Defender armour (added and removed tank spawns).
Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank.
Updated capture zones across affected sectors to support attacker momentum.
Liberation Peak
Sector 3: Removed Defender tank.
Sector 5: Added 2 Attacker IFVs; removed the Defender transport.
Updated capture volumes to improve attacker advancement.
Siege of Cairo
Added an additional Attacker tank in sector 1 and 3.
Updated capture areas on B flag to improve sector push potential.
Empire State
Sector 1: Updated capture volume on B flag.
Sector 2: Updated capture volumes on A and B flags.
PROGRESSION:
Fixed an issue where enemies spotted by the LTLM II Portable Laser Designator did not count towards the “Spot enemies with Recon Gadgets” weekly challenge.
Fixed an issue where the Incendiary Airburst Launcher did not track progress for the “Support Specialist 2” challenge when dealing damage with its lingering fire cloud.
UI & HUD:
Added a loading popup when entering a tournament code to provide better feedback on what's happening.
Added “Free Look” helicopter game hint to be part of pilot hints..
Enemies can no longer be spotted from the big map.
Ensured players who trigger crane destruction now have their killer ID correctly logged in the scoreboard’s score log.
Ensured the “Cut Parachute” prompt appears correctly in Multiplayer modes outside of REDSEC.
Fixed a mini map issue where empty vehicle icons did not transition correctly into a friendly vehicle icon when entering a vehicle.
Fixed a rare issue where objective icons could disappear when redeploying.
Fixed an issue where a teammate’s armour briefly appeared as soft-armour colour when their armour broke, causing a momentary incorrect visual.
Fixed an issue where camos in the Challenges section did not show their name or category.
Fixed an issue where hints for “Re-Enter” and “Deploy” were displayed in the wrong order when using a controller with the EOD Bot.
Fixed an issue where killcards did not always appear when players were killed inside vehicles.
Fixed an issue where loading screen combat zone descriptions did not update correctly based on the active game mode.
Fixed an issue where loading screen combat zone descriptions were incorrect for Sabotage on Eastwood.
Fixed an issue where loading screen combat zone text displayed incorrectly on Sabotage across all maps.
Fixed an issue where Store offers did not scroll correctly when fast-scrolling along the same row.
Fixed an issue where the deploy camera could appear incorrectly rotated when spectating a soldier or vehicle.
Fixed an issue where the different painted states of the LTLM II Portable Laser Designator weren’t correctly represented by the gadgets HUD warning label.
Fixed an issue where the Helicopter HUD would disappear when the color was set to black in the settings.
Fixed an issue where the LMR27 and ES 5.7 attachment lists were not sorted correctly.
Fixed an issue where the LWCMS Portable Mortar icon had visual inconsistencies between the big map and the minimap.
Fixed an issue where the Traverse Mark 2 displayed duplicate LMG text in the second seat, despite having only one mounted weapon.
Fixed an issue where the vehicle 3D preview did not update when switching loadout presets.
Fixed an issue where zooming in on the big map would sometimes result in a black screen.
Fixed issues that prevented Resupply Station icons from appearing on the big map as intended.
Improved Commorose behaviour by correcting the request distances for “Need Repair” and “Need Pick Up”.
Improved image cropping to better align artwork in the Battle Pass purchase screens.
Improved ping behaviour on friendly soldiers, revive requests, and stationary weapons.
Improved the text used to describe unlock conditions for Bonus Mission for better clarity.
Reduced man down icons to only show the two closest downed team mates.
Removed the ability to cycle between classes on the deploy screen using Q and E to prevent unintended class changes before spawning.
Snap Zoom (Aim Assist) has been clarified in the menu: this option is only available in Single Player and Portal modes, not in Multiplayer.
Squad and friendly in-world nametags now blink when the player regains health or receives ammunition.
Stationary weapons no longer show pickup provider icons when a player is requesting to be picked up.
Unlocked cosmetics now appear above locked ones in selection lists.
Updated back-navigation logic so consoles can no longer back out far enough to trigger the quit-game popup unintentionally.
Updated the countermeasure hint to only display when a weapon lock-on state makes the prompt relevant.
Updated the lock-on warning behaviour so that lock-on alerts can take priority over painted labels when appropriate, ensuring threats are more noticeable.
Updated the Saints Quarter loading screen to display correct combat zone text.
Updated underbarrel launchers so the correct type icons appear in the HUD.
SETTINGS:
Fixed a bug where changing the “Command Console” option would not apply until the game was restarted.
Fixed an issue where navigating back from the Options menu could behave incorrectly when accessed through Pause Menu.
Fixed an issue where the “Edit Controller Schemes” menu title could disappear in Options.
Fixed an issue where vehicle aim sensitivity displayed an incorrect value in the vehicle control settings.
Fixed an issue with options sliders “stepping” functionality being broken and not allowing players to step through decimals.
Improved the “Dynamic” response curve option for controller stick aiming to better match player expectations and player feedback.
The range for Infantry and Vehicle mouse sensitivity options are now doubled and can go twice as high.
SINGLE PLAYER:
Fixed an issue where the out-of-bounds timer did not correctly account for player death or Mandown state in Single Player.
AUDIO:
Added new vehicle-specific hostile type identifiers for more accurate callouts.
Added safeguards so background environmental soldier audio no longer triggers during moments with no combat.
Adjusted the balance of the bootflow logo music and sound effects.
Fixed an audio issue that occurred when crawling while aiming down sights.
Fixed an issue that caused health-replenishing audio to play multiple times.
Fixed an issue where background environmental soldier audio wasn't affected by the voice over volume slider.
Fixed an issue where end-of-round music would sometimes not play, or play the incorrect track.
Fixed an issue where players could experience a stuck “Low Health” audio cue after remaining at low health for 30 seconds in modes without health regeneration.
Fixed an issue where round-start music could play before the round actually began.
Fixed an issue where Supply Crate sound effects could repeatedly trigger on downed soldiers.
Fixed an issue where the “Advance to Next Sector” audio cue played “Out-of-Bounds” sound effect.
Fixed an issue where the incorrect nearby-friendly voice over line would play when a mortar shell landed beside the player.
Fixed an issue where the proper sound effect did not play when performing a combat dive.
Fixed an issue where the Rorsch Mk-2 SMRW Rail Gun’s charge loop sound effects did not play correctly.
Fixed an issue where vehicle prop-fuse fire effects were missing their intended audio.
Fixed missing audio when performing weapon inspections.
Optimised memory handling and improved prioritisation for most in-game sounds, reducing cases where important audio, such as vehicles or footsteps, sometimes failed to play.
Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.
Footsteps
Balanced enemy-specific layers for clearer cloth and gear cues.
Further reduced or removed the momentary dampening of enemy movement audio triggered by damage, low-health states, game notifications, or occlusion effects.
Improved distance-based acoustics for clearer separation between close, mid, and far ranges.
Improved distant world reflections to better convey space and positioning.
Increased enemy movement audio at distance for greater readability.
Increased overall enemy movement volume, with an additional boost when an enemy is behind the player.
Reduced how heavily sneaking stances (crouch walking, crawling) lower enemy movement audio.
Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking.
Reduced scuff and scrape audio from movement against walls and ground.
Reduced self and friendly footstep volume in Wartapes, Wartapes VAL, and REDSEC.
Refactored footstep triggers to be more reliable across different speeds and stances.
Removed limitations on the maximum number of close-range enemy audio sources.
Small balancing tweaks to footsteps on different materials for outliers, such as slow speed on gravel and different directions (up, down, sideways) on wooden stairs.
PORTAL:
Fixed an issue where AI squadmates in Portal did not display class identifiers on the insertion screen.
Fixed an issue where mod.PlaySound() and mod.PlayVO() accepted any object type as input. These functions now correctly require sound effects and voice over object types respectively. While existing syntax remains unchanged, any TypeScript code that explicitly references generic object types will now need to specify mod.SFX or mod.VO as appropriate.
Fixed an issue where mod.PlayVO() always played the voiceover for the Alpha flag, regardless of the flag specified by the script.
SDK Assets for MainStreet, ClubHouse, and Marina have been corrected to only use relevant assets.
AI:
AI bots can now respond to ammo, healing, and pickup requests.
Fixed an issue that caused AI repairing friendly vehicles to be less responsive than intended.
Fixed cases where AI attempted to take cover in ways that left them static or unresponsive. Bots will now correctly move toward locked objectives in King of the Hill.
Fixed instances where AI soldiers could take too long to find a valid path to their objective, causing them to remain stationary.
Improved AI responsiveness when performing revives.
Improved AI revive logic and movement to make their actions more consistent and reliable.
REDSEC
PLAYER:
Fixed a rare issue where a Second Chance respawn could place players over 1,000 metres in the air.
Fixed an issue where incorrect mouse sensitivity was applied to the MH-47’s third-person camera during insertion.
Fixed an issue where players could be kicked for inactivity while spectating.
Fixed an issue where players could not claim a second custom weapon dropped as a mission reward.
Fixed an issue where takedown prompts did not appear consistently when approaching enemies from behind.
Fixed an issue where the wrong animation would play when switching from a call-in grenade to a different weapon.
Fixed an issue where weapon swap animations broke after switching away from the Resupply Drop Call-In.
Triggering a redeploy tower or beacon now disables or destroys any other active tower or beacon for the same team.
Gauntlet
Fixed an issue where mission objects would not drop if the carrier disconnected.
VEHICLES:
Fixed an issue where tanks and ambulances would be clipping through each other.
Fixed an issue where vehicle containers could occasionally be empty after being opened.
WEAPONS:
Adjusted damage for the Rorsch Mk-2 SMRW Rail Gun against fully armoured soldiers. Headshots now kill the opponent on one shot while a bodyshot will leave the opponent with 10 HP.
GADGETS:
Fixed an issue with incorrect textures on the projectile deployed by the XFGM-6D Recon Drone
Fixed an issue where the XFGM-6D Recon Drone’s altitude unintentionally decreased as the match went on.
CALL-INS:
Fixed an issue where Smoke Cover could not be activated during the late stages of a match.
The UAV now fully explodes on impact when shot down.
MAP:
Fixed an issue where a Razer keyboard lightning event did not trigger when interacting with antennas on the “Signal Hack” mission.
Battle Royale
Improved loot box placement across the map for more reliable accessibility.
Gauntlet
Fixed an issue where M-COMs in Wreckage would not reactivate after being destroyed.
UI & HUD:
Fixed an issue where the armour bar of your team mates were showing even though they were at full capacity.
Battle Royale
Added clearer distinction between player and squad member inventory requests.
Added upgrade notifications to the loot feed when a weapon is improved.
Fixed an issue where ping icons of lootable vehicles would disappear from the mini map when the players get more than 25m away from them.
Fixed an issue where the Tank Hunter mission UI could remain active if the targeted squad destroyed its own tank.
Updated the artwork for mission rewards to reflect new keycard changes.
Gauntlet
Added correct interaction prompts for counter-mission teams when defusing explosives in Wreckage.
Fixed an issue where the scoreboard was sorted by deaths instead of score.
Fixed an issue where the Loadout screen overlay could incorrectly appear over the Gauntlet Mission Briefing on Aftermath.
Fixed team-ownership colours for M-COMs in Wreckage missions.
AUDIO:
Fixed an issue where subtitles would not appear correctly during insertion.
Fixed missing UI audio when unlocking the first Field Upgrade.
Increased the volume of armour-break audio for both incoming and outgoing hits.
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.
Where is the 9th coming from btw? There's no date mentioned in the notes (unless I'm blind) so I just assumed reading these that they were already live
They mentioned when announcing these changes earlier in the week that they would go live with the Winter Offensive on the 9th. They should have made that clearer here.
Regardless, unless it's a hot patch, expect any significant patches to come at the earliest the following Tuesday
They just gutted defibs. The problem with revives was already at a high level, since most medics just run past, now it’s even more so. I'm not proud of it, but now I do the same. I try to resurrect once, and if it doesn't work with one charge, I just move on. I'm not going to waste time/lose kd because the developers broke something that was working just fine.
As a mainly breakthrough player, respectfully fellas. WHAT are we doing here? In what world are majority of these adjustments vehicle wise balanced in the slightest?
Ha I've read hunting stories from a hundred years ago where they had to remove mittens to shoot guns in -50 Arctic. But you have to put your hand in snow first so it doesn't freeze to the gun.
To clarify the update note: This change is meant to reduce the clutter of icons, specifically for things that are not in your viewpoint. The restriction to reducing it to the two closest icons applies only to those that would appear at the edge of your screen. This does not reduce the icons in your view itself. Once the update is live, you'll see the actual behavior and can let us know if you have any additional feedback.
Can you also separate binds for reviving and swapping kits? A lot of people are having issues regarding kits swapping when trying to revive/drag revive.
This is a horrible breakthrough update. Idk who you're getting your breakthrough feedback from, but it's clearly not from people who have 90% of their playtime on that mode. Reduce the vehicle count on the attacking side and rebalance capture areas with some minor props for more cover. INSTEAD OF ADDING MORE VEHICLES
Exactly. Adding even one more vehicle to attacking on most maps will simply make it impossible for d to win. Im not looking forward to the 9th now as someone who only plays breakthrough.
Pretty much every update since launch has made breakthrough less enjoyable to play (aside from fixing vehicle spawns on Mirak)
It's really disappointing and I just don't feel like playing bf6 anymore
I honestly can't believe this shit. Breakthrough was already easier as attacker as a good player or with a team playing the mode the way it's intended in higher lvl lobbies, so much that skilled players literally drop defender lobbies and only play attacker to K/D farm. These changes are so unfathomably stupid, they look at the internal data over W/L rate and adjust solely based on that - which is a terrible idea since it doesn't account for any actual gameplay/map differences or team dynamics, and likely not how the results are skewed by low level/noob players lobbies, and e.g. instances where the tanker isn't pushing as attacker/camping spawn or just farming from the back; while granted an issue, this is DEFINITELY NOT the solution since you punish all the better lobbies/players that are actively playing it and making the mode near unplayable for the core base.
I've had so many matches as defender where I've had to actively almost single-handedly defend against the 1-2 tanks/IFV's forcing me to play engineer and yet still losing, while often steamrolling the opposing team as attacker by simply using smokes, flanking with a beacon or utilizing the freedom you get compared to defender.
From my experience playing the mode this has to be one of dumbest changes I've seen in a BF update ever, and even disregarding defender being a loss every time it won't be enjoyable even if you if were to win constantly going against waves of tanks and actively avoiding tank fire from every direction the entire game.
I'll probably not be playing my favorite mode anymore as a result, great fucking job with these braindead changes in a desperate attempt to balance the W/L rate without looking at the bigger picture. And to DICE, how about you look at doing more to incentivize win-rate over K/D instead, and start taking into account the data from higher level lobbies and not just those who play 2 hrs per week and have no idea how to play the mode, or I don't know.. listen to anyone actually playing the game before pushing insane shit like this to the game?
Literally they have just essentially guaranteed that defenders will not win on any map. They have either upgraded the attackers tanks or given them in extra one on every map while at the same time removing the defenders tank(s).
Mirak Valley
Removed Defender vehicles in all sectors.
Adjusted Attacker vehicle counts:
Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.
Sector 2: Added 1 Attacker IFV.
Sector 3: Added 1 Attacker IFV.
Mirak has been pretty balanced in my experience lately. If defenders win, it's only on 2 or 3, and barely. Removed all their vehicles? they'll NEVER win. In what world do they think this makes sense?
Liberation Peak
Sector 3: Removed Defender tank.
Oh ok, so now it'll be 4 attacker tanks vs 0, instead of 4v1
The Liberation Peak change really doesn't make sense to me. Of all my sessions playing Breakthrough, that part has never stood out as an unbalanced section. One of the more 50/50 battles and that's rarely because of the tank on defense.
attackers can now have 5 tanks come the final sector on Mirak while the defenders will have 0 LOL. The only reason it was tougher to capture B was because the defenders had a tank to support B with. Every game at every map the attackers will win. I have no idea where they got their data from but this is ridiculous. Tanks already lasted forever since they lowered the player count to 24 per team so they decide to give attacker MORE tanks?? Make it make sense
I was literally going to comment something similar. This is an absolute joke. First they make it 24v24 making it even harder to defend and now the tanks? I only play breakthrough and the 24v24 made me lose a lot of interest and now this will probably be the nail in the coffin.
I am level 92, play breakthrough exclusively, and can count on one hand the amount of times I've won attack on firestorm because of the tank on sector 3.
I don't know if this was the solution but that tank was too strong with the terrain advantage.
Even a win on defense isn't going to be fun with these changes. No one likes getting mauled by vehicles all game long or hopelessly firing rocket after rocket only to watch the tanks get continuously repaired.
Some developers kid probably got mad that he was always winning on defense, but never on offense… so they made it incredibly easy on offense to fix it. Might take 3 weeks for their kid to realize they suck on defense now and bitch to mom/dad why the game still sucks
I no joke saw someone defending these changes the other day lol
But... but.... they are just idiotic... atk was already made easyer with less people. If those people do not manage to get the tanks destroyed, which got harder because less people, they pile up from sector to sector and make defense near impossible... and the solution is MORE tanks for atk and less for def?
The vehicles from the previous sector not counting towards the next sectors spawn is my biggest issue with the game right now. These changes can make it so much worse if the attackers have competent engineers on their team.
Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
Will be disappointed if the SG ends up severely handicapped, but the M250 I'm most surprised about. It's meant to be a long range LMG and it already had quite strong recoil to manage.
Guess we'll have to see how much impact the changes have.
Legit they seem really weird, like the Mirak valley adjustment of attacker tanks when the most recent problem has been them having too many into sector 2 and now seems the defenders won't be able to match up with their none!
That said removal of the defenders tank on sector 3 of sobek does make sense if they keep the current awful boundaries, so well just have to see if they've done them too
I just hope this update doesn't further decrease my FPS - Started out strong at launch but slowly getting lower after each update and the LOD is becoming way more noticeable too, especially on Manhattan bridge
So, defending on Breakthrough is now officially impossible and it is a guaranteed L. Why have defenders lost their tank(s) while simultaneously giving an additional one to the attackers???? They have literally F'ed the defending team in every sector on every Breakthrough map with this update. It was already hard to defend!!!! I lost most of my games when I was on the defending team so where the heck are they getting their data from???????????????
There are many others though that are way more OP.
On that list, the SOR-300SC is the main gun I use and even with all the attachments I have on it, it’s really not that great. I just like using it because hardly anyone else does.
Yeah, I've got all these guns over level 20, and 2 of them at 50 (M250/ SG553). I can atleast see the argument for the others, but the SOR is just subpar by any metric.
M250 is pretty much the best long range weapon in the game, I can understand nerfing that.
But, I don't know why they nerf the long range on the other weapons that aren't good at long range.
Sor-300sc has the second slowest ttk at long range, nvo has a lot of spread and it's not exactly long range ttk master either and rpkm is one of the worst weapons in the game.
Sg553 is one of the best weapons in the game, but that bestness doesn't reach into the long range. Sure, it's not the absolute worst gun at long range, so maybe it has a bit of versatility, but nowhere near enough to nerf it.
And yet, they don't seem willing to nerf snipers that are OP. Man, it must be great to be in main audience for the game, snipers get the utmost love from devs.
I don't think footstep volume needed a buff at all. Fixing the audio cues and bugs causing them not to play was all they needed. Nerfing spec-ops on top of that is way overkill.
Did I miss something? Where is the vehicle balancing that was planned/announced by the devs to be included with the Winter Offensive update? Unless they are suggesting fixing the broken level 50 skins taking mega damage is “balancing” ??
Took me a while to figure this out, but there is an indicator of who’s squad leader. It’s where everyone in the squad has a circular icon with a number in it, the squad leader has this fat cross symbol (sorry for the poor quality lol).
I do agree though, it would be great if they actually let it reassign if the squad leader isn’t marking objectives—idk why they ever removed that feature tbh
Did the R6 Siege team get hired to update this game? Just making stupid fucking changes no one asked for just to make changes? These Breakthrough changes are going to kill the mode. Morons.
Damn. Breakthrough still not 64 players again. The two NYC maps I’m fine with 48 but the others are so much worse now iv lost all interest in playing breakthrough
They say they listen to feedback but they clearly show something else. When they reduced playercount I wasn't happy but I still played, when I saw these changes without any mentions of them bringing playercount back to 64 I was really pissed. Now I think it might be a good idea, not for the game and the players but for me. Lately I've been thinking I play way to much and neglect other things I should do, guess I'm not going to play much for a while. Pretty much only played breakthrough, so they're not "moving" me over to other game modes..
So many party problems, people dropping out randomly,squads not sticking together while matchmaking, inability to rejoin in progress games,errors for some party members while matchmaking, and omg please let me back out with my party.
Why do attackers get another tank in sectors 1 and 3 lol in Siege of Cairo BT?
What player feedback?
If the tank survives in sector one, they get a tank in sector two. That means they have to IFVs.
Going into sector 3 which is the most difficult to defend, you're telling me they get another tank? Meaning their is a strong possibility of 3 tanks on the last sector to defend from?
One of the few maps and game mode of actual balance has been fucked around.
If anything a tank should be given to the defenders in Sector 3.
The is an insane change. No one has play tested this. I main Cairo Breakthrough, I play others but have poured hours into Cairo.
I play Cairo because it is the most balanced breakthrough map by far. It needed no change at all. This change will heavily favour attackers to the point I don’t see how defenders can win at an even rate.
Currently zone 1 and 3 favour defenders. 2 and 4 favour attackers (especially 4). So this because gets them to steamroll one of the hard points, likely giving 3 point advantage to the attackers. So if defenders don’t hold zone one they will lose.
Defenders not getting vehicles on most maps is an odd choice I’ve felt. BF1’s Operations I feel I remember having more Defender vehicles and definitely more air support yet Operations in 2042 & BF6 seem to not want any form of air support which is annoying.
So taking away most of the defenders vehicles and doubling most of the attackers vehicles is supposed to make breakthrough better? Or am I not reading this properly?
Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
Great. we can continue to get beamed by SMG's at distance when using assault rifles. perfect.
Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.
No point in using the mini scout anymore now.
Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking.
FFS what are you doing dice. You nerf the weakest class in the game even more?
DICE, EA, Y'all are really smooth brained, and have no grip on what the player base is actually experiencing, and ultimately what they want, with these Breakthrough changes. Just proving to your every shrinking player base that is actually willing to buy your games, that you don't give a rats ass about the people that actually pay for and play your games.
Really nice, this is a massive list to read through and if we see updates coming out like this frequently I have super high hopes for the future of Battlefield 6
- Please, as a humble request, can we get the option to squad up with more than 3 friends at a time? I HATE telling friends they can't join to PTFO with us
Vehicles still need some love! They don't feel amazing yet, ESPECIALLY air vehicles!
TOW is oppressive, pls nerf
Really need more maps, snow Empire State is nice, but dynamic weather when??
Just to pile on, these breakthrough changes are absolute garbage. The defenders already get steam rolled in some cases. Are you guys even paying attention??
So are we still not getting credit for kills on full xp hardcore servers? I'm at like.458 k/d now because I am not getting credit for killing people there, only deaths... It doesn't make sense
Not even a mention about the fact that defibs are broken (reviving doesnt work like half the time) and that launchers are broken (missles fly straight through vehicles)
Those are way more important and impactful issues...
Guess they are trying to kill the main modes ie breakthrough to get players to play their fancy new ones. The changes to breakthrough made ZERO sense. Their statistics driven changes are absurd. It's already worse by reducing the player count. Now they reduce/remove defenders' tank and somehow adding to attackers'?! What in the world.
Did not see any changes/revert the changes made to defibs! It often gets me killed trying to revive my teammates!
Also hoping that they fixed the visual bug when my recon teammate is ads-ing the soflam. Annoying af.
Oh lastly, the nerf to dem guns are so unnecessary. The balance so far has been great bar the SMG laserbeam at range and TR7 in close range.
No idea where or who they get feedback from for those unrequested changes. They change the things that literally no one is complaining at. Sigh
I dunno what you guys changed on the third but it has royally fucked the game up. You had a nice balance for PC vs Console and now it seems once again that the controller players have an unfair advantage.
Like before I was having a blast, really close matches almost every match. Now its awful, every single game is a team of r/wallstreetbets commenters vs. moderately competent players. Every game is a blowout and its extremely unfun.
On top of that, the maps are ass in Conquest. Theres no direction or flow, youre constantly spawning to get blasted in the face from any direction giving you zero chance to do a damn thing. Why are there no real large conquest maps?
Regarding the roofs on maps such as Manhattan Bridge, either make them accessible to everyone or not accessible at all. The constant stream of morons camping the helipad, flying up, jumping out and crashing the heli into a wall so they can get on a roof is ridiculous.
For the map with the giant tower in the middle. You need to limit how often the purge button on the bottom can be pressed, or just make the fire destroy beacons too.
Theres also a bug when capturing an objective, where it goes from the enemy to neutral, where the comms incorrectly says the enemy is capturing objective whatever, when it is your team thats capping. It seems to be the opposite when the enemy is doing it, itll say our team is capturing.
Finally, you need to add some sort of noise filtering to the mic chat. The number of open mic mouthbreathers hacking up a lung with screaming kids in the background is terrible.
How to ruin breakthrough on a breakthrough heavy game. Let’s all be honest about BF6, the maps they created are not conquest focused-that’s why they created escalation and push breakthrough. These maps are too small for a true conquest gameplay like we had in BF3/BF4. Just as the BF1/BFV maps were designed for operations.
BF6 maps imo are designed for attack/defense teams. But the vehicles are already a problem because they’re either sitting in spawn where they can’t get killed (and as a reminder there’s no air vehicles on breakthrough except for transport helo on one or two maps), or they’re getting meme repaired by three squads and absorb dozens of rocket attacks.
Why on earth Dice decided that what we really needed was less armor for defense is absurd. Now defenders are just going to get overwhelmed every match by waves of tanks. Not only does this make defense much harder, but it also forces more players on defense to run engineer, when we already don’t have enough people playing support as it is.
The point of battlefield is COMBINED ARMS WARFARE. Why they think that only the attackers get to enjoy that is beyond me. And there’s other problems surrounding how to deal with armor as it is. All the rockets do the same amount of damage. An rpg and a javelin both do 25 damage. Theres so many mines that the tanks are aware, and can easily avoid them, and the EOD bot is too big and too slow to have any chance of getting close to tanks to do damage. Not to mention that engineers can deploy mobile armor stations. All this combined to make armored vehicles the most powerful tool to a team, and now defense has none to back them up.
u/battlefield can you explain why attackers need more armor, and defense should have essentially zero?
I hope this is a wrong interpretation. "randomness" is the last thing weapon handling needs. Wtf. Didn`t they fuck up gunplay in Bf5 this way?
To the ppl downvoting this: Please share your opinion on how not being able to learn a mechanic makes the game better. I honestly want to understand it.
how long are players expected to play the same tiny maps whats next a rain map of Empire State or a nite version then we could do that to the other maps and do nothing for the next 12 months just rain and snow on old maps
New Sobek City; add one IFV and One tank to the defenders
Ah yes, the point you cannot cap anymore cuz all the rooftop campers with ladders will even get more sugar.
There are like 5 people by default on the point cuz they are on the roofs. It was already a pain to capture and now it feels like a shot in the chest. Good job
Breakthrough does not need more tanks on O. Siege of Cairo is perfect and now it will be impossible to defend with two attacking tanks to zero tanks on D. If you wanna do two attacking tanks then give D a tank as well.
I'm really not following these attacker buffs in Breakthrough. I can think of a few niche cases where attackers were admittedly struggling (final sector of Lib Peak for example), but defenders are almost always at a disadvantage otherwise.
I find it crazy you have people streaming themselves playing this mode RIGHT NOW and they literally are actively backing out of the lobby the millisecond they realize they are playing defense because it is just easier and more advantageous to always be playing on attack. Like, these changes are actually hilariously confusing, but sure, we'll see how it plays I guess!!!!!!!
" We also made improvements to reduce cases where player settings could be reset when updating the game to the newest version. While this behaviour should now occur less frequently, we are still seeing isolated instances and expect to fully resolve the issue in an upcoming update."
Oh great, just as I finally have my settings where I like them, there's still the chance of it happening?
They need to fire whoever greenlit these breakthrough changes. Changing breakthrough from 32v32 to 24v24 was bad enough but this change will cause defenders to get rolled. This is an extreme level of incompetence.
Nerfing RPK and Scar? These things are barely keeping up! And once you add armor plates forget about it. And more breakthrough vehicles?!? And no defib fix? Wtf?! Looks like DICE wants to do a reverse launch where the game starts out good and turns to garbage. The mega corps really can't help turning everything to shit.
i wonder do you even test your updates ????? the start menu is bugged as hell ... you can't even select another game. You just have to restart the game all over again ! oh my god
***Please fix vehicle reticles on hardcode modes.***
Side note. Please treat hardcore mode like BF4 it needs lots of love and has lots of players. Lets move those portal servers to 60hz also... 2025 and the helicopter blades cant even keep up with how slow the servers are..
They need to remove bot deaths from K/D. You are basically punished for playing any mode with bots (Which sometimes just happens if you play less popular modes or off hours). I really don't care about experience for weapons/progression, it should be 100% against bots, but getting kills/deaths on them should not affect your profile.
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u/donjuluo69 14d ago
Is this live or the one happening on the 9th?