The upcoming weapons for #Battlefield6 Season 3.
Both will be available through Bonus Path.
🔫 PP-19 (June 9th)
🔫 EOD Bot Arm (June 30th)
The Blastpoint Gameplay Trailer also features a glimpse of the upcoming 'Wet Work' Bonus Path event in Phase 3, where you can earn the EOD Bot Arm melee weapon and cosmetic rewards by collecting contracts from downed enemies and completing its orders:
▪️ Take down enemies
▪️ Destroy vehicles.
▪️ Survive for a set duration.
#Battlefield6 Game Update 1.3.2.0 goes live June 9th at 9:00 AM UTC.
Cairo Bazaar, Solos for Battle Royale, the PP-19 SMG, and Battle Pass updates will become available from 12:00 PM UTC.
CHANGELOG 📝
PLAYER:
▪️ Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage.
▪️ Logistics Expert in the “Support Fire” Support Training Path now applies to Grenade Launchers as well.
▪️ Teammates being revived now detach properly if they are killed during Drag and Revive.
▪️ Cancelling Drag and Revive by switching weapons no longer sends the downed player flying.
▪️ Death animation behaviour has been improved to reduce cases where soldiers travel further behind cover than intended after being eliminated.
▪️ Death animation impulse is now more consistent across 30Hz and 60Hz experiences.
▪️ Death animation selection is now more stable, reducing cases where soldiers begin moving in one direction before being corrected in another direction after being eliminated.
▪️ Deploying on a friendly player no longer causes the screen to remain fully black in some rare cases.
▪️ Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby.
▪️ Health state feedback now reacts faster when transitioning between states, such as from alive to Man Down.
▪️ Hit effect prediction has been improved to better align blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter.
▪️ Lethal damage now transitions soldiers into their death state more consistently.
▪️ Lower body rotation now behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud.
▪️ Soldiers are no longer pushed away when jumping into a ceiling.
▪️ Soldier blood impact effects have been improved for better visibility.
▪️ Soldier legs now face the correct direction when turning during Combat Dive.
▪️ Soldier visibility filtering now activates reliably after respawning.
▪️ Soldier visibility filtering has received a broader pass to improve readability across varied combat environments, including reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog.
▪️ Spotting and pinging are now more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke.
VEHICLES:
Dev Note 📝
"We’re making the Radar System passive for the Attack Helicopter an innate ability, equipped by default on all Attack Helicopters.
To replace it in the passive equipment slot, we’re adding the new Thermal Optics passive, which adds a thermal camera to the gunner seat that is activated when you zoom. This aids gunners with target acquisition and provides a dedicated passive option for pilots who want to focus primarily on their gunner, rather than their rockets.
We’re also introducing two new rocket types for the mobile anti-air in order to improve its flexibility and skill expression."
▪️ Air vehicle radar and minimap range have been expanded when radar is available.
▪️ All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks.
▪️ Ground transports, excluding bikes, now support crawl speed functionality when using keyboard input, similar to tanks.
▪️ Increased the Anti-Personnel Shell pellet count for the MBT from 16 to 32.
▪️ Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Laser-Guided AA Missiles.
▪️ Naming for the PAX Scout Helicopter has been updated to display its correct name, MH-350.
▪️ The Attack Helicopter Radar System is now innate, and Thermal Optics have been added
▪️ The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons.
▪️ ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines.
▪️ New secondary weapon options for Mobile Anti-Air
High Velocity Rockets have extremely limited guidance, but are fired rapidly with a higher velocity than other rockets. They require good aim to be effective, but have a higher potential damage output than other options.
Aim Guided Anti-Air Missiles carry smaller payloads than the aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability.
GADGETS:
Dev Note 📝
"In Season 2, we reduced the velocity and acceleration of the RPG-7V2 in order to make it require more skill in order to hit aircraft with it. This change has been broadly successful, but the trajectory of the projectile could feel unintuitive to players, often causing them to miss at closer ranges. Based on that, we reworked the RPG projectile trajectory and changed the zeroing range."
▪️ C-4 detonations triggered with a Drone now award XP.
▪️ Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability.
▪️ CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM.
▪️ CSB IV EOD Bot mines no longer clip into terrain.
Defibrillators now show their charging animation correctly to other players in third-person.
▪️ Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP.
▪️ Enemy gadgets destroyed with the Repair Tool now award score as intended.
▪️ Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed.
▪️ Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were.
▪️ M18A1 AP Mines no longer damages downed players in Multiplayer.
▪️ M18A1 AP Mines trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage.
▪️ MAS 148 Glaive missile guidance is now more reliable, including improved tracking at low altitudes. If a missile loses tracking, such as after countermeasures are used, it will now continue towards the target’s last known position.
▪️ Reworked the trajectory of the RPG-7V2 Projectile. Zeroing range reduced from 100m to 22m.
▪️ The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom.
▪️ The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight.
▪️ TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving.
Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air.
LWCMS Portable Mortar - Dev Note 📝
" Since the start of Season 3, we’ve continued to monitor the Portable Mortar and how it performs in stationary playstyles. With this update, we’re further increasing the risk of staying deployed in one location for too long, making it more important to reposition between volleys and avoid return fire from enemy players. So, make sure to pack up and move before the enemy returns fire."
▪️ Health has been reduced from 250 to 50.
▪️ Placement animations now end correctly in first and third person when placement is unsuccessful.
▪️ Placement no longer causes leg desync in third person.
▪️ Portable Mortar play has been adjusted to encourage more mobile deployment and repositioning. It is now easier to fire and relocate, while static placement is more vulnerable and easier to counter.
▪️ Replenish time has been increased from 10s to 30s.
The “Enter” prompt radius has been decreased from 1.5m to 1m.
▪️ The “Pick Up” prompt radius has been increased from 1.5m minimum to 1m minimum.
▪️ The Portable Mortar and Missile Intercept System can no longer be equipped together.
▪️ The Portable Mortar and Missile Intercept System can no longer be placed near each other.
WEAPONS:
▪️ Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered.
▪️ Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes, ensuring the attachment has the intended impact on weapon performance.
▪️ Corrected a typo in the LMR27 weapon description.
Corrected an issue where unlocked attachment slots could appear locked in the customisation screen.
▪️ Extended Barrels on all weapons now cost 5 points, reduced from 15 points, and no longer provide an aiming down sights time benefit. This change is intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options.
▪️ Hand grips on M16A4 underbarrel attachments now display properly.
▪️ Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115.
▪️ Melee attacks now behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it.
▪️ P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload.
▪️ RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads.
▪️ SS26 aim position has been improved so shots and hit indicators align correctly with the front sight.
▪️ Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players.
▪️ Tac-Light Hip description text has been updated for the RPK-74M and L115.
▪️ The USG-90 alignment has been updated so that it is now centered correctly in the character’s hands on the Character Customisation screen.
▪️ Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view.
▪️ Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2.
MAPS & MODES:
▪️ Explosive gas cylinders now behave as intended on Railway to Golmud.
▪️ In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup.
▪️ Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base.
▪️ Out-of-bounds access using the Assault Ladder has been closed on Hagental Base.
▪️ Spawn protection has been expanded on Operation Firestorm to help reduce enemy aircraft pressure near player deployment areas.
▪️ Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling.
UI & HUD:
Dev Note 📝
"With Update 1.3.2.0, we’re making an initial adjustment to how “New” Markers appear in the Play menu. These markers should now reappear less often on tiles that you have already viewed, helping reduce unnecessary visual noise when moving through the menu.
This is a first step toward improving the overall marker experience. We know repeated “New” Markers have been frustrating, especially when they return to content you have already seen. We’re working on broader improvements for future seasons to significantly reduce how often this happens, and we’re also planning to add a quicker way to clear markers in an upcoming update.
As always, we’ll continue monitoring feedback after release and will keep refining this system to make navigation feel clearer and less disruptive."
▪️ Accepting the Voice Chat disclaimer while offline no longer triggers error messages.
▪️ Attack and Defend orders can now be cleared when using the ping clear input from the map.
▪️ Battle Pass and Store weapon previews now remain centred in their respective menus.
▪️ Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options.
▪️ Captured points now appear correctly in the top HUD.
▪️ Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu.
▪️ Challenges widget now stays within the Pause menu screen boundaries.
▪️ Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000.
▪️ Damaging sniper decoys now show hit indicators, helping reinforce the illusion of hitting a real soldier.
▪️ Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession.
▪️ Dead players no longer block danger pings or spots.
Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike.
▪️ Focused offers in the Store menu now display the appropriate offer tag icons.
▪️ Front-end animations have been added for Loadout, Customisation, and Store menus.
Golf Cart now has its own world icon instead of using a generic car icon.
▪️ Headshot hit indicators now display correctly when breaking an enemy player’s armour with a headshot.
▪️ Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations.
▪️ Increased the height of the minimap camera from 400m to 700m for aircraft, expanding their range of view.
▪️ Level 3 “Tracker” description on the Hazmat Breacher Training Path has been updated to better communicate its effective range.
▪️ Loadouts menu text layout has been improved to prevent overlap.
▪️ M16A4 Precision stats now display more accurately and no longer show as 0 in some cases.
▪️ M320A1 SMK Smoke gadget sight UI icon alignment has been improved.
▪️ Neutral vehicles in team HQs no longer appear twice on the deploy screen.
▪️ “New” Markers in the Play menu now reappear on previously viewed tiles less frequently.
▪️ Options section navigation button styling now matches Profile → Stats.
▪️ Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar.
▪️ Player Card icons now display correctly on the End of Round screen.
▪️ Quick customisation icons on the deploy screen have been improved for better legibility.
▪️ Soldier ordering within the “Strix Raiders” and “Task Force Vector” units has been adjusted to better align with their visual class. Players with these soldiers equipped may see them move to their updated class after the update.
▪️ Spectating a soldier who is remote-controlling an CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera.
▪️ Spotted enemies now display more reliably when many enemy icons are visible on screen.
▪️ The “Devastating Impact” Field Upgrade description now lists the correct value of 25% (instead of 50%).
▪️ The Big Map and deploy map now support rendering underground areas.
▪️ The Campaign installation status text now displays your install status correctly.
▪️ The Challenges End of Round tab now populates correctly after spectating someone.
▪️ The Dog Tags menu no longer shows the “GO TO STORE” button when it is not applicable.
▪️ The pre-round header is now hidden when viewing class details to prevent text overlap with the map name.
▪️ “Top Squad” presentation has been improved and now displays correctly at the End of Round screen.
▪️ Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu.
▪️ Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience.
▪️ YOU vs FOE score now counts Bots correctly.
SETTINGS:
▪️ Some changes have been made to improve the consistency and responsiveness of input, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming.
▪️ The “Deadzone” menu no longer appears unexpectedly after restarting the game.
▪️ The description for 3D Audio settings has been updated to be more accurate.
▪️ The “Headphone Width” option description has received a minor spelling correction.
▪️ Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu.
PORTAL:
Disclaimer ⚠️
"With this update, some changes may affect existing scripts. After the update goes live, we recommend that players review and test their scripts to ensure everything continues to work as expected."
▪️ AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings.
▪️ Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits.
▪️ Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background.
▪️ Cairo Bazaar has been added for Verified Portal Modes.
▪️ Disabled HQs no longer appear on the map.
▪️ Railway to Golmud assets have been added to the SDK for Portal Custom Experiences.
▪️ Importing an experience now refreshes the Blockly editor correctly.
▪️ In-game World Icons are now easier to read, with the default icon size set to 64.
▪️ MoveObjectOverTime now preserves scaled object visuals properly. Collision volume size was already maintained, and visuals will no longer scale back down to 1.
▪️ Optimised images on Portal web to improve performance.
▪️ Portal Action “SetMCOMOwner” now only allows Defenders to defuse the bomb as intended.
▪️ Portal creators can now reduce one team’s player count to 0 in Custom experiences.
▪️ Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events.
▪️ Resolved a delay in updating the amplitude of SFX when using mod.PlaySound()
▪️ Save messaging is now more consistent and accurate.
▪️ Script Converter now includes a reminder message to help prevent unintended changes during conversion.
▪️ SDK documentation now includes the music system in the gameplay logic section.
▪️ SDK Godot version has been updated from 4.4.1 to 4.6.1.
▪️ Spawning an object with scale set to 0 no longer causes a client crash.
▪️ Team-specific UI widgets now appear correctly for players who join late.
▪️ The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition. This requires matching team and squad sizes.
▪️ The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK.
▪️Resolved save errors that occurred when using UTF-8 characters (including emojis and symbols) in script and string attachments.
▪️ ViperStudiosAndy Portal Custom Conquest Template
Creator Note 📝
"When using Conquest Assault, we recommend turning off TotalControlTicketBleed. Conquest Assault disables the HQ with ObjID 2, which is the default for Team 2. In Update 1.2.3.0, HQs now appear on the map, but disabling HQs does not remove them from the map. Team 2 custom bots will stop spawning if there are no valid positions, while Backfill and Static ignore this and deploy on disabled HQs. When using Conquest Assault, we recommend using a Spatial version without Team 2 HQs to avoid this, or using Custom Bots."
▪️ Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working.
▪️ Air vehicles can now access the official surrounding combat area.
▪️Andy’s Custom Conquest Template has been updated in the official SDK to version 10.0.
▪️ Bots now support the Conquest Assault logic.
▪️ Bots will now leave vehicles if they are unable to continue driving.
▪️Complex 3 has been added, with special thanks to Mancour.
▪️Conquest Assault toggle has been added.
▪️ Custom out-of-bounds logic has been kept for backward compatibility.
▪️ Dirt Bikes have been added to select maps.
▪️ Hagental Base has been added.
▪️ New Prefab Spatial has been included, containing essentials that can be copied into any map and edited.
▪️ Night Vision Goggles toggle has been added for players.
▪️ Spatial maps have been updated for the new HQ and Surrounding Combat Area logic.
▪️Starting tickets per team have been added for Conquest Assault.
▪️The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas.
▪️ UI no longer flashes when players join.
▪️UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear.
AUDIO:
▪️ New behaviours for crawl speed audio have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, as well as a finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours.
▪️ Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use.
▪️ Spot Ping has been updated with a more recognisable sound, and Squad Ping volume has been slightly increased.
AI:
Corrected an issue where bots were avoiding stationary friendly and neutral vehicles.
REDSEC PLAYER:
Battle Royale Solo Handler voice-over lines have received grammar improvements.
Battle Royale
“Evasion” and “Headhunter” missions now complete correctly when the targeted player is downed.
Failing missions while targeted no longer awards XP or mission completion.
Players no longer jump when accepting missions in Battle Royale.
Fixed wrong loot being awarded in air drop containers as well as air drop containers containing no loot inside.
REDSEC GADGETS:
Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands.
MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground.
REDSEC MAP:
▪️ AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably.
▪️ Airdrop containers now remain stable on mild slopes, improving the looting experience.
▪️ Lighting has been improved to address blown-out visuals across the Lighthouse area.
▪️ Out-of-bounds access using the Assault Ladder has been closed across the map.
▪️ Supply crate fall animations now play correctly without repeating.
▪️ Supply drop containers now collide with vehicles as intended.
REDSEC BATTLE ROYALE
▪️ Data Drive drops now display the intended game mode message.
▪️ Insertion helicopters now maintain proper spacing during round start.
Gauntlet:
▪️ Fast Rope insertion now spawns rope and helicopter meshes correctly.
▪️ Heist Caches now spawn in their intended locations.
▪️ M-COMs in Gauntlet: Wreckage can now be interacted with from all angles.
▪️ Mission objects no longer cause vehicles to move when landing on them.
▪️ Tank Containers now close properly when a wrecked vehicle or player is near the container.
▪️ Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission’s other scoring criteria.
REDSEC UI & HUD:
▪️ Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant.
▪️ Corrected an issue where loot outlines for Safes would sometimes show the incorrect state (open vs close).
▪️ Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts.
▪️ End of Round Summary colours have been adjusted for Ranked Battle Royale Quads.
▪️ Enemy Armour hit indicators in REDSEC are now easier to read when the enemy has low armour remaining.
▪️ Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing.
▪️RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached.
▪️ The minimap now displays a TRACKED indicator when the player is revealed during missions.
▪️ White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened.
▪️ World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop.
Battle Royale:
▪️ Bolt Cutter pickups and drops now display their intended game mode message.
▪️ End of Round sequence now preserves the Profile Menu camera correctly.
▪️ Mission titles now appear correctly in the Mission Menu.
▪️ Picking up the bomb in the Wreckage mission no longer briefly displays a player's name.
▪️ Threat Tracker accuracy has been improved for enemy distance to mission objectives.
Gauntlet:
▪️ Heist base outlines now appear correctly in the Underground POI layout.
REDSEC AUDIO:
▪️ Arming a Bomb in the Demolition mission now plays the correct sound effect.
▪️ Battle Royale insertion no longer triggers unintended soldier effort audio.
▪️ Missile Strike call-ins in Battle Royale now use the correct voice line.
▪️ The menu arrival sound no longer plays when opening the Commorose in Battle Royale.
The Explosive Charge Bonus Path will be available during #Battlefield6 'Blastpoint' Season 3 from June 9th until June 23rd.
The Handheld Jammer and the PP-19 are included in this Bonus Path. Each Bonus Path Tier requires 10 Bonus Path Points to unlock. Bonus Path Points are earned through:
▪️ EVENT CHALLENGES: themed around this update’s new experiences, including some challenges exclusive to BF Pro owners.
▪️ WEEKLY CHALLENGES: specifically those during the Bonus Path’s active weeks (Weeks 5, 6, and 7) award Bonus Path Points alongside regular Battle Pass Points.
Here's the list of rewards 👇
🔹 Tier 1 - “Blast Initiative” Player Card Icon.
🔹 Tier 2 - “Outburst” Weapon Package, PW5A3 SMG.
🔹 Tier 3 - “Double Duty” Weapon Sticker.
🔹 Tier 4 - “Boom Bloom” Weapon Charm.
🔹 Tier 5 - “Handheld Jammer” Recon Class Gadget.
🔹 Tier 6 - “Charged Response” Gadget Skin, RPG-7V2.
🔹 Tier 7 - “Igniting Incident” Vehicle Decal.
🔹 Tier 8 - “Hostile Airdrop” - NATO Vehicle Skin, AH-6 Little Bird.
🔹 Tier 9 - “Dusted” Player Card Background
🔹 Tier 10 - “Keen Disruptor” Soldier Skin, NATO Support Class.
🔹 Tier 11 - “PP-19 SMG”
A new customization category is coming with #Battlefield6 Season 3 Blastpoint: Sprays 🌬️
Battlefield Studios says Sprays will allow players to literally "make a mark" on the Battlefield, especially on flat, non-destructible surfaces, such as indestructible walls or floors.
Sprays will be accessible via the Command Wheel - by default, pressing and holding the middle mouse button on PC, or pressing and holding L1 on PS5 or LB on Xbox controllers.
All soldiers will have one Spray by default, but you can expect an additional free Spray gift in the in-game Store during Blastpoint's first week - including two store bundles with an additional Spray each.
Battlefield 6 | 2026 Roadmap Update + What’s Next
Thank you to everyone who shared their thoughts on last week’s 2026 roadmap. Seeing the response has meant a lot to the team, and we’re genuinely grateful to have you on this journey with us.
We’re continuing to dig through all of your feedback so we can focus on the things you care about most in the months ahead. In the meantime, we’ve seen a few questions come up consistently—so here are some quick answers:
▪️We’re actively exploring improvements to the combat experience, with gunplay as a primary focus, and will continue iterating on these changes with player feedback through Battlefield Labs.
▪️Ranked play will be available at the start of Season 3 in REDSEC BR Quads, MP Ranked arrives later this year.
▪️Railway to Golmud is larger than Operation Firestorm.
▪️Server Browser details are still being finalized, but it’s a priority for us to talk about as soon as they’re ready.
Season 3 is also just around the corner, so you won’t be waiting long to learn more. Starting next week, we’ll be taking a deep dive into Railway to Golmud and how it’s been reimagined for Battlefield 6, alongside some of the changes and improvements based on player feedback from the recent Battlefield Labs tests.
We’ll also be sharing changes to land vehicles designed to make their gameplay more consistent, responsive, and viable in a wider variety of engagements. Then in early May, we’ll walk you through the full Ranked Play experience so you’re ready to jump into Fort Lyndon when Season 3 launches.
We’ll keep the updates coming as we head into Season 3 next month.
Until then, we’ll see you on the Battlefield.
I took a quick look at unreleased Battlefield 6 content:
🗺️ Maps:
🔸 Plaza
🔸 Isolated
🔸 Golmud Railway
🔫 Weapons:
🔹 L115A3
🔹 RPK-74M
🔹 M16A3
🔹 PP-19 Vityaz
Plus new gadgets, battle pickups & modes in the infographic below.
We'll see what makes it into Season 3.
🚨 Battlefield 6 Update Issues 🚨
After the latest update:
• Custom server search is not working ❌
• Multiplayer had to be deinstalled.
. Lighting glitches affecting gameplay
This update seriously broke things… hoping for a fix ASAP 🤞
Anyone else facing the same problems?
The simple truth is that the wrong people were put in charge of @Battlefield as their decisions and leadership lead to this.
It's not the fault of the individual developers/designers who built the game according to the goals they were given.
🔥 BF6: What’s confirmed and being worked on next
✅ Confirmed by devs
🎧 Full in-game audio pass (footsteps, sounds randomly cutting)
🎯 Firing range target reset fix (coming next patch)
🔧 Recoil improvements currently being worked on
🚗 Vehicle ecosystem review for better balance across maps/modes
👀 Visibility upgrades (better spotting players in dark areas or prone)
🧪 Under review / in testing
🗺️ Map size & pacing adjustments
🎮 UI & menu navigation improvements
📊 Expanded player stats & deeper tracking
🤝 Social play / party system updates
📡 Hit-reg, TTD/TTK consistency investigations
🛡️ Armor plating pacing under review
🚜 Tank availability tuning
🔊 BR audio performance optimizations
🧍 BR Solo & Casual BR pacing review
👉 Follow @BattlPULSE for BF6 fixes, updates & more.
🛡️ 2.39 MILLION cheat attempts blocked so far
New Javelin anti-cheat stats just dropped and the numbers are wild 👇
✅ 367,000+ attempts blocked on launch weekend
🚷 190+ cheat vendors/programs detected
💀 96.3% of them already failing or offline
🔧 Secure Boot issues down to 1.5% of PC players
Battlefield’s anti-cheat is doing WORK.
❄️ BF6: Winter Offensive arrives Dec 9
Here’s everything coming in the final phase of Season 1 👇
🌨️🗽 Ice-Lock Empire State (Limited-Time Map Update)
Temps drop below freezing. Brooklyn turns into a frozen warzone.
🧊 Ice Lock (Limited-Time Event)
Freezing mechanic that lowers health if you don’t stay warm.
Find Heat Zones or make fire with incendiaries 🔥
⚔️ Ice-Climbing Axe (New Melee)
Break armor, break ice, break egos.
🥶 Ice-Lock Gauntlet (REDSEC)
A harsher, winter variant with 3 fixed operations every match.
🌀 Portal Updates
New Verified mode, all Winter Offensive content added.
👉 Follow @BattlPULSE for more BF6 updates, events & more
@TaskForceNews A bug where buddy revive causes you to show you proning and basicly no weapon, happens to some ppl constantly. But it does not happen with Support class. Only ways to fix this in game is 1) Die 2) do another buddy revive 3) go to vehicle. This is quite annoying bug.
Feature Spotlight: Weekly & Daily Challenge Rerolling.
If a challenge doesn't suit your playstyle, head to the challenges tab, select your challenge, and you'll see the option to reroll.
As challenges vary from person to person, rerolls do not guarantee you'll receive a challenge you like. Which is why you have multiple rolls available per day for both Daily Challenges and per week for Weekly Challenges.
You'll be able to gain the following depending on the version of the game you own.
Daily Challenges:
▫️All players receive one daily reroll.
▫️Battlefield 6 owners receive an additional reroll.
▫️Battlefield Pro owners receive an additional reroll.
This allows up to 3 rolls per day. Dailies reset at 04:00 UTC.
Weekly Challenges:
▫️All players receive three weekly rerolls.
▫️Battlefield 6 owners receive an additional reroll.
▫️Battlefield Pro owners receive an additional reroll.
This allows up to 5 rerolls per week on Weekly Challenges. Weeklies reset at 12:00 UTC every Tuesday.
We hope this feature helps you find the challenges to match your playstyle!
Update 1.1.1.0 and Release Time for #Battlefield6 Season 1 📝
October 28th 🗓️
🔹 Update 1.1.1.0 goes live on all platforms at 9:00 AM UTC.
🔹 Season 1 content goes live at 3:00 PM UTC, including the Battle Pass and new seasonal features.
Between these times, players can continue to play #Battlefield6 as normal after updating, but Season 1 content and progression will unlock at 3:00 PM UTC.
Major Updates for 1.1.1.0
▪️ Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
▪️ Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
▪️ Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
▪️ Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
▪️ UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
▪️ Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.
CHANGELOG
PLAYER
▪️Fixed an issue where combat dive could break when diving uphill.
▪️ Fixed an issue where players would detach from ziplines when entering at high speed.
▪️ Improved steady aim and sight centering for more consistent precision.
▪️ Fixed an issue where movement could interrupt steady aim.
▪️ Adjusted misaligned character hitboxes for upper body and head to better match the visual models.
▪️ Fixed an issue where the jump animation could play twice when aiming down sights.
▪️ Landing animations now have their animation path properly centered, instead of shifting to the side when landing.
▪️ Fixed an issue where jump inaccuracy could linger too long after landing.
▪️ Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.
▪️ Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.
▪️ Fixed an animation delay when opening doors while sliding.
▪️ Fixed an issue where players could get stuck while vaulting over certain objects.
▪️ Fixed a visual issue where dead players appeared alive while swimming.
▪️ Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.
▪️ Fixed an issue where getting killed by a mine would highlight it in the killcam.
▪️ Fixed a camera jitter that could occur when entering ladders and looking down.
▪️ Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.
▪️ Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.
▪️ Fixed an issue where pistols disappeared while swimming.
▪️ Improved lighting precision for visibility while hip-firing and aiming down sights.
▪️ Reduced occurrences of bouncing or landing issues when dropping onto certain objects.
▪️ Fixed an issue where the killer snapshot sometimes did not display in the killcam.
▪️ Small improvements to weapon and camera sway for smoother movement.
▪️ Fixed an issue where enemies could take melee damage in protected vehicle seats.
▪️ Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.
▪️ Fixed an animation issue where repeated vaulting could cause incorrect hand placement.
▪️ Fixed an issue where simultaneous melee hits could make an enemy briefly invisible
▪️ Fixed an issue where soldier heads briefly disappeared during redeploy transitions.
▪️ Improved training path progression display to better match actual unlocks.
▪️ Fixed an issue where friendly players could clip into each other when climbing ladders.
▪️ Fixed an issue preventing vaulting directly from a slide.
▪️ Fixed an issue causing the camera to rotate abruptly after a takedown.
▪️ Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.
▪️ Improved stab animations when reviving with drag and revive.
▪️ Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.
▪️ Fixed a camera clipping issue when going prone while strafing.
▪️ Fixed a missing third-person animation when transitioning from prone to sprint.
▪️ Fixed an issue where falling while sprinting caused incorrect hand movement.
▪️ Fixed visual clipping when soldiers stood too close to glass doors.
▪️ Fixed jittery aim animations in third-person when mounted.
▪️ Fixed a bug where mounting near walls prevented aiming left or right.
▪️ Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.
▪️ Fixed an issue where third-person hit reactions were missing when hit while mounted.
▪️ Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.
▪️ Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.
▪️ Fixed an issue where taking melee damage interrupted weapon fire.
▪️ Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.
▪️ Improved vaulting, parachute, and door-opening animations for smoother transitions.
▪️ Fixed rare animation freezes for friendly soldiers reloading off-screen.
▪️ Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.
▪️ Added parachute customization for soldiers.
▪️ Prevented unintended shoulder bump animation when equipping a weapon while sprinting.
▪️Improved ragdoll impacts for more consistent and reliable reactions.
▪️Improved stance transition and landing animations to settle faster and feel smoother.
VEHICLES
▪️ Fixed missing haptic feedback when switching between tank weapons.
▪️ Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.
GADGETS
▪️ Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.
▪️ Fixed a MAS 148 Glaive visual issue during combat dives in first-person.
▪️ Fixed an issue where Defibrillators appeared floating during vaulting animations.
▪️ Fixed an issue where the Supply Pouch would sometimes not resupply correctly.
▪️ Deployable gadgets are not destroyed/removed from debris piles
▪️ AT grenades now create a small sized crater instead of a medium one.
▪️ Buildings now take more hits to be destroyed by a Sledgehammer.
WEAPONS
▪️ Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. ▪️ Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
▪️ Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
▪️ Fixed a misalignment issue with top-mounted red dot sights.
▪️ Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
▪️ Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
▪️ Improved reticle settling for automatic weapons to make burst firing more efficient.
▪️ Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
▪️ Balanced sledgehammer damage against world objects for better consistency.
▪️ Fixed an issue preventing players from leaving the Firing Range.
MAPS & MODES
▪️ Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
▪️ Improved exposure transitions between indoor and outdoor areas for better visibility.
▪️ Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
▪️ Squad names are now randomized at the start of Squad Deathmatch matches.
▪️ Added visible bomb meshes to armed M-COMs in Rush.
▪️ Updated overtime UI visualization across all modes.
▪️ Fixed animation and positioning issues during insertion sequences on all maps.
▪️ Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
▪️ Fixed an End of Round progression issue in King of the Hill mode.
▪️ Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.
▪️ Mirak Valley
Fixed a misaligned zipline mesh in Conquest.
Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.
▪️ Siege of Cairo
Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.
▪️ Liberation Peak
Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.
▪️ New Sobek City
Fixed an issue preventing players from capturing part of Flag C in Escalation.
Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.
▪️ Manhattan Bridge
Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.
UI & HUD
▪️ Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.
▪️ Updated 3D previews for certain gadgets to show their deployed state.
▪️ Added preview videos demonstrating how gadgets work.
▪️ Added new cosmetic options for selected gadgets.
Changed “Save & Close” to “Close” in the Deploy menu for clarity.
▪️ Fixed various UI issues in Loadouts.
▪️ Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.
▪️ Fixed multiple text inconsistencies in Dog Tags and Challenges.
▪️ Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.
SETTINGS
▪️ Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.
▪️ Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.
SINGLE PLAYER
▪️ Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.
▪️ Fixed a black screen issue in the Night Raid mission.
PORTAL
▪️ Fixed an issue where the Host Experience screen did not display the Portal experience image.
▪️ Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.
▪️ Improved loading times for the Server Browser experience info tab to ensure joining functions properly.
▪️ Corrected a spelling error in the message shown when attempting to join an unavailable server.
AUDIO
▪️ Fixed an issue where footstep sounds were missing when moving with the knife equipped.
▪️ Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.
▪️ Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.
▪️ Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.
▪️ Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.
▪️ Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.
▪️ Added radio chatter through controller speakers.
▪️ Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.
▪️ Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.
▪️ Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.
▪️ Added missing ambient audio setups for environmental props like construction barriers and buses.
▪️ Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.
▪️ Fixed an issue where delayed challenge tab displays triggered early audio playback.
▪️Fixed an issue where defibrillator loop sounds could get stuck when vaulting.
▪️ Fixed missing or out-of-sync reload sounds.
Corrected the M39 EMR using suppressed audio when unsuppressed.
▪️ Restored missing external sound effects for RWS Gunner countermeasure mines.
▪️ Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.
▪️ Reload audio polish for several weapons.
ICYMI: Here's the official info we have (so far) on #Battlefield6's Battle Royale RedSec - aka Redacted Sector.
Key Features
🔸 100 players
🔸 RedSec supports 4 player teams and 2 player teams.
🔸 Brand new map.
🔸 IFVs, MBTs, helicopters, tuk-tuks and more.
🔸 Revive your squad with the support class and Mobile Redeploy options.
🔸 Fire ring will instantly kill players upon contact, with several warnings during the match.
🔸 Players start the match with two default gadgets from their chosen class. They can't change their class once the match begins.
🔸 Earn XP by completing missions and performing certain tasks. Intel Cases provide additional XP to the whole squad.
🔸 Level up through your class training to gain access to new traits.
🔸 Armor plate returns from BF2042.
🔸 There are 5 tiers of weapons to loot along with attachments, throwables, gadgets, strike packages, armor, upgrade kits and custom drops of favorited weapons.
🔸Items can be found via loot crates, class specific crates, unlocking armored trucks, mission rewards or looting defeated enemies.
🔸 Missions will offer extra rewards like a weapons cache, vehicle key or Mobile Redeploy unit. Once the mission objective is complete, rewards are airdropped in.
Adjustments via Battlefield Labs
🔹 Close-range TTK: Battlefield Studios has adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks.
🔹 Armor Changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
🔹 World Improvements: They've been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, they made adjustments to the lighting as well as enhancing the visibility across the map.
🔹 Vehicle Balance: They've adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield's core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
Achievements / Thropies
▪️ Play 74 matches in any version of Battle Royale.
▪️ Take advantage of 42 call-ins.
▪️ Loot 10 Superior or Unique items.
▪️ Stun enemies 316 times in Battle Royale or Gauntlet.
▪️ Revive teammates 1988 times in Battle Royale or Gauntlet.
▪️ Win 7 matches in Battle Royale: Duos.
▪️ Play 125 rounds of Gauntlet.
▪️ Win a Battle Royale match as a full squad with total squad survival.
▪️ Complete 214 missions in any version of Battle Royale.
▪️ Collect 9 dog tags in Battle Royale or Gauntlet.
▪️ Ping a shotgun in Battle Royale.