Battlefield 6 Update 2.1.1.0 Will Overhaul Anti-Air on Oct. 13
The download is scheduled for 08:00 UTC, with Season 5 content opening at 12:00 UTC and REDSEC armor plating sped up by 20%.

Battlefield 6 Update 2.1.1.0 will bring a broad anti-air balance pass, vehicle adjustments, and a fresh set of REDSEC class changes when it becomes available on Tuesday, October 13. The download is scheduled to open across all platforms at 08:00 UTC, while Season 5 content will become available at 12:00 UTC.
The update notice on Steam ties the patch to Season 5: Siege of Vegas. The season’s Vegas maps and REDSEC playlist changes were announced earlier. The update adds Vegas Strip and Area 51, Rapid Royale, and the official launch of Ranked Battle Royale outside Battlefield Labs, with redesigned badges and new rewards.
Four weapons are named for the season’s opening: the Mk 24 assault rifle, RSPR personal defense weapon, Z84M light machine gun, and ELR-40 bolt-action sniper rifle. The Season 5 Battle Pass includes six instant unlocks, four themed paths, and more than 100 reward tiers. Battlefield Pro includes full Battle Pass access, 25 Tier Skips, a limited-time bonus path, a 15% XP boost, persistent Portal server hosting, and 100-player Portal servers, among other benefits.
REDSEC’s Rapid Royale awards redeploys for kills and uses a lower player count, loot airdrops, and a faster ring of fire. Ranked Battle Royale also leaves its Battlefield Labs phase. Armor plates will apply 20% faster by default in Battle Royale and Rapid Royale, with an additional 12% increase for players using the Quick Plating Engineer Perk.
A free trial is scheduled for October 15-19 on PlayStation and Steam, with all available maps and modes open. Conditions apply, and the trial period may vary by platform under the trial disclaimer. The Battlefield 6 x Dead Space: Convergence event follows from October 20 through November 7. Its 16-player PvE mode, Marker Incursion, pits players against AI-controlled Marked Soldiers and includes the Pulse Rifle Battle Pickup. Event rewards include the “Aegis VII” Soldier skin, “RIG-Certified” SMG Weapon Package, two Weapon Stickers, Soldier Patches, a Player Card Background, and two in-game Bundles.
Vehicle combat gets one of the patch’s most detailed passes. Mobile Anti-Air receives faster turret rotation, better projectile velocity, and a broader set of ammunition changes, while light aircraft rockets will deal less splash damage and take longer to resupply. Tank and infantry fighting vehicle health regeneration will take longer, and light rockets will need more hits to destroy helicopters. The full changelog also covers REDSEC class paths, weapons, Portal tools, audio, menus, and stability.
Battlefield 6 Update 2.1.1.0 Patch Notes
Major Updates for 2.1.1.0
- Vehicle Combat and Mobile Anti-Air Tuning: Anti-Air receives a broad balance pass across several major areas, alongside further updates to tank damage angles, regeneration, vehicle weapons, rockets, and Anti-Vehicle Mines.
- Player Combat and Animation Polish: Soldier presentation has been improved across death animations, swimming, revives, hit reactions, and vehicle seating, while recoil compensation, reload behaviour, weapon attachments, and optic presentation have received further updates.
- UI, HUD and Spectator Mode Clarity: In-game information and menu presentation have been improved across Spectator Mode, the Deploy Screen, Loadouts, Customisation, reconnection messaging, player status information, thumbnails, and front-end navigation.
- Portal Creator and Custom Lobby Updates: Portal creators receive new Verified Portal Modes, Custom Maps, SDK functions, water controls, notification tools, and updated example levels, alongside improvements to hosting, team setup, player management, lobby transitions, and Custom Experience presentation.
- Audio, AI and Stability Improvements: Audio feedback has been improved across vehicles, weapons, voice-over, controllers, maps, and underwater gameplay, while AI navigation and behaviour, Campaign access, lighting, and visual-effect stability have also received further polish.
- REDSEC and Ranked Battle Royale Updates: Rapid Royale arrives alongside a new Ranked Battle Royale season, while class equipment, Field Training, redeploy loadouts, armour plating, mission flow, loot presentation, Second Chance behaviour, and Ranked End of Round information have been updated.
Changelog
PLAYER
- A fade-to-black transition now appears correctly between entering the downed state and reaching the Deploy Screen.
- Corrected a visual issue that could cause a soldier’s death animation to appear unnatural when killed inside GDF-009 Stationary Anti-Air.
- Reduced abrupt soldier animation transitions caused by large waves briefly forcing soldiers into an in-air state.
- Soldier death animations now play correctly when killed while using GDF-009 Stationary Anti-Air.
- Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator.
- The network graph no longer registers bullets stopped by water as dealing zero damage.
- Updated and improved third-person revive animations to make changes in player state clearer.
VEHICLES
Dev note: The team felt that anti-air cannons were not effective enough at punishing aggressive, mid-to-long-range fly-bys from aircraft. By increasing projectile velocity and reducing shell dispersion on Mobile AA, we aim to improve the consistency and effective range of ground-based anti-air, making it a more significant threat. Light attack aircraft, specifically the Scout Helicopter, are considered too effective vs infantry with their rockets. The changes in this update aim to curb this in the following ways:
- Reducing Splash Damage: The 30% reduction in 70mm FFAR Light Rocket splash damage prevents one-hit kills on infantry at the most common engagement distances, requiring more precise aim from pilots.
- Increasing Resupply Time: Lengthening the rocket pod resupply cooldown from 28 to 38 seconds forces pilots to be more selective with their attack runs, reducing their ability to perform “carpet-bombing” on ground targets.
We also wanted to improve counterplay, as low-altitude aircraft previously felt too safe from infantry threats. The initial goal is to make aircraft flying “below radar” more vulnerable to infantry lock-on missiles (MANPADS) to ensure that no altitude was completely safe and to reward infantry players for good positioning. However, in Battlefield Labs testing, it became clear that this change needed some more iterations before being ready for prime time. We’ll keep you posted on these changes as we make progress.
Overall, we designed the balance updates in 2.1.1.0 to make anti-air systems more lethal and reliable, reduce the oppressive power of light aircraft against infantry, and ensure there are rewarding counter-tactics for both ground and air players.
- Added missing weapon, equipment, and vehicle haptic feedback for the F/A-81F Super Spectre and F-74A Seacat.
- Firing Main Battle Tank or Infantry Fighting Vehicle weapons now resets the passive regeneration delay and will reapply the 12-second delay before passive regeneration can start.
- Health regeneration for Main Battle Tank and Infantry Fighting Vehicle has been nerfed slightly. Time from critical to full health now takes 8 seconds for both MBT and IFV, up from 6.66 and 7 seconds, respectively.
- Heavy Rotary Machine Gun projectiles penetrating helicopter glass now deal 0.3x damage to soldiers, reduced from 0.8x.
- Increased maximum dispersion from 0.4 to 0.5 for the Coaxial .50 Cal Heavy Machine Gun and RWS .50 Cal Heavy Machine Gun
- Light Rockets now require 7 (up from 4) hits against Scout Helicopters, 9 (up from 5) against Attack Helicopters, and 15 (up from 11) against Transport Helicopters.
- Soldiers’ feet no longer clip through the floorboard while seated in the Glider 96.
- Tank rear hits within 86-94 degrees now deal 2.5x damage, while turret and hull hits above 50 degrees deal side-hit damage.
RWS .50 Cal Heavy Machine Gun
- Increased penetration damage.
- Increased projectile lifetime from 1.5 to 4 seconds.
- Increased rate of fire from 400 to 450 rounds per minute.
- Reduced projectile drag from 0.0035 to 0.002.
Mobile Anti-Air
- Adjusted projectile lifetime across all ammunition types, resulting in a maximum range of approximately 800m, slightly increased from before.
- Corrected an issue where muzzle flashes could appear larger than intended in first-person when using certain ammunition types.
- Increased base turret rotation speed by 50%.
- Increased magnification when using first-person zoom in Mobile Anti-Air vehicles.
- Reduced projectile drag from 0.0025 to 0.0015 across all Mobile Anti-Air ammunition types.
35mm High Velocity Anti-Air Ammunition
- Damage adjustments
- Damage vs. Infantry now 25, up from 13
- Damage vs. Helicopters now 45, up from 26
- Damage vs. Jets now 62.5, up from 32.5
- Damage vs. ATP/Patrol Boat now 7.5, up from 4.55
- Damage vs. Armored Vehicle now 5, up from 4.55
- Damage vs. Light Vehicle now 31.25, up from 16.25
- Damage vs. Quad/Motorcycle now 125, up from 33.8
- Changed dispersion from 0.25-0.85 to 0.5.
- Increased heat generation per shot from 3.6% to 13%.
- Increased heat recovery from 0.5 to 0.833 heat per second.
- Increased projectile lifetime from 1.2 to 1.24 seconds.
- Increased projectile velocity from 1,175 m/s to 1,250 m/s.
- Reduced convergence distance from 300m to 90m.
- Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds.
Multi-Purpose AA Shell
- Damage adjustments
- Damage vs. Infantry now 34, up from 13
- Damage vs. Helicopters now 61.2, down from 65
- Damage vs. Jets now 85, up from 65
- Damage vs. ATP/Patrol Boat now 10.2, up from 7.8
- Damage vs. Armored Vehicle now 6.8, down from 7.8
- Damage vs. Light Vehicle now 42.5, up from 16.25
- Damage vs. Quad/Motorcycle now 170, up from 33.8
- General Purpose Anti-Air Ammunition no longer fires in burst mode.
- Increased projectile velocity from 850 m/s to 1,175 m/s.
- Reduced convergence distance from 300m to 115m.
- Reduced dispersion from 0.7 to 0.4.
- Reduced projectile lifetime from 1.6 to 1.32 seconds.
Anti-Armor AA Shell
- Damage adjustments
- Damage vs. Infantry now 50, up from 20
- Damage vs. Helicopters now 90, down from 100
- Damage vs. Jets now 125, up from 100
- Damage vs. ATP/Patrol Boat now 15, up from 12
- Damage vs. Armored Vehicle now 10, down from 12
- Damage vs. Light Vehicle now 62.5, up from 25
- Damage vs. Quad/Motorcycle now 250, up from 52
- Increased projectile velocity from 560 m/s to 900 m/s.
- Increased rate of fire from 240 to 480 rounds per minute.
- Reduced convergence distance from 300m to 150m.
- Reduced dispersion from 0.6 to 0.3 degrees.
- Reduced magazine capacity from 8 to 4 rounds.
- Reduced projectile lifetime from 2 to 1.73 seconds.
- Reduced reload time from 2.4 to 1.2 seconds.
GDF-009 Cannon
- Damage adjustments
- Damage vs. Infantry now 34, up from 30-22
- Damage vs. Helicopters now 61.2, down from 110
- Damage vs. Jets now 85, down from 110
- Damage vs. ATP/Patrol Boat now 10.2, down from 13.2
- Damage vs. Armored Vehicle now 6.8, down from 13.2
- Damage vs. Light Vehicle now 42.5, up from 27.5
- Damage vs. Quad/Motorcycle now 170, up from 57.2
- Changed dispersion from 0.25-0.85 to 0.4 degrees.
- Increased heat generation per shot from 4.2% to 8.4%.
- Increased heat recovery from 0.5 to 1 overheat heat reduction per second.
- Increased projectile lifetime from 1.2 to 1.32 seconds.
- Increased rate of fire from 720 to 1,100 rounds per minute.
- Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds.
GADGETS
- Air-Defense Launchers now appear in the correct position inside Armored Transports.
- Demolition Charges now deal the intended blast damage.
- Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator.
- The LTLM II Laser designation duration has been reduced from 9 to 2 seconds.
- The SLM-93A Spire Air-Defense Launcher can no longer be fired without aiming down sights.
PTKM-1R Acoustic Sensor AV Mine
- The mine no longer activates against neutral vehicles.
- The mine now target transport ground vehicles, with a small amount of dispersion.
Dev note: We’re making this change to allow drivers a better opportunity to avoid the projectile once its mine has been triggered.
- The mine now arms correctly after the 3-second intended delay following deployment.
M15 Anti-Vehicle Mines
- Mines can now be deployed while prone and looking down.
- Mines no longer appear to float above terrain.
- Mines now trigger on transport vehicles only through direct wheel contact, while retaining proximity and speed-based activation against armoured vehicles.
- The mine placement preview is now visible when looking forward.
Field Dummy No.25 Sniper Decoy
- The decoy no longer produces blood effects when damaged.
- The decoy now deploys correctly and no longer falls through terrain or static objects.
- The decoy now displays its 2D and 3D Spot icons correctly.
WEAPONS
SVDM
- Recoil Direction on the SVDM changed from 4° to 20°
- Recoil Decrease Time Exponent on the SVDM and M39EMR increased from 0.75 to 1.1
Dev note: While overall DMR balance is in a good place, the SVDM and M39EMR were a bit more controllable than desired when fired at their max RPMs for prolonged periods. These changes negligibly affect intended methodical use, but will be more noticeable over rapid, sustained fire. We do not want to gut these weapon’s effectiveness in any mode, but we do want to ensure they are being used precisely as their weapon archetype infers.
- Reduced recoil compensation for gamepad input from 11% to 5%.
- The Canted Iron Sight no longer clips into the NFX 8.00X optic on the GRT-CPS.
- The Match Trigger now functions correctly on the SG 553R in semi-automatic fire mode.
- The SU-230 LPVO no longer incorrectly reduces visual recoil on the following weapons: M433, GRT-BC, M123K, M250, M121A2, M417A2.
- Updated several melee quick attacks to prevent bullpup rifles from obscuring visibility.
- Updated the M87A1 pose animations when using the Folded Stubby Grip to prevent the soldier’s fingers from intersecting with the grip.
PROGRESSION
- Added a Season 4 catch-up challenge for the BROD 3.
- Added a Season 4 catch-up challenge for the Interdictor.
- Added a Season 4 catch-up challenge for the VSSM.
UI & HUD
- “Passive” and “Trait” icons now display correctly for all classes.
- Adjusted objective camera positioning in Multiplayer Spectator Mode.
- Bomb objectives can no longer be pinged through the CommoRose in Obliteration and Tactical Obliteration. Bomb objectives remain highlighted as priority objectives, improving CommoRose readability and selection.
- Button prompts no longer appear incorrectly while spectating in first-person.
- Certain “Season 4 Hardware Challenge” reward icons now display correctly during gameplay.
- Chat text now displays clearly instead of appearing blurred.
- Class sub-tabs now remain visible on the Deploy Screen.
- Closing an open dropdown with the “Back” button no longer exits the main screen.
- Disconnected players are now identified correctly in the “World Log”.
- Disconnected players are now identified correctly in the squad list.
- Dog Tag notifications now appear correctly after performing a melee takedown.
- Improved character texture loading across Loadouts and the Battle Pass.
- Improved third-person Spectator Mode camera transitions so the camera reaches its target position and rotation more quickly.
- Muzzle attachment lines now align correctly with suppressors on the PW5A3 when customizing.
- Pressing Esc now closes the “Quit Game” prompt on PC.
- Pressing Esc to close badge or statistics pop-ups now returns players to the correct screen instead of backing out to the Profile.
- Selecting a Class Badge in Loadouts now opens the correct Challenges category.
- Spectator Mode now remembers the last-used camera view when switching between players.
- Spectators can now view the scoreboard and End of Round data correctly.
- Store tiles now display the correct background images.
- Taclight Aimed now appears correctly aligned in its thumbnail when equipped as a left accessory.
- The “Full XP” tag no longer appears incorrectly when playing in certain languages.
- The “Inbox” button no longer overlaps the “Invite a Friend” button while in a party.
- The “Last Game Played” tile now refreshes more quickly when returning to the main menu.
- The “Mark All Seen” confirmation no longer appears after selecting “Never Show This Message Again”.
- The 1P86 LPVO, MGO 3.50X, and QMK 3.00X scopes now appear correctly on the NVO-228E.
- The attachment indicator now aligns correctly when customising the KORD with the Compensated Brake.
- The attachment indicator now aligns correctly when customising the M87A1 with the Compensator.
- The Canted Iron Sight now appears in the correct order when customizing the GRT-CPS.
- The controller prompt for switching between squad members now appears correctly.
- The correct mouse input prompt now appears when panning the camera on PC.
- The CQB Suppressor attachment line now aligns correctly with its model on the LMR27 when customizing.
- The Deploy Screen HUD no longer appears while spectating a player selected from the scoreboard through the Big Map.
- The F-74A Seacat cockpit HUD now displays the correct abbreviated text for Sweep Stance.
- The Interdictor iron sight thumbnails now display correctly.
- The Interdictor weapon icon now displays its iron sights correctly.
- The Killcard now appears correctly after the player is killed.
- The lock-on alert shown to vehicle drivers no longer remains stuck on the last-used gadget.
- The minimap no longer turns black when switching between first-person and third-person views.
- The Patrol Boat 30mm Cannon now displays the correct description.
- The Patrol Boat IR Smoke Shell now displays the correct name in the customisation screen.
- The Ranked penalty timer no longer appears incorrectly on AFK notification pop-ups in standard Multiplayer.
- The Recon soldier now appears correctly framed during the pre-match briefing.
- The screen no longer flashes black when another spectator switches to the same player.
- The supply pouch description now correctly states that it provides full health regeneration and partial ammunition replenishment.
- The transition animation between the “Mission Briefing” and “Squad Intro” now plays correctly in the pre-round lobby.
- The weapon customisation UI no longer appears briefly during the helicopter insertion sequence.
- The weapon HUD is now positioned correctly in the Firing Range.
- Toggling “Show Spectator Interface” in Options no longer causes the spectator UI to become unresponsive.
- Updated the Adjustable Magnification attachment text for 6.00x-10.00x optics when customizing to improve the readability.
- Updated the description of the VSSM “10 RND Mag” to more accurately reflect its effects.
- Updated the F-74A Seacat thumbnail to provide a clearer vehicle preview.
- Updated the Laser Light Module Mk3 thumbnail to improve its alignment across weapon thumbnails.
- Updated the UI prompts and notification flow shown during match reconnection.
- Weapon attachment changes now appear correctly on the HUD Loadout widget.
- Weapon attachments are now accurately reflected on the soldier Loadout widget in the HUD.
- Black screens after a match ends should now be less frequent.
SETTINGS
- Corrected a typo in the “ADS Dispersion Crosshair Opacity” option.
- Removed a hidden controller analogue stick deadzone buffer, allowing players to set a true 0 analogue stick deadzone.
- The “Controller Blueprint” screen no longer becomes blank after repeated input.
- Updated the “Infantry Sprint” option text for improved clarity and consistency.
PORTAL
- A temporary white flash no longer appears when loading into a Custom Lobby.
- Added “GameEventNotification” functions, allowing creators to display UI notifications containing text, icons, and objective markers.
- Added “GetAll” functions for most object types, including “GetAllPlayers”. The “AllPlayers”, “AllVehicles”, “AllCapturePoints”, and “AllObjectsOfType” functions are now deprecated.
- Added five Season 4 Battle Pass weapons: EF88 Assault Rifle, BROD 3 Carbine, VSSM DMR, Interdictor Sniper Rifle, and Hadal NV-08 Knife.
- Added isolated aircraft carrier variants to the provided Tsuru Reef level.
- Added the “FadeIn” and “FadeOut” actions, allowing creators to control screen fade transitions in Portal experiences.
- Crashed Carrier has been added as a Custom Experience map, featuring the area of Fort Lyndon surrounding the USS Grant.
- Conquest objective icons now display the correct colours in Portal Custom Lobby Spectator Mode.
- “CustomRush v4” has been added to the SDK.
- Disconnected hosts are now identified with a clear status tag on the Custom Lobby screen.
- DryLake has been added for Verified Portal Modes.
- Host exit prompts in Portal Lobbies now display the correct warning when leaving would terminate the lobby.
- Hosted Portal experiences now display the correct server information in the Pause menu.
- Improved the menu flow when setting up multi-team Custom Lobbies.
- Improved the Obliteration example level by adding team switching and a Combat Area.
- Improved the performance of array functions in “modlib”.
- Improved water raycast accuracy.
- Lobby participants now receive a notification when the host leaves a Custom Lobby.
- Mount Whitney has been added as a Custom Map.
- Newly assigned hosts can now ban players after a host migration without receiving a “Ban Failed” error.
- Paradise has been added for Verified Portal Modes.
- Player action pop-ups now align correctly when playing at a 4:3 aspect ratio.
- Player names no longer appear twice in the Spectator list after those players are moved to a squad following a match.
- Player names no longer clip within the “Player Action” menu in Custom Portal Lobbies.
- Players no longer disappear from a Custom Portal Lobby player list when moving from Spectator Mode to a squad with three members.
- Players now receive the correct error message when entering an incorrect password while joining a password-protected Portal lobby through a party.
- Portal creators can now open the exterior, hangar, elevator, and selected interior doors on each aircraft carrier in Tsuru Reef Custom Experiences.
- Team and faction assignments now remain correct when transitioning from a Custom Lobby into gameplay.
- Team names and icons now display correctly for secondary team slots in Custom Experience lobbies.
- Team player counts now update immediately after a player is removed from a Custom Lobby.
- The “AddUIIcon” function now displays icons correctly.
- The AFK timer now functions correctly on Siege of Cairo, Railway to Golmud, Tsuru Reef & Portal Ocean.
- The “Community Experience” text no longer overlaps faction names on Conquest loading screens.
- The “Global View” overview screen now displays correctly while hosting Battle Royale Custom Lobbies.
- The “No Host” error no longer appears incorrectly when the lobby host is assigned to a team.
- The “OnPlayerEnteredWater” and “OnPlayerExitedWater” rules now trigger only when intended.
- The AFK timer now functions correctly across multiple maps.
- The chat window now remains visible and usable on the Custom Lobby join code screen.
- The Deploy Screen customisation menu no longer overlaps the lobby UI in Custom Experiences.
- The host name header now remains visible when transitioning between consecutive Custom Lobby matches.
- The host’s name now remains visible on the post-match lobby screen when the host leaves during gameplay.
- The maximum values for “SetWaterBeaufortScale” and “SetWaterWaveAmplitude” are now capped at 12 and 1, respectively.
- The USS Grant Carrier point-of-interest map has been added to Portal.
- Updated the “Water” example level in the SDK.
- Updated the help text and behaviour of the “OnPlayerEarnedKill” and “OnPlayerDied” events to clarify how self-inflicted deaths are handled.
AUDIO
- Adjusted vehicle radio volume balancing for greater consistency with other vehicle audio.
- Commander voice-over now plays consistently when a capture point unlocks on Tsuru Reef.
- Controller audio now plays at a consistent volume across PC and PlayStation 5.
- Controller sound effects no longer play louder on PlayStation 5 than on PC.
- Distant weapon fire now has improved environmental tails in desert areas.
- Downed players now hear the “Confirm Revive” voice line when pinged by another player.
- Gasping voice-over no longer triggers when moving the camera through water while inside a Light Transport Boat.
- Grenades no longer play an explosion sound when bouncing off a soldier.
- Jammer audio indicators now play correctly while underwater.
- Jet afterburner audio no longer repeats when the afterburner control is pressed rapidly.
- Map theme music now stops correctly when leaving the pre-game lobby and returning to the menus.
- Out-of-bounds audio now plays correctly on Mirak Valley.
- Repeated reload inputs no longer cause delayed or incorrect reload audio after emptying a magazine.
- Repeated reload inputs no longer cause delayed or incorrect reload audio after emptying a magazine.
Footstep Audio Improvements
Dev note: With 2.1.1.0, we’re making several changes to the footstep audio, especially on enemies that are aimed at cases where enemies are less audible than expected through obstruction, especially in cases of tunnel intersections or corners. These changes bring up enemy footsteps in many situations, but we know that also includes some situations where that can add more confusion. The changes so far feel like a good step towards a better balance and compromise between the many edge cases and varying player expectations of how audible footsteps should be in our testing and reports. We continue to welcome your feedback, which will help to better balance and expand on the prioritization tech.
- Enemy footstep audio now uses an improved priority system to better distinguish relevant nearby threats from less relevant enemies.
- Footstep obstruction processing has been adjusted for more natural audio behaviour through the environment.
- Footstep spatialisation and distance processing have been improved so footsteps sound more accurately positioned within the surrounding environment.
- Friendly and enemy footsteps are now easier to distinguish from one another.
- Reduced the effect of obstruction on footstep volume, making enemy footsteps easier to hear when partially obstructed.
AI
- Bots no longer drown inside vehicles while driving through shallow water.
- Bots no longer enter vehicles while retreating from enemy-controlled objectives.
- Bots now reload their gadgets more reliably.
SINGLE PLAYER
- Campaign can now be launched from the EA app while downloadable content is still downloading.
REDSEC PLAYER
Dev note: A common point of player feedback over the past year of REDSEC has been that armor replating could at times feel a bit too slow or punishing. Considering this feedback as well as the introduction of the faster-paced Rapid Royale, we wanted to increase the speed at which players replate their armor across REDSEC, and subsequently scale back the effectiveness of the armor replating field training to keep things balanced appropriately.
- Armor Plate application is now 20% faster by default in Battle Royale and Rapid Royale, with an additional 12% increase when using the Quick Plating Engineer Perk.
- Battle Royale matchmaking now closes during the final 10 seconds of the pre-round lobby, preventing players from joining too late and missing the insertion window.
- Battle Royale players at Field Training Level 1 or higher now redeploy with the EF88, PP-19, M121 A2, or Mini Scout, for Assault, Engineer, Support, and Recon respectively.
- Players can now pick up the “Phantom Program Fragment” while carrying a vehicle keycard.
- Players no longer become stuck when a teammate leaves the match while waiting for their Second Chance redeploy.
Class Training Paths and Gadgets have been rebalanced for Season 5.
Dev note: This was a calculated decision to focus on one strong, identifiable field training for each class, rather than split a class’s effectiveness and identity among multiple paths. Parts of these training paths now live on in the existing paths below.
- Hazmat Breacher and Drone Operator training paths have been removed from Assault and Recon, respectively
Existing Field Training Changes
- Assault:
- Gadget 1: Assault Ladder
- Gadget 2: High Explosive Grenade Launcher
- Level 1: Reduced movement speed penalty when firing while moving.
- Level 2: Passive health regeneration triggers 50% faster and provides a 50% improvement on healing. Revive sickness recovery time is reduced by 50%.
- Level 3: High Explosive Launcher explosions generate 3 fused submunitions.
- Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.
Dev note: Assault class has been a popular pick for the latter half of REDSEC’s first year, primarily due to the amount of explosives it could output with its M320 HE gadget and the previous Level 2 training which increased grenade capacity. While this enabled generous destruction of cover and structures, it more often than not was primarily used to spam explosives directly at enemy players, resulting in a frustrating experience on the receiving end. These changes rein in the amount of explosives the class has access to at one time, and shift the focus of the class back onto gunfighting and breaching, with improved mobility and exceptional health regeneration ensuring Assault is the ultimate entry fragger.
- Engineer:
- Gadget 1: Repair Tool
- Gadget 2: Aim-Guided Launcher
- Level 1: Resistance to explosive damage is increased by 33%.
- Level 2: Armor replating is 33% faster.
- Level 3: Aim-Guided Launcher hits immobilized vehicles for 5s.
- Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.
Dev note: Engineer class was initially a popular class for REDSEC players, but this appeal quickly wore off as players discovered alternate ways of dealing with vehicles or felt underwhelmed by the class when there were no vehicular threats to tackle. The new Engineer training path shifts its emphasis towards making the class itself more tanky while still retaining effectiveness versus any vehicles that may appear. Faster armor replating and explosion resistance ensure survival in almost any situation, including those where getting up close with class-proficient SMGs is required to win that crucial 1v1 while defending your tank. The M136 AT will now also be aim-guided at round-start, assisting in the destruction of early-game threats like helicopters and ATPs to protect your squad, while the Repair Tool will continue to support friendly vehicles and open lootable safes.
- Support:
- Gadget 1: Supply Pouch
- Gadget 2: Deployable Cover
- Level 1: Improved weapon control when shooting from mounted positions.
- Level 2: Drag downed soldiers 20% faster and revive them 2.5s quicker. Sprint 10% faster when under heavy fire.
- Level 3: Reviving a teammate applies an armor plate to them. Placing Deployable Cover spawns a lootable armor plate.
- Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.
Dev note: Seeing the most change overall, feedback about the Supply Crate being too lethargic to use and the Smoke Launcher feeling outclassed by Smoke Grenades has been heard. Supply Pouches can now be used to heal and supply yourself or squadmates while on the run from the ring, or tossed mid-firefight as your squadmate holds out against advancing foes. The Deployable Cover can be used for impromptu protection for you and your squad while traversing between POIs or to fortify a destroyed building. The field training of Support reinforces the synergy of drag revives and the deployable cover, improving the prior’s effectiveness and distributing armor plates with the latter. Between healing, reviving, ammunition, and armor, Support will be the true backbone of a squad.
- Recon:
- Gadget 1: Motion Sensor
- Gadget 2: Handheld Jammer
- Level 1: Inflicting damage on enemies spots them, marking their position in-world and on the minimap.
- Level 2: Downing an enemy spots others within a 25m radius for 5s.
- Level 3: Handheld Jammer can disrupt Redeploy Points and Mobile Redeploys within its radius. Enemies who activated the redeploy device are revealed.
- Level 4: Class gadget resupply rate increases by 10% with each improvement. Effect resets upon death.
Dev Note: The Recon class has consistently topped class pick rates throughout REDSEC’s lifespan thanks to its powerful intelligence gathering tools and training. The Recon Drone in particular became a borderline oppressive gadget that provided an unparalleled spotting ability at any range with near-zero risk, often ruining careful enemy rotations with a glance or feeling required to use before making a rotation yourself. For Season 5, the Recon class is now committed to localized intel gathering and intel sabotage in Battle Royale, trading the spotting abilities of the Drone for the disruptive capabilities of the Mobile Jammer, providing a direct counter to enemy Motion Sensors and redeploys. In combination with field training that gathers intel and denies enemy redeployments, the Recon will dominate the technology and information landscape of the Battlefield.
STRIKE PACKAGES
- Smoke Generator and UAV Strike Packages now appear less frequently as Battle Royale loot, while Airstrikes appear slightly more frequently.
GADGETS
- Breaching Projectile Launcher can spawn as loot in Assault class crates.
- Deployable Cover can no longer appear as loot.
- Hardware Suppression System can now appear as loot.
- Recon Drone can now appear as loot in police vans.
- Smoke Grenade Launcher can now appear as loot in police vans.
- Supply Bag can now appear as loot in ambulances.
- Defibrillators have a small chance to appear as loot in ambulances and Support class crates.
Supply Pouch now supplies the following quantities of ammo per use:
- 10 Rounds Shotgun
- 5 Rounds Sniper/DMR
- 50 Rounds LMG
- 60 Rounds AR/Carbine
- 60 Rounds Pistol/SMG
WEAPONS
- The SCW-10 now starts with a 15-round magazine when looted at lower rarities.
- The SVDM can no longer upgrade to or be found as loot with a 20-round magazine.
- Ammunition capacity for Sniper Rifles and DMRs has been reduced from 70 to 60 rounds.
Ammunition Balance against Armor
- .300BLK Carbines (SOR-300SC) now take one more bullet to kill vs armor within 31m.
- 10mm SMGs (SCW-10) now take one more bullet to kill vs armor between 9m and 85m.
- 5.45x39mm Assault Rifles (KORD 6p67) now take an additional bullet to kill vs armor past 46m.
- 5.45x39mm LMGs (RPK-74M) now take an additional bullet to kill vs armor past 46m.
- 5.56x45mm Assault Rifles (SOR-556 Mk2, L85A3, B36A4, VCR-2, M433, EF88) now take an additional bullet to kill vs armor past 46m.
- 5.56x45mm LMGs (KTS100 Mk8, M123k, L110) now take an additional bullet to kill vs armor past 46m.
- 7.62mm DMRs (M39 EMR, SVDM) now take an additional bullet to kill vs armor past 21m and no longer deal bonus headshot damage to downed enemies.
- 7.62x39mm Assault Rifles (NVO-228E) now take one more bullet to kill vs armor within 31m.
- 7.62x39mm Carbines (SG 553R) now take one more bullet to kill vs armor within 31m.
- 9mm SMGs (KV9, SGX, PW5A3, CZ3A1, PP-19, SL9) now take one more bullet to kill vs armor between 9m and 85m.
Dev note: As part of a general pass on the gunplay in REDSEC, it was important for us to ensure weapons are not overstepping their intended weapon archetypes. Particular weapons like the SG 553R, SCW-10, and KTS100 Mk8 have been at the forefront of highlighting this issue, and heavy-handed, targeted nerfs on these weapons (while potentially cathartic) would inevitably lead to similar weapons like the NVO-228E, KV9, and RPK-74M immediately filling their respective voids. Instead, these damage changes focus on ensuring weapons of a similar type are functioning as desired within their intended engagement ranges, but are less effective outside of those ranges. We will also have additional changes planned in future updates that will target other aspects of particular overperforming weapons.
MAP
- Combat area outlines now display correctly on the map and minimap.
- Corrected a lighting issue that could cause the screen to become overly bright and unplayable on multiple maps but especially on Fort Lyndon.
- Drowning visual effects no longer appear overly red or bright on Fort Lyndon.
UI & HUD
- Abandoning a mission now displays only the appropriate abandonment message instead of also displaying a mission failed message.
- Battle Pickup loot cards now use the correct visual for each pickup type.
- Explosives deployed before a player was eliminated no longer display a pickup prompt after that player redeploys.
- Incoming armour hit indicators now display correctly.
- New notifications now distinguish when a squad has been wiped and when it has been fully eliminated in Royale modes.
- The “Phantom Program” mission widget no longer plays its refresh animation during the final mission.
- The “Season 4 Diamond Vehicle Decal” reward now appears in the intended “Ranked” cosmetic tab.
- The Battle Royale Victory Cinematic now fades out correctly.
- Updated the teams-remaining messaging in Battle Royale to hide the player count once fewer than 11 players remain.
AUDIO
- Soldier coughing voice-over no longer continues after leaving gas-affected areas or redeploying.
- The incorrect Polish-language Handler voice-over no longer plays during Battle Royale insertion.
COMPETITIVE
- Ranked Battle Royale leaderboards no longer display duplicate entries when opened directly from the End of Season standings screen.
- Total Ranked Point values now display correctly in the End of Round summary after switching tabs.
Which vehicle change do you think will have the biggest effect once the update arrives? Follow the Season 5 rollout and its vehicle balance changes on X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Battlefield 6
Developed by EA Digital Illusions CE




