David Sirland, the lead producer on Battlefield 6, came back from some time off and did the thing every studio person secretly fears – he opened a question to the community on X asking what “irks” players right now. The replies poured in and Sirland spent the day answering a wall of complaints, while promising a number of fixes and quality-of-life improvements that will land in the next patch.
The outreach covered a lot of ground. Some answers were specific and actionable, others were the sort of corporate-ish reassurance that still leaves players squinting for details. Below is a clear breakdown of what Sirland said is being addressed and what still looks like it will take time.
Sirland’s original post is available on X and gives the clearest timeline for upcoming work.
PSA: It's clear there is confusion on what makes bots be in games in BF6. Let's break it down <thread>
— David Sirland (@tiggr_) November 5, 2025
Bots
A major complaint was the prevalence of bots seeding servers. Sirland explained how bots are used to fill matches as servers spin up and acknowledged the handoff to live players does not always work cleanly. The good news is the team is looking at improving the replacement logic so human players are prioritized sooner, not later.
Drone-hammer exploit
The exploit that lets players ride drones and smash them with a hammer to gain infinite height will be patched in the next update. Sirland said timings will be published officially but called the fix “coming in the next patch.” That one is pretty straightforward and will be welcome for anyone tired of vertical griefing.
Server browser
Server browsing is a sore spot. Sirland admitted the persistent server browser is hard to find and filter, and said the team intends to make official servers easier to host and keep live by allowing matchmaking to backfill them when needed. For readers still puzzling over Redsec behavior, we previously covered Redsec server details and how they run at different tick rates, which helps explain some of the matchmaking quirks.
Our look at Redsec servers and tick rates explains some of the context here.
Hit registration
Sirland confirmed the team recently identified a bug affecting hit registration and that a fix is in the works. No ETA beyond “we’re working on it,” but it was called out as a reproducible issue the developers can target.
Recoil and bloom
Weapon feel got a lot of attention. Sirland said a major pass on bloom and dispersion is planned for the next big patch, and emphasized the team wants distinctive recoil patterns so weapons feel different from each other. That is a welcome clarification for players asking why guns often feel indistinguishable in mid-range fights.
IFV laser targeting bug and vehicle balance
Another high-profile bug involves IFV lock-on behavior that makes helicopters and jets near-impossible to escape. Sirland acknowledged it as a bug and said the team is working on a fix. He also used the chance to talk about improving the “vehicle ecosystem,” a shorthand for rebalancing how different vehicles interact across modes.
UI, maps and audio
Sirland knows the UI frustrates players and said there are “several things in play” to improve it, though he did not frame an overhaul as imminent. Map size requests were answered more cautiously – more maps are coming, and the team is looking at directions that include size variation but offered no firm commitment. Footstep audio, especially on Redsec, was flagged as a top item to investigate further.
Aim assist, SBMM, time-to-death and solo queue
Controller aim assist will receive an overhaul of some kind, but Sirland kept details vague. On matchmaking, he explained the lack of strict SBMM can lead to uneven close-quarters matches, while saying the team monitors mode and map balance statistically. Time-to-death and netcode that governs it are being actively improved. Solo queue requests for Redsec were acknowledged as a commonly heard want from the community.
There is a clear roadmap of items the team can hit quickly – the drone exploit and several bug fixes look like near-term patches. Other asks, such as major UI redesigns and map-size changes, appear to be longer-term efforts. Sirland’s thread is useful precisely because it signals the studio is triaging player feedback publicly rather than vanishing behind a silence wall.
We previously noted backend stability work ahead of Season 1, which ties into some of the technical items Sirland mentioned and gives a little more confidence the team is iterating on core systems as well as surface-level fixes. Our coverage of that update has the details.
Keep an eye on official patch notes for exact timings; Sirland said patch timings will be published officially.
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