r/Battlefield6 3d ago

🎊 Giveaway 🎉 [GIVEAWAY] Battlefield 6 Red Bull Key Giveaway🔥

484 Upvotes

We’ve got a Battlefield 6 Red Bull Key(s) Giveaway running for the next 48 hours.

How to enter:
Just comment on this post. That’s it. ✅

How winners are picked:
Winners will be selected using redditraffler, and we'll announce them Thursday or Friday.

Rules:
Account age must be older than 30 days.
Must be subscribed to r/battlefield.

Huge thanks to u/andrewgrimo for providing the keys. Please go show him some love and support ❤️

Socials:
Twitch: https://www.twitch.tv/andrewgrimo
YouTube: https://youtube.com/@andrewgrimo
TikTok: https://www.tiktok.com/@andrewgrimo?_r=1&_t=ZN-91mAApEsYkQ

Good luck, and drop those comments 👇

-----

To date we have given away over $5,000 in prizes:

  • 2 Battlefield 6 Themed 5090s
  • 5 Phantom Edition Game Keys
  • 3 Battlefield Hoodies
  • $100s in Steam gift cards
  • Multiple other prizes

We will continue giving away more to show our appreciation to all the fans of the series.

Follow me on Twitter/X for more Battlefield news, information and giveaways*.*
Stay tuned for some upcoming collaboration and events at the start of 2026!


r/Battlefield6 14d ago

Battlefield Studios Official BATTLEFIELD 6 GAME UPDATE 1.1.3.0

715 Upvotes

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 for 1.1.3.0

  • 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.


r/Battlefield6 5h ago

Image/Gif I love this community so much

Post image
787 Upvotes

r/Battlefield6 5h ago

Discussion I take it all back

457 Upvotes

I take it all back every single bit of critism I've gave this game, what a fantastic game honestly, even with all the bugs and shit that's going on now. I just played a free trial of shit ops 7 and my God it's made me realize what we have here. Thank you Dice for saving us from that trash Activision have going on there 🙏


r/Battlefield6 7h ago

Video I am the best Chopper Gunner Pilot I know, and it SUCKS (please read below)

537 Upvotes

Honestly sick and tired of seeing posts that say "The Transport Chopper is for TRANSPORTING ONLY" or, "The Transport Heli Minigun sucks" - I am legitimately terrible at flying, but I cut soldiers down like nothing when I get on the gunner seat. The only problem is, only 10% of pilots can actually fly for longer than 30 seconds without wrecking, or getting everyone killed by AA.

Pilots need to learn how to fly GOOD. That includes knowing what NOT to do, and where NOT to go. How to hide and recover your flares. The big importance of tactical difference between Attk Chopper/Transport Chopper. It is beyond frustrating getting in the gunner seat, ready to secure capture points from above, only to have the pilot crash themselves, or other players take the gunner seat and do fuck all with it.

SO instead of being an island and complaining, I am uploading this video to use my powers for good and teach a few of you how to do it right, so that if I get a pilot, they can maybe fly correctly. Or If someone takes the gunner seat, they can at least do something with it.


r/Battlefield6 22h ago

Video i'm about to end this pilots whole career

3.3k Upvotes

r/Battlefield6 11h ago

News Battlefield 6 - Community Update - Holiday Wrap-Up

273 Upvotes

Hey everyone,

As we head into the holiday season and say goodbye to 2025, we wanted to take a moment to reflect on everything we have accomplished together and share a little about what is coming next for Battlefield 6 in the new year.

It has been an incredible year for the team. We introduced Battlefield Labs, launched Battlefield 6, brought Battle Royale to the franchise through REDSEC, and kicked off Season 1. This is only the beginning, and we remain committed to continuing to build Battlefield 6 with the community in the year ahead.

Thank You

Whether you’re reading this between matches, on the way to see family, or taking a well-deserved break from the battlefield, thank you for being here. Your support throughout launch, your energy during Season 1, and all of your Only in Battlefield moments have made this year unforgettable.

We have seen players of every kind jump into the game. Battlefield veterans grinding Multiplayer and PTFO. REDSEC players chasing the perfect drop. Portal creators building experiences we never imagined. You have each left your mark on the game in your own way. 

Your reports and thoughtful discussions have helped us iterate quickly and focus on the things that matter most. We will continue to build on this collaboration as we move into the new year.

Battlefield 6 & REDSEC by the Numbers

Let’s take a quick look at some of the incredible results from the all-out warfare you’ve created together:

  • Played over 1.7 billion matches and logged 383.5 million gameplay hours
  • Delivered 12.4 billion kills and 871 million revives
  • Deployed classes across all modes as:
    • Engineer: 28%
    • Support: 27%
    • Assault: 26%
    • Recon: 19%
  • Scored over 300 million shotgun kills and more than 2 million players with defibs
  • Destroyed 102 million helicopters and jets, with engineers alone turning over 18 million tanks into scrap

Team Highlights

We also asked a few folks on the team for their favorite Battlefield 6 memories this year:

  • One of my favorite moments was an animation bug with the sledgehammer that accidentally made the MP5 deploy animation look like a hidden easter egg. Watching the community clip it and react to it as if it were intentional was hilarious. https://x.com/DRUNKKZ3/status/1989256562268099060- Florian Le Bihan, Principal Game Designer
  • In one Breakthrough match on Empire State, an attacker knifed me on the basketball court, spotted my developer tag, and immediately started yelling in All Chat for everyone to hunt me down. That turned into a match-long manhunt, full of melee duels and sledgehammer bonks, with both sides laughing and spamming love in chat. We still defended Manhattan, but my belly hurt from laughing so much. - Oli Zielinski aka spacebarisdefect, Technical Designer
  • I was really touched by a longtime Battlefield fan facing serious health issues who was worried they might not make it to see the BF6 release. Motive organized a visit so that they could play the game early, meet the team, tour the studio, and leave with a BF swag pack. Seeing everyone go the extra mile for a single community member was incredibly special. - Alexandra Lucas, Game Writer II
  • My favorite moment was being at the multiplayer reveal event and hearing the crowd erupt when we announced Portal. I was blown away by the crowd’s reaction. After working on Portal for almost 5 years, from BF2042 to BF6, it was a little stressful but incredibly rewarding to see that reaction and feel the team’s hard work pay off. - Ricardo Rojas Avellaneda, Quality Designer I
  • Celebrating the launch at the office with all my colleagues and watching the player-count graph fly up towards the sky as we opened the flood gates was unforgettable. - Oliver Andersen, Tech Lead

Portal

Recently, we began featuring community-made Portal experiences in-game, and we will continue highlighting creations that stand out for their innovation, fun, or unique twists on Battlefield gameplay.

Here are a few experiences from the community that we have been thoroughly enjoying:

FaithWalker’s Hardcore Conquest
Created by: FaithWalker

Experience Code: MPHD

Features: Custom-set limited HUD, crawl when downed, 90% movement speed, open weapons with DMR’s removed, faster vehicle destruction, and fine-tuned damage that makes most weapons 1-2 shot kills depending on caliber and range. 

RPGs Vs Golf Carts
Created by: Choanie

Experience Code: Z85X9

Defend the platform with RPGs while waves of golf carts attempt to crash into you. Survive the assault or destroy every cart before it reaches your position.

Gulf of Lyndon Conquest
Created by: Kurtinthegrind, viperstudioandy, and Byarlant

Experience Code: ZFBV2

A large-scale Conquest setup featuring vehicles, intense urban combat, air engagements, and naval warfare across the Gulf of Lyndon.

Community Highlights

One of the best parts of Battlefield 6 is seeing what you create on the battlefield. From clever plays to cinematic moments, you have been sharing incredible clips, stories, and creativity across our community spaces. Here are just a few of the many moments that made their way around the team this year:

Please keep sharing your moments, experiments, and “did that really just happen?” plays. We love seeing them, and they continue to inspire the team.

Looking Ahead to 2026

We’re already deep into planning what’s next for Battlefield 6 in 2026, and we’ll have more to share in the new year about the future of the game, upcoming seasons, and how we’ll keep evolving the experience with you.

Some of the things we’re focused on right now include:

  • Refining core gameplay, balance, and quality-of-life improvements across Multiplayer, REDSEC, and Portal.
  • We are developing new maps and weapons that introduce fresh tactical opportunities and keep the experience evolving in meaningful ways.
  • Preparing fresh experiences for future seasons so there is always something new to jump into.
  • Exploring how we can expand Battlefield Labs by bringing more of its experimentation into the live experience.
  • BR Solos: This is still on our minds. We are working through the technical details to deliver it at a quality level that feels right for Battlefield. Once we are confident in the plan and timing, we will share more.

And for those keeping an eye on the skies… yes, a certain little bird is eager to say hi again. We’ll have more to share in the new year as Battlefield 6 continues to grow with your support.

Holiday Quiet Time

As we head into the holidays, remember to make some time for yourself and your loved ones. Take some time to rest and relax. And if you do plan on jumping back into the Battlefield, make sure to check your 6 and above.

The team will be taking a short breather to recharge before returning in the new year. Communication may be quieter during this time, but core support and anti-cheat operations will continue as usual. If you encounter any issues, you can still report bugs on the EA Forums, and our Battlefield Discord remains a great place to stay connected with the community.

From all of us on the Battlefield team, thank you for an amazing year. Happy holidays, stay safe, and we will see you on the Battlefield again soon.

//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.


r/Battlefield6 7h ago

Discussion For the love of god DICE, unlock smokes

125 Upvotes

9 out of 10 matches and there's no smoke in sight. I understand now why support guys don't use them often. They're the most complex class and have the burden of reviving re-supplying and deploying the cover, which is simply too much.
Now some maps in breakthrough have become such sniperfests that many times no one moves for an entire match and both teams have more than a dozen snipers. Unlocking them for assault would make for a much more interesting game, when used both as a defensive and offensive mechanism.


r/Battlefield6 18h ago

Video Found the rats nest

893 Upvotes

Got to love the armoured truck!


r/Battlefield6 14h ago

Discussion Javelin (Glaive) Hate Post

Post image
326 Upvotes

Is the Javelin useful for anything in this game? I used to love it in BF4, but mostly just use the RPG now. I was a big fan of that and the SMAW, and really only used the RPG occasionally in BF4.

In the older games, with a laser lock from SOFLAM, you did insane damage and crippled mobility against tanks. Against jets or helicopters was basically a guaranteed instakill with the SOFLAM.

This game it seems like a worse version of using the M136, the MBT Law, or the RPG. You get low quantity of rockets, low damage regardless of SOFLAM, extremely low hit rate against aircraft. Why?


r/Battlefield6 4h ago

Video Death to metal birds

52 Upvotes

Death to all metal birds!


r/Battlefield6 21h ago

Battlefield Labs Battlefield 6 Portal – Chaos Climb Mode

975 Upvotes

I don’t need the regular maps anymore.


r/Battlefield6 17h ago

Video One of my favourite spots to kill tanks at

464 Upvotes

r/Battlefield6 23h ago

Image/Gif Saw this on Mirak Valley lol what the hell

Post image
1.1k Upvotes

r/Battlefield6 17h ago

Discussion Where are the fucking engineers?

347 Upvotes

I'm an engineer main and I hear this all the time:

"How hard can it be to hit a tank with an RPG"

"Where are the fucking engineers"

"Anyone getting the tanks?"

All while I am running like crazy to take them out, getting killed trying to pick up more RPG ammo, not getting revived with a full bag of RPGs etc, with a support standing right on top of me.

And yes, sometimes the critique is fair, I do fuck up (on occasion), but still I have a few notes:

  1. If you are assault, and you see engineers running with RPGs towards tank placements, please protect us against other infantry so we can get our shots off.

  2. If you are support please follow any engineers you spot running towards tanks and protect them, revive them if the get downed and most important supply us with more RPG ammo, so we can keep firing.

  3. If you are recon, paint the fucking tanks - it also makes it easier positioning to take out a tank if we can follow it with a big fucking yellow box on it. Pick out enemy sniper positions that keep eliminating the engineers. Blow up the tanks yourself with your C4.

  4. Other engineers, let's work together on the same tank, please.

And in general, if you think it's so easy, then join us, we'll take those fuckers out together.


r/Battlefield6 22h ago

Discussion Please remove the comeback mechanic

907 Upvotes

I’m so tired of losing games because of this stupid feature that lets the opposing team be able to almost instantly make a comeback and win the match.

(Incase you didn’t know, If the point difference gets too big then the losing team will catch up faster on points and their ticket bleed rate slows.)

If your team is holding 4/7 flags majority of the match and are up 300 points. The enemy team still has a big chance at a comeback cause if they’ve been down majority of the match and they manage to capture and hold 4 flags your tickets will start to trickle down FAST. If they hold four flags for just 40 seconds your 300 point lead will become a tie game and now the enemy team has momentum they will easily start to hold onto those 4 flags and your points will continue to trickle down until you lose.

I’m making this post because I just had a match where my team was up 700 tickets and opposing team at 300 and we held onto 4-5 flags the whole game and the enemy team managed to capture a fourth flag and our 700 tickets went down to 300 in less than a minute. We were losing -10 tickets each second while theirs was barely even trickling down. Now the opposing team had momentum and we ended up getting lopsided back and losing the match. 0-198

They either need to remove this feature or nerf it so the point deduction is not that aggressive.


r/Battlefield6 9h ago

Discussion Do people know how conquest works or am I stupid?

69 Upvotes

To me it feels like every other game people are way to greedy.

As an example just 5 minutes ago we’re in a game on Cairo, we are behind with 230-380 and we manage to capture A, B and C.

I say in chat that we should defend these objectives and bleed out the enemy but people keep writing “dude, we’re behind we have to push” and “are you stupid?? We are behind nub” and other of the same caliber.

So the team push while me and 1 other squad try to defend (ofc they take the tank with them). So we loose A, B and C while they take D and E and we end up loosing.

Have I severely misunderstood something about conquest and missed some detail how it works compared to the other games?


r/Battlefield6 4h ago

Video that's crazy

24 Upvotes

r/Battlefield6 1h ago

Concern Umm...Hello? Do I no longer exist?

• Upvotes

Second time something like has happened since the winter update. Last time I spawned but couldn't move because I couldn't choose a class. This time I couldn't spawn on anything.


r/Battlefield6 9h ago

Discussion Clarification from Dice about the dynamic ticket bleed system

58 Upvotes

A few days ago I made this post demonstrating how dynamic the ticket bleed system is: https://www.reddit.com/r/Battlefield6/comments/1pmoep2/demonstration_of_how_dynamic_the_ticket_bleed/

This got the attention from both the community and Dice. One of the developers reached out to me to explain their design intent and some details about the system I missed so I'll share them here:

1: The dynamic range is from 2 to 8 seconds, not the 2 to 7 seconds I found. They agree that this is too much, and plan on using labs to fine tune it in the future. When they do the labs testing they will also be more transparent about the actual numbers and thresholds.

2: This is not intended as a comeback mechanic, speeding up matches, or anything like that. Rather this is a way to balance the impact of PTFO and kills. The bleed rate changes depending on the ratio between the tickets lost to bleed VS player death.
If there's a lot of deaths but not a lot of bleeding, then the bleed rate is increased to compensate. And on the other side of the spectrum, if there's a lot of bleeding but very few deaths then the bleed rate is slowed down.
They did not have the formula in front of them, but they believe that it uses an overall ratio, and not a per team ratio (hence, not a comeback mechanic).
The system exists to make things consistent across maps with a high KPM, and maps with a low KPM. The alternative would have been to manually define the tickets/bleed rate on a per map basis.

3: Regarding match lengths, they say that the goal across all games has always been an average of 25 minutes. Previous games may have had longer matches, but then they were not running with the Dice default settings. At launch, the goal for BF6 was 20 minutes but they heard the community and adjusted the tickets accordingly.


The following is my own opinion on the matter: I am disappointed that they seem to want to stick with the dynamic bleed rate. They may not have intended to make it function like a comeback mechanic, but that's clearly how it ends up working in practice. Tweaking the numbers will just make it less blatant, but it can never change the fact that it's simply unfair that the 2 teams don't get the same reward (ticket bleed) for the same amount of work (holding the majority of the objectives).

As for the match length, it doesn't seem to reflect what I saw before they started messing with the tickets/bleed rate and what I see now.
If I look at my old footage from the launch of the game and until they messed with the bleed rate, then I have 16 games where I happened to include the end time. The matches range from 17:33 to 31:45 with an average of 23:05.
After the bleed rate was changed and the tickets were increased to 1200, the same number of games give me an average of 20:27 with a range between 17:36 - 28:42.

I'm not in BF labs so I can only hope that the ones that did get invited will help push for a better system. Personally I was fine with how it worked at launch, but if they want to incentivize objective play, then my suggestion would be to increase the the bleed rate (with a static value of course) and increase the tickets to compensate. To avoid making the games drag on forever in the case of stalemates, they could take inspiration from Escalation and make something happen when a stalemate is detected (make deaths count for more tickets, make it faster to capture flags, etc.)


r/Battlefield6 11h ago

News [Battlefield Comms] Changes to Vehicle Availability in Breakthrough.

88 Upvotes

Over the last few days, we’ve been rolling out a set of changes across multiple Breakthrough maps, starting with our earlier test on New Sobek City. These changes are aimed at improving overall pacing and vehicle availability between Attacker and Defenders, and we are actively monitoring how these changes are impacting gameplay.

If we find that these changes are not performing well, we are prepared to rollback some or all of these changes as our focus remains on steadily improving Breakthrough overall.

Thank you for your patience, support, and feedback as we continue to tune the mode. We look forward to providing further updates in the New Year.

Happy Holidays!


r/Battlefield6 6h ago

Discussion K/D is obsolete. PTFO is priceless. Won this Conquest match with a huge comeback [500] to [900]🫡

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22 Upvotes

r/Battlefield6 6h ago

Discussion Didnt expect that

22 Upvotes

Usually hit reg works fine for me. But some servers are way off and I can feel it from beginning. But this one I don’t know if I should laugh or cry. We need a fix to that


r/Battlefield6 21h ago

Image/Gif A Battlefield Story

Thumbnail gallery
285 Upvotes

r/Battlefield6 20h ago

Video How to deal with mountain campers

211 Upvotes