[Sammelthread] Battlefield 6

Die neue Leitung wurde angeschlossen. Der Ping ist etwas niedriger und (bisher) auch sehr stabil (8-9ms), Jitter liegt zu >95% bei 0ms und ging bisher auch nicht über 2ms, aber das Spiel fühlt sich immer noch Desync an und die Hitreg hat leider auch noch Probleme. Es ist aber spürbar besser geworden.

Ich habe jetzt 3 Internetanbieter. :fresse:

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Der Netcode ist auch ne Katastrophe! Habe hier auch Glas daheim und sterbe hinter Ecken......wie als könnten die Gegner kurven schießen.
 
Nicht beim DT 1990 MK I und Dekoni Elite Velours. Damit scheppert es richtig 😉. Nebenbei noch den berühmten Beyerpeak etwas gebändigt. Sebst mit Originalpolster macht das Ding schon ordentlich wumms. Aber bei der Ortung hab ich mich auch schwer getan wegen der großen Klangbühne
Da bleibe ich bei meinem gemoddeten Sundara Closed Back, der kann sogar Bass. : )
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Als Mic habe ich das von Meze Audio. (gibt ja sonst keines mit 2x3,5mm mono klinke).
 
Da bleibe ich bei meinem gemoddeten Sundara Closed Back, der kann sogar Bass. : )
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Als Mic habe ich das von Meze Audio. (gibt ja sonst keines mit 2x3,5mm mono klinke).

Muss mir auch mal einen Hifiman zum Testen bestellen. Die werden immer wieder empfohlen. Preislich scheinen sie auch nicht schlecht zu sein
 
Die neue Leitung wurde angeschlossen. Der Ping ist etwas niedriger und (bisher) auch sehr stabil (8-9ms), Jitter liegt zu >95% bei 0ms und ging bisher auch nicht über 2ms, aber das Spiel fühlt sich immer noch Desync an und die Hitreg hat leider auch noch Probleme. Es ist aber spürbar besser geworden.

Ich habe jetzt 3 Internetanbieter. :fresse:

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Oh, wow. Und auf einmal weinger Konsolenspieler und highpinger. Na wer hätte damit rechnen können das etwas mit der Leitung nicht stimmt :hmm:
 
Battlefield 6 - Community Update – Latest Updates Ahead of Winter Offensive

Hello everyone,

Welcome to our latest Community Update for Battlefield 6! With Update 1.1.2.0 settling in, we are taking a moment to share a deeper look at ongoing and upcoming work across the Battlefield Studios as we prepare for the Season 1 Winter Offensive update.

Latest Improvements​

Here is a recap of recent adjustments before we dive into the upcoming changes.

  • Escalation - On November 18, we increased the time required to capture objectives and territory in Escalation by roughly 20%. This keeps the mode’s high-energy pace while giving players more room for tactical decisions, better reactions, and smoother, more strategic matches. Your feedback has been positive about your experience in Escalation after the changes, and we will continue monitoring both internal data and community feedback.
  • Challenges - On November 19, alongside the 1.1.2.0 Update, we made several changes and fixes to the Challenges system. While this has alleviated several issues with progression and reward tracking, we’re still seeing reports from players that not all challenges properly unlock their rewards after finishing them. The team is investigating, and we’ll provide an update as we get more traction on this.
  • Anticheat - On November 28, our Anticheat team provided an update on the current state of anticheat, how the Match Infection Rate is trending, how we use it to help measure game quality, and what’s next for them.
  • Portal - ICYMI, Downtown, Marina, Sandbox maps are now available in Portal, through REDSEC, and we’re excited to see what experiences you’ll create in these new areas.

Winter Offensive​

Update 1.1.3.0, Winter Offensive will be arriving on December 9, and the Update Notes are incoming over the next few days. Below you’ll find some of the highlights.

Audio Improvements

With this update, we have made a broad set of audio improvements, including better prioritization of important combat and vehicle sounds, and a comprehensive pass on footsteps to improve clarity, distance definition, and positional awareness across the game. We have also continued to work on performance and memory issues that could cause sounds, such as vehicles or footsteps, to sometimes not play as intended, which has been particularly noticeable on larger Battle Royale maps.

Mode Adjustments

Across Rush and Breakthrough, we’re making major updates focused on improving attacker flow, reducing defender oversaturation, and tightening clarity around objectives. Our goal is to make each push feel more readable, fair, and momentum-based without undermining strong defensive play.

In Breakthrough, capture volumes and vehicle availability have been updated across several maps. These changes are guided by your feedback and internal data to help bring win rates closer together for both teams. As one example, Siege of Cairo now features an additional attacker tank in Sectors 1 and 3, along with an updated capture area on B to give attackers a clearer foothold.

In Rush, M-COM locations on Manhattan Bridge and Liberation Peak have been adjusted to give attackers more reliable access and to smooth out the flow between sectors.

Across both modes, multiple capture zones have been reshaped or clarified so players understand more clearly where to contest or defend. Vehicle spawns have also been rebalanced on several maps to better support attackers where pushes tended to stall and to reduce setups where defenders held overwhelming vehicle advantages. These updates are intended to reduce bottlenecks, remove frustration points, and create more consistent and engaging fights around objectives.

Beyond these highlights, we have also made a range of quality-of-life improvements across UI clarity, minimap behavior, controller aiming responsiveness, and more, which you will see detailed in the full notes.

Lastly, beyond the Winter Offensive update, we are also looking into recent performance issues reported by some players and are reviewing data to understand where improvements are needed.

Combat Systems​

In this update we have also made broad improvements across our combat systems to help deliver more consistent, predictable, and responsive gameplay.

Hit Registration and Netcode

We are continuing to build on our work to make hit registration feel consistent, reliable, and predictable during every engagement. With this update, we have improved how bullet trajectories are aligned in fast-paced situations, including cases where shots were fired while transitioning into a zoom. These improvements correct inconsistencies that could affect hit registration and the readability of where your shots were landing. We have also made updates to better handle high-density combat scenarios to ensure bullets register more reliably when multiple players are fighting in close proximity.

In parallel, we have tightened the clarity of damage feedback so that health UI changes and damage cues feel more immediate and easier to understand during combat. While this is separate from Netcode itself, improving how damage is presented plays a key role in making hit registration feel responsive and intuitive.

Lastly, we have resolved an issue where clients could briefly display certain pieces of geometry as intact even though they had already been destroyed on the server. Fixing this eliminates cases where incoming damage could appear to pass through walls.

Soldier visibility

Development is also ongoing to further enhance soldier visibility and to make combat readability feel sharp and intuitive across all environments. In this update, we have refined how visibility effects activate at close range so that soldiers stand out more clearly in darker or low-contrast areas. We have also updated prone animations to include more subtle movement, improving the ability to spot soldiers using low-profile positions.

We are already looking ahead at broader improvements to lighting and exposure, especially in indoor vs. outdoor transitions, and how characters read against complex environments. This work continues to be a major focus for us, and we are approaching it with the goal of improving clarity without compromising the intended Battlefield visual style.

Weapon adjustments

Weapon feel and reliability are always top priorities for the team. This update includes wide-ranging improvements to weapon handling, including fixes to first-shot accuracy, attachment behavior, and tuning across various recoil patterns and weapon categories. These changes aim to deliver more predictable and consistent weapon performance in active combat. We will continue to refine weapon behaviour based on live data and player feedback, with additional adjustments already in development for future updates.

Ongoing work and future improvements

We are actively exploring several areas aimed at improving clarity, responsiveness, and fairness in combat. This includes further work on edge cases related to hit registration, investigating rare desync scenarios with destructible objects, and gathering deeper data on situations where players feel they were eliminated after reaching cover. These areas remain key priorities, and the findings from our ongoing investigations will inform updates planned for the new year.

On the weapons front, we will continue monitoring the effects of the dispersion changes introduced in California Resistance. The early trends show a healthy distribution of weapon usage across categories, and we will keep tracking performance to identify outliers as the meta evolves.

REDSEC​

  • Armor in REDSEC: We have seen discussions in the community about how armor works in REDSEC, how it interacts with weapon damage, and where behaviour may differ from what players expect. We have sat down with the team to review the system in detail and have a dedicated blog on this topic rolling out in the first week of December.
  • Tank Availability: We have seen your discussions around tanks feeling too strong in some cases, and we are making a first pass on this. We are lowering the frequency of tank missions availability as a first change to the system. We will keep an eye on internal data and how you engage around the change, combined with your feedback, for additional changes with an upcoming update.

Community Highlights​

Portal experiences you should give a try

Our team continues to be amazed by the incredibly talented, creative, wonderful, funny, and entertaining experiences our players put together in Portal. We will highlight more cool experiences going forward, and thought that the two below would be a good start to check out player-created Portal experiences if you haven’t done that so far.

Snipers VS. Runners

Experience code: YT6XX

  • As a sniper: Don’t let the runners reach the end of the obstacle course.
  • As a runner: Don’t lose your head. ;)
KING OF THE RING

Experience code: Z3JN4

  • Players race around a ring and try to reach the end without falling off or being blown up by the rocket launcher-wielding player in the middle of the ring. Will you make it to the finish line or get blown to pieces?
Battlefield REDSEC Elite Series

In case you missed it, we’re launching the Battlefield REDSEC Elite Series, and you can become part of those adrenaline-filled moments when your squad pushes their limits and gets the W.

Thank you for your ongoing support, feedback, and PTFOing!

We’ll see you on the Battlefield.

//The Battlefield Team
 
Wie bekomme ich "Längster Fallschirmsprung in Sekunden " hin?
 
Von Häusern springen geht bei mir nicht, bzw. zählt nicht.
Meinst du das ernst mit dem C4?
 
Ich habe eben eine Runde gespielt, die sich sehr gut angefühlt hat, aber leider schon fast zu ende war. Kein spürbarer Desync, gute Hitreg und keine WTF-Momente.

Es war eine reine PC-Lobby ohne High-Ping-Player.

Ich bin Level 138 und das war meine erste Runde ohne Konsoleros und Hing-Pinger.
 
BTW gibts jetzt den aktuellen NVIDIA-Treiber 591.44 mit Bugfix für BF6 und Winter Offensive

 
Sorry, jetz muss ich mal meinen Rant loswerden... Seit gestern klebt das Pech nicht nur an meinen Händen. Ständig Runden wo nix reingeht, und man in Eroberung beinahe keine Fahne hält. Egal wie sehr man "reinschwitzt". Macht echt keinen Spaß gerade.
Treiber lade ich gerade. Mal sehen ob das was hilft. Hatte heute auch jedesmal wenn ich aus ner Runde raus bin nen schwarzen Bildschirm.
So, das wars 🙃
 
Ist Battlefield 6 auf dem absteigenden Ast oder wie soll man die jüngsten Irritationen deuten?

 
ist wohl doch nicht DAS BF was sich alle gewünscht haben.
Und bei der EA App selbst wird es nicht anders Aussehen.
 

Anhänge

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bissel Schwund ist immer.
Am Anfang hatte alle zu tun. Waffen freischalten, testen etc.pp.

Spiele aktuell auch weniger, nicht weil es kein Spaß macht. Den habe ich sehr wohl nach wie vor (über 100h), aktuell bereite ich aber meine Expedition in Arc Raiders vor und mach RE4 Remake endlich fertig :d dann gehts wieder zurück zu BF :)

Ist halt - wie manch andere MP Games - für mich kein Spiel was man die ganze Zeit spielt aber immer mal wieder suchtet :)
 

Man musste also, wenn man auf 24H2 oder 25H2 ist, das entsprechende Update wieder deinstallieren.
Nun hat NVIDIA mit einem Treiberupdate das geradegebügelt, was Microsoft mit einem Windowsupdate verschissen hat.
Erinnert mich an die Thematik mit den Ubisoft-Games, die mit 24H2 abgestürzt sind, aber unter 23H2 perfekt liefen.
Da musste Ubisoft nachbessern, was sie aber auch nicht richtig hinbekommen haben.
 
Ist Battlefield 6 auf dem absteigenden Ast oder wie soll man die jüngsten Irritationen deuten?


Viele Spieler erkennen zwar die Notwendigkeit von Balance-Anpassungen und technischen Fixes an, betonen jedoch vor allem das Fehlen grundlegender Features wie eines vollwertigen Server-Browsers, Community-Funktionen und Admin-Tools.
Also hat sich seit Tag 1 nix an den Äußerungen der Community geändert? Oh Wunder....
 
Das wird ewig so weiterghen :d
Es gehen Leute, dafür kommen neue Leute dazu, denen das alles neu ist.

Twitter
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BATTLEFIELD 6 GAME UPDATE 1.1.3.0
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.

A snowy city street blocked by orange construction barrels and barriers, with ambulances and police vehicles near a bridge. Bare trees and foggy air suggest a cold winter morning.


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 IFVs.
  • 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.
 
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