Battlefield 6 Season 3: High-Value Target (Phase 3) patch notes
- 187documented changes
- 47buffs
- 57nerfs
- 4new
- 25fixes
- 54other
What changed
- CHANGETactical Obliterationpartial
Tactical Obliteration: an 8v8 squad-play variant
Tactical Obliteration is a competitive 8v8 version of Obliteration built around squad play, where your team is just your squad and one other.
A competitive 8v8 take on Obliteration where you have only one other squad to rely on.
- Season 3's final phase adds Tactical Obliteration, which EA describes as taking the classic Obliteration mode and emphasising individual squad play through an 8v8 grudge match. EA calls it a competitive, high stakes experience meant for squads who mastered coordinated objective play, with only one other squad to rely on. This is not the same item as Obliteration's earlier Season 3 return: it is the tactical 8v8 variant of it. EA's roadmap post does not publish the mode's rules, map list or scoring.
TipIf you queued Obliteration when it came back earlier in Season 3, do not expect the same round here: EA pitches this one at squads who already mastered coordinated objective play, and with only one other squad on your side a failed push has no wider team behind it.
Official source - NEWCasual Battle Royalepartial
Casual Battle Royale debuts in REDSEC
Casual Battle Royale is a new REDSEC mode that mixes real players with bots, made for learning the mode or relaxing with your squad, and stats are not tracked in Casual or Portal modes that fill with AI.
A new REDSEC mode mixes real players with bots, aimed at learning the mode or just playing with a squad.
- Casual Battle Royale arrived in REDSEC on June 30 as part of High-Value Target, Season 3's final phase. EA describes it as a player-and-bot mixed combatant environment for those looking to learn the rules of engagement, practice their skills, or simply kick back with the squad. The same page carries a footnote that stats in any Casual or Portal mode that backfill with AI are not tracked. EA has not published how many bots a match contains, how they scale against real players, or which map and squad size it uses.
TipIf you have been away a while, warm up here before queueing standard Battle Royale: EA pitches it at learning the rules of engagement, practicing your skills, or kicking back with the squad. A footnote on the same page says stats in any Casual or Portal mode that backfill with AI are not tracked, but EA does not confirm that this mode is one of them, so do not count on the session staying off your record. Treat every contact as a real player anyway, because EA does not say how many bots are in a match or whether they are marked.
Official source - NEWSoldier and netcodeREDSEC · Playerverified
Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play
Recon gets a new Disruptor Training Path, which brings the Mobile Jammer and Hardware Suppression System for shutting down enemy gadgets and electronics.
Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play.
Official source - NEWEOD Bot Armpartial
EOD Bot Arm melee weapon added
The EOD Bot Arm is a new melee weapon that you can earn as a reward on the limited-time Wet Work Bonus Path event.
New melee weapon from Season 3's final phase, listed among the Wet Work Bonus Path rewards.
- Season 3's High-Value Target phase added the EOD Bot Arm, a new melee weapon. EA frames it as being for the Engineer with unconventional means of destruction, or for any soldier ready to use whatever armaments necessary for the job, and lists it among the rewards on the limited-time Wet Work Bonus Path event, where you collect contracts from downed enemies and complete the orders on them. EA published no damage or handling figures for it.
TipThe Wet Work Bonus Path was a limited-time event, so if you were away for it, check your melee list before assuming you have the EOD Bot Arm.
Official source - BUFFAttack HelicopterVehiclesverified
Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets
The Attack Helicopter's Heavy Rockets hit harder against tanks, helicopters and jets, so the helicopter kills vehicles faster.
Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets.
Official source - CHANGEVehiclesVehiclesverified
The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits
The Smoke Generator now protects vehicles inside its cloud like Thermal Smoke does, so impact hits on them count as weak minimum-angle hits.
The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits.
Official source - CHANGEMain Battle Tank (M1A2 SEPv3 / Leo A4)Vehiclesverified
MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520
The Main Battle Tank's APFSDS rounds now do less damage to tanks, helicopters and jets, while HEAT-MP-T rounds have a bigger blast and lethal radius and the Aim-Guided Shell hits harder.
- MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets.
- MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m.
- MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters.
- BUFFIFV (M3A3 Bradley / Strf 09 A4)Vehiclesverified
IFV AP Shell initial velocity increased from 375 to 445 metres per second
The IFV gets a broad buff: AP shells fly faster, fire faster and now pierce the Projectile Intercept System, and the Lock-Guided Missile hits harder against tanks and helicopters.
- IFV AP Shell initial velocity increased from 375 to 445 metres per second.
- IFV AP Shells now pierce the Projectile Intercept System.
- IFV AP Shells rate of fire increased from 120 to 160 rounds per minute.
- IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters.
- BUFFMobile Anti-AirVehiclesverified
Mobile Anti-Air Vehicle: Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200
The Mobile Anti-Air Vehicle does more damage to aircraft with all three ammo types, and High Velocity ammo builds heat more slowly, so you can keep firing longer.
- Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200.
- General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130.
- High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets.
- High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%.
- CHANGEVehiclesVehicles · Thermal Smokeverified
Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage
Thermal Smoke now blocks less incoming damage, so it protects your vehicle less than before.
Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage.
Official source - CHANGEVehiclesVehicles · Thermal Smokeverified
Thermal Smoke no longer removes C-4 Explosives
Thermal Smoke no longer clears C-4 stuck to your vehicle, so popping smoke will not save you from C-4 anymore.
Thermal Smoke no longer removes C-4 Explosives.
Official source - CHANGEVehiclesVehicles · Thermal Smokeverified
Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits
Thermal Smoke only gives a tank its damage resistance when the smoke covers the middle of the tank, so badly placed smoke no longer protects it.
Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits.
Official source - BUFFGadgetsGadgetsverified
The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade
The GPDIS Grenade Intercept System no longer destroys itself after stopping one grenade, so it can keep blocking grenades.
The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade.
Official source - NERFL115Weapons · Bolt-Action Rifles Sweet Spotverified
L115 sweet spot range decreased from 120-175m to 100-133m
The L115's sweet spot range is shorter and narrower, so you hit the bonus damage range at closer distances and over a smaller window.
L115 sweet spot range decreased from 120-175m to 100-133m.
Official source - NERFPSRWeapons · Bolt-Action Rifles Sweet Spotverified
PSR sweet spot range decreased from 100-150m to 90-120m
The PSR's sweet spot range is shorter and narrower, so the window for bonus damage is smaller and closer in.
PSR sweet spot range decreased from 100-150m to 90-120m.
Official source - NERFWeaponsWeapon Ballistic Changesverified
Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo
Bullets on all weapons now lose speed faster in flight, and much faster with Match Grade ammo, so long-range shots need more lead and more drop compensation.
Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo.
Official source - NERFWeaponsWeapon Ballistic Changesverified
Muzzle Velocity reduced for most primary weapons
Most primary weapons now fire slower bullets, so you have to lead moving targets more at range.
Muzzle Velocity reduced for most primary weapons.
Official source - NERFES 5.7Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
ES 5.7: Muzzle Velocity decreased from 650 m/s to 510 m/s
The ES 5.7 fires slower bullets, so you have to lead moving targets more at range.
Muzzle Velocity Adjustments: ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%)
- ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%)
- CHANGEWeaponsRecoil Consistency Changesverified
Automatic Weapons Damage Multipliers
Automatic weapons now deal more damage on headshots but less to the stomach, limbs and armoured chests, so hitting the head matters more.
Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x Stomach: Decreased from 1x to 0.84x Limbs: Decreased from 1x to 0.84x
- Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type)
- Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x
- Stomach: Decreased from 1x to 0.84x
- Limbs: Decreased from 1x to 0.84x
- CHANGEMaps and modesREDSEC · Mapverified
REDSEC missions have been removed from the “Defense Testing Complex 3” area
REDSEC missions have been removed from the “Defense Testing Complex 3” area.
Official source - CHANGEPortalPortalverified
M-COM functionality and Bomb asset have been added to Obliteration
Obliteration in Portal now includes M-COM functionality and the bomb asset.
M-COM functionality and Bomb asset have been added to Obliteration.
Official source - CHANGESubsonic Ammopartial
Subsonic Ammo makes your shots quieter and harder to spot
Subsonic Ammo is a new ammo type that is quieter when fired, so enemies at longer range have a harder time spotting and hearing your shots.
A round that travels just below the speed of sound and gives away less when you fire at range.
- Subsonic Ammo is one of the two attachments EA announced for High-Value Target, the final phase of Season 3, dated June 30 on the roadmap.
- EA describes it as a new ammunition type that travels just below the speed of sound and is noticeably softer when fired, which reduces spot visibility and audible cues that enemies typically pick up on at longer ranges. EA published no figures for it and named no trade-off, such as a cost to damage.
TipEverything EA claims for it is about being heard and seen, not about damage, and the benefit is named at longer ranges, so treat it as a concealment pick for a distance loadout. No cost is stated anywhere in the announcement, so compare it against your usual ammo on the same gun before you commit.
Official source - NEWCompensatorpartial
New muzzle attachment built for recoil control
The Compensator is a new muzzle attachment for controlling recoil, similar to the Flash Compensator but without hiding your muzzle flash.
A new muzzle attachment pitched at recoil control, minus the Flash Compensator's flash hiding.
- EA's Season 3 roadmap lists the Compensator as one of two new attachments for the season's final phase, High-Value Target, on June 30. It slots in with the other muzzle attachments, and EA describes it as similar to the Flash Compensator from Season 2 Hunter / Prey, albeit without that attachment's flash hiding feature. EA's framing for the pair is gaining better control of recoil or slipping under the sound barrier. No recoil figures were published, and the roadmap does not list which weapons can take it.
TipEA names exactly one difference from the Season 2 Flash Compensator, the missing flash hiding, and publishes no figures for either, so nothing on record says this controls recoil better than the attachment you may already own. It competes for your muzzle slot, so treat it as a sidegrade to test rather than an upgrade, and stay on the Flash Compensator if hiding your own muzzle flash matters to you.
Official source - CHANGESoldier and netcodePlayerverified
First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat
First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat.
Official source - FIXSoldier and netcodePlayerverified
Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should
Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Damage corrections have been reduced by improving how client damage is matched with the server
The damage you see on your screen now matches the server more closely, so fewer hits get corrected afterwards.
Damage corrections have been reduced by improving how client damage is matched with the server.
Official source - FIXSoldier and netcodePlayer · Netcode-specific Improvementsverified
Damage feedback is no longer delayed when taking damage from multiple sources at the same time
Damage feedback is no longer delayed when taking damage from multiple sources at the same time.
Official source - FIXSoldier and netcodePlayer · Netcode-specific Improvementsverified
Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover
The server now handles several hits arriving at once better, so dying after you have already reached cover should happen less often in extreme cases.
Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Death timing is now more responsive in dense combat situations
Deaths now register more responsively in busy fights with lots of players shooting at once.
Death timing is now more responsive in dense combat situations.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies
Network data now goes first to the players who matter most to you, like nearby or visible enemies, so their movement should be kept more up to date.
Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions
Network TimeNudge now adjusts faster when your connection or performance changes, so you should see enemies in delayed positions less often.
Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Network TimeNudge now recovers faster after performance spikes, with reduced spike severity
Network TimeNudge now recovers faster after performance spikes, and the spikes themselves are less severe, so the game should settle back to smooth play sooner.
Network TimeNudge now recovers faster after performance spikes, with reduced spike severity.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering
Time sync no longer makes needless corrections when your latency briefly jumps, so you should see less short rubberbanding and stuttering.
Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering.
Official source - CHANGEVehiclesVehiclesverified
Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again
Emergency Countermeasures now keep speeding up your cooldown until countermeasures are ready again, so the speed-up no longer stops early.
Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again.
Official source - CHANGEVehiclesVehiclesverified
Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x
Emergency Countermeasures speed up the countermeasure cooldown less than before, so you wait longer for countermeasures to come back.
Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x.
Official source - CHANGEVehiclesVehiclesverified
Emergency Repair Pause On Damage timer increased from 1 to 2 seconds
Emergency Repair now stays paused longer after your vehicle takes damage, so repairing under fire is slower.
Emergency Repair Pause On Damage timer increased from 1 to 2 seconds.
Official source - FIXVehiclesVehiclesverified
Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures
Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures.
Official source - CHANGEVehiclesVehiclesverified
Projectile Intercept System activation time reduced to 0.55 seconds
The Projectile Intercept System now switches on faster, so it starts protecting your vehicle sooner.
Projectile Intercept System activation time reduced to 0.55 seconds.
Official source - BUFFRPG-7V2Vehiclesverified
RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters
The RPG-7V2 hits harder against tanks and helicopters, so infantry can take down vehicles faster with it.
RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters.
Official source - FIXGadgetsGadgetsverified
Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended
Goliath Compact Supply Pouches no longer get picked up by nearby teammates by accident, so they reach the person you meant them for.
Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended.
Official source - FIXLWCMS Portable MortarGadgetsverified
LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying
The LWCMS Portable Mortar's resupply time can no longer be skipped by redeploying or dying, so you have to wait out the full reload.
LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying.
Official source - CHANGEGadgetsGadgetsverified
M84 Flashbangs no longer deal damage to gadgets
M84 Flashbangs no longer deal damage to gadgets.
Official source - CHANGEGadgetsGadgetsverified
Shell impacts from Mortars and JAGM strikes are now visible on the Big Map
Shell impacts from Mortars and JAGM strikes are now visible on the Big Map.
Official source - CHANGEDefibrillatorGadgetsverified
The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo
The PowerPulse Defibrillator now finishes its full discharge before disappearing when you run out of ammo, so your last shock is no longer cut off.
The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo.
Official source - CHANGEHandheld JammerGadgetsverified
TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures
TRCRv2 Tracer Darts now switch off for a while when the tagged vehicle pops countermeasures or a friendly Handheld Jammer is active nearby, so vehicles have more ways to shake off a dart.
TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby.
Official source Angled Grips on the M16A4 and RPK-74M now apply the recoil reduction values they were meant to have.
Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values.
Official source- NERFL115Weaponsverified
L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles
The L115 iron sight now costs more attachment points, the same as on other bolt-action rifles, so you have fewer points left for other attachments.
L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles.
Official source - CHANGEWeaponsWeaponsverified
M45A1 and Vz.61 sidearms now use Subsonic Ammo by default
The M45A1 and Vz.61 sidearms now come with Subsonic Ammo by default.
M45A1 and Vz.61 sidearms now use Subsonic Ammo by default.
Official source - NERFM2010 ESRWeapons · Bolt-Action Rifles Sweet Spotverified
M2010 ESR sweet spot range decreased from 75-120m to 75-100m
The M2010 ESR's sweet spot range now ends sooner, so the window for bonus damage is smaller.
M2010 ESR sweet spot range decreased from 75-120m to 75-100m.
Official source - NERFSV-98Weapons · Bolt-Action Rifles Sweet Spotverified
SV-98 sweet spot range decreased from 54-90m to 54-75m
The SV-98's sweet spot range now ends sooner, so the window for bonus damage is smaller.
SV-98 sweet spot range decreased from 54-90m to 54-75m.
Official source - NERFLMR27Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
LMR27: Muzzle Velocity decreased from 880 m/s to 800 m/s
The LMR27 fires slightly slower bullets, so you have to lead moving targets a bit more at range.
Muzzle Velocity Adjustments: LMR27: Decreased from 880 m/s to 800 m/s (-9.09%)
- LMR27: Decreased from 880 m/s to 800 m/s (-9.09%)
- NERFSCW-10Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SCW-10: Muzzle Velocity decreased from 428 m/s to 398 m/s
The SCW-10's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%)
- SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%)
- NERFSG 553RWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SG 553R: Muzzle Velocity decreased from 519 m/s to 483 m/s
The SG 553R's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%)
- SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%)
- NERFTR-7Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
TR7: Muzzle Velocity decreased from 648 m/s to 604 m/s
The TR7's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: TR7: Decreased from 648 m/s to 604 m/s (-6.79%)
- TR7: Decreased from 648 m/s to 604 m/s (-6.79%)
- NERFNVO-228EWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
NVO-228E: Muzzle Velocity decreased from 671 m/s to 626 m/s
The NVO-228E's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%)
- NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%)
- NERFM417 A2Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M417A2: Muzzle Velocity decreased from 600 m/s to 560 m/s
The M417A2's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M417A2: Decreased from 600 m/s to 560 m/s (-6.67%)
- M417A2: Decreased from 600 m/s to 560 m/s (-6.67%)
- NERFM121 A2Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M121 A2: Muzzle Velocity decreased from 600 m/s to 560 m/s
The M121 A2's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%)
- M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%)
- NERFCZ3A1Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
CZ3A1: Muzzle Velocity decreased from 360 m/s to 336 m/s
The CZ3A1's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%)
- CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%)
- NERFM240LWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M240L: Muzzle Velocity decreased from 630 m/s to 590 m/s
The M240L's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M240L: Decreased from 630 m/s to 590 m/s (-6.35%)
- M240L: Decreased from 630 m/s to 590 m/s (-6.35%)
- NERFM4A1Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M4A1: Muzzle Velocity decreased from 630 m/s to 590 m/s
The M4A1's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M4A1: Decreased from 630 m/s to 590 m/s (-6.35%)
- M4A1: Decreased from 630 m/s to 590 m/s (-6.35%)
- NERFVCR-2Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
VCR-2: Muzzle Velocity decreased from 704 m/s to 660 m/s
The VCR-2's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%)
- VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%)
- NERFSOR-300SCWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SOR-300SC: Muzzle Velocity decreased from 563 m/s to 528 m/s
The SOR-300SC's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%)
- SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%)
- NERFGRT-BCWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
GRT-BC: Muzzle Velocity decreased from 599 m/s to 563 m/s
The GRT-BC's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%)
- GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%)
- NERFRPKMWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
RPKM: Muzzle Velocity decreased from 670 m/s to 630 m/s
The RPKM's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: RPKM: Decreased from 670 m/s to 630 m/s (-5.97%)
- RPKM: Decreased from 670 m/s to 630 m/s (-5.97%)
- NERFM123KWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M123K: Muzzle Velocity decreased from 670 m/s to 630 m/s
The M123K's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M123K: Decreased from 670 m/s to 630 m/s (-5.97%)
- M123K: Decreased from 670 m/s to 630 m/s (-5.97%)
- NERFM433Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M433: Muzzle Velocity decreased from 670 m/s to 630 m/s
The M433's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M433: Decreased from 670 m/s to 630 m/s (-5.97%)
- M433: Decreased from 670 m/s to 630 m/s (-5.97%)
- NERFSGXWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SGX: Muzzle Velocity decreased from 402 m/s to 378 m/s
The SGX's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: SGX: Decreased from 402 m/s to 378 m/s (-5.97%)
- SGX: Decreased from 402 m/s to 378 m/s (-5.97%)
- NERFQBZ-192Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
QBZ-192: Muzzle Velocity decreased from 644 m/s to 608 m/s
The QBZ-192's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%)
- QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%)
- NERFDRS-IARWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
DRS-IAR: Muzzle Velocity decreased from 720 m/s to 680 m/s
The DRS-IAR's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%)
- DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFM/60Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M/60: Muzzle Velocity decreased from 720 m/s to 680 m/s
The M/60's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M/60: Decreased from 720 m/s to 680 m/s (-5.56%)
- M/60: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFAK4DWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
AK4D: Muzzle Velocity decreased from 720 m/s to 680 m/s
The AK4D's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: AK4D: Decreased from 720 m/s to 680 m/s (-5.56%)
- AK4D: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFPW5A3Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
PW5A3: Muzzle Velocity decreased from 432 m/s to 408 m/s
The PW5A3's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%)
- PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%)
- NERFM16A4Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M16A4: Muzzle Velocity decreased from 720 m/s to 680 m/s
The M16A4's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M16A4: Decreased from 720 m/s to 680 m/s (-5.56%)
- M16A4: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFSVK-8.6Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SVK-8.6: Muzzle Velocity decreased from 720 m/s to 680 m/s
The SVK-8.6's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%)
- SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFPSRWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
PSR: Muzzle Velocity decreased from 720 m/s to 680 m/s
The PSR's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: PSR: Decreased from 720 m/s to 680 m/s (-5.56%)
- PSR: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFSV-98Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SV-98: Muzzle Velocity decreased from 720 m/s to 680 m/s
The SV-98's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: SV-98: Decreased from 720 m/s to 680 m/s (-5.56%)
- SV-98: Decreased from 720 m/s to 680 m/s (-5.56%)
- NERFL115Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
L115: Muzzle Velocity decreased from 703 m/s to 664 m/s
The L115's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: L115: Decreased from 703 m/s to 664 m/s (-5.55%)
- L115: Decreased from 703 m/s to 664 m/s (-5.55%)
- NERFL110Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
L110: Muzzle Velocity decreased from 780 m/s to 740 m/s
The L110's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: L110: Decreased from 780 m/s to 740 m/s (-5.13%)
- L110: Decreased from 780 m/s to 740 m/s (-5.13%)
- NERFB36A4Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
B36A4: Muzzle Velocity decreased from 780 m/s to 740 m/s
The B36A4's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: B36A4: Decreased from 780 m/s to 740 m/s (-5.13%)
- B36A4: Decreased from 780 m/s to 740 m/s (-5.13%)
- NERFM277Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M277: Muzzle Velocity decreased from 624 m/s to 592 m/s
The M277's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M277: Decreased from 624 m/s to 592 m/s (-5.13%)
- M277: Decreased from 624 m/s to 592 m/s (-5.13%)
- NERFPP-19Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
PP-19: Muzzle Velocity decreased from 468 m/s to 444 m/s
The PP-19's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: PP-19: Decreased from 468 m/s to 444 m/s (-5.13%)
- PP-19: Decreased from 468 m/s to 444 m/s (-5.13%)
- NERFM39 EMRWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M39 EMR: Muzzle Velocity decreased from 800 m/s to 760 m/s
The M39 EMR's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%)
- M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%)
- NERFSVDMWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SVDM: Muzzle Velocity decreased from 800 m/s to 760 m/s
The SVDM's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: SVDM: Decreased from 800 m/s to 760 m/s (-5.00%)
- SVDM: Decreased from 800 m/s to 760 m/s (-5.00%)
- NERFGRT-CPSWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
GRT-CPS: Muzzle Velocity decreased from 800 m/s to 760 m/s
The GRT-CPS's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%)
- GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%)
- NERFM2010 ESRWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M2010 ESR: Muzzle Velocity decreased from 800 m/s to 760 m/s
The M2010 ESR's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%)
- M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%)
- NERFMini ScoutWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
Mini Scout: Muzzle Velocity decreased from 800 m/s to 760 m/s
The Mini Scout's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at long range.
Muzzle Velocity Adjustments: Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%)
- Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%)
- NERFM250Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
M250: Muzzle Velocity decreased from 760 m/s to 724 m/s
The M250's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: M250: Decreased from 760 m/s to 724 m/s (-4.74%)
- M250: Decreased from 760 m/s to 724 m/s (-4.74%)
- NERFKord 6P67Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
Kord 6P67: Muzzle Velocity decreased from 760 m/s to 724 m/s
The Kord 6P67's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%)
- Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%)
- NERFUSG-90Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
USG-90: Muzzle Velocity decreased from 570 m/s to 543 m/s
The USG-90's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: USG-90: Decreased from 570 m/s to 543 m/s (-4.74%)
- USG-90: Decreased from 570 m/s to 543 m/s (-4.74%)
- NERFSL9Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SL9: Muzzle Velocity decreased from 510 m/s to 486 m/s
The SL9's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: SL9: Decreased from 510 m/s to 486 m/s (-4.71%)
- SL9: Decreased from 510 m/s to 486 m/s (-4.71%)
- NERFL85A3Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
L85A3: Muzzle Velocity decreased from 814 m/s to 778 m/s
The L85A3's bullets travel a little slower, so you need to lead moving targets more and aim a bit higher at range.
Muzzle Velocity Adjustments: L85A3: Decreased from 814 m/s to 778 m/s (-4.42%)
- L85A3: Decreased from 814 m/s to 778 m/s (-4.42%)
- NERFUMG-40Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
UMG-40: Muzzle Velocity decreased from 488 m/s to 467 m/s
The UMG-40's bullets travel a bit slower, so you need to lead moving targets slightly more at range.
Muzzle Velocity Adjustments: UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%)
- UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%)
- NERFSOR-556 Mk2Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
SOR-556Mk2: Muzzle Velocity decreased from 800 m/s to 768 m/s
The SOR-556 Mk2's bullets travel a bit slower, so shots take slightly longer to reach distant targets and need a little more lead.
Muzzle Velocity Adjustments: SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%)
- SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%)
- NERFPW7A2Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
PW7A2: Muzzle Velocity decreased from 600 m/s to 576 m/s
The PW7A2's bullets travel a bit slower, so you need to lead moving targets slightly more at range.
Muzzle Velocity Adjustments: PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%)
- PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%)
- NERFAK-205Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
AK-205: Muzzle Velocity decreased from 737 m/s to 708 m/s
The AK-205's bullets travel a bit slower, so you need to lead moving targets slightly more at range.
Muzzle Velocity Adjustments: AK-205: Decreased from 737 m/s to 708 m/s (-3.93%)
- AK-205: Decreased from 737 m/s to 708 m/s (-3.93%)
- NERFKTS100 MK8Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
KTS100MK8: Muzzle Velocity decreased from 840 m/s to 808 m/s
The KTS100 MK8's bullets travel a bit slower, so long-range shots take slightly longer to land and need a little more lead.
Muzzle Velocity Adjustments: KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%)
- KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%)
- NERFRPK-74MWeapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
RPK-74M: Muzzle Velocity decreased from 840 m/s to 808 m/s
The RPK-74M's bullets travel a bit slower, so you need to lead moving targets slightly more at range.
Muzzle Velocity Adjustments: RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%)
- RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%)
- BUFFTR-7Recoil Consistency Changes · Recoil Variation Adjustmentsverified
TR-7: Recoil Variation decreased from 47.1° to 40.8°
The TR-7's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: TR-7: Decreased from 47.1° to 40.8° (-13.4%)
- TR-7: Decreased from 47.1° to 40.8° (-13.4%)
- BUFFAK4DRecoil Consistency Changes · Recoil Variation Adjustmentsverified
AK4D: Recoil Variation decreased from 25.4° to 20.0°
The AK4D's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: AK4D: Decreased from 25.4° to 20.0° (-21.3%)
- AK4D: Decreased from 25.4° to 20.0° (-21.3%)
- BUFFNVO-228ERecoil Consistency Changes · Recoil Variation Adjustmentsverified
NVO-228E: Recoil Variation decreased from 36.8° to 28.9°
The NVO-228E's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: NVO-228E: Decreased from 36.8° to 28.9° (-21.5%)
- NVO-228E: Decreased from 36.8° to 28.9° (-21.5%)
- BUFFVCR-2Recoil Consistency Changes · Recoil Variation Adjustmentsverified
VCR-2: Recoil Variation decreased from 64.9° to 50.3°
The VCR-2's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: VCR-2: Decreased from 64.9° to 50.3° (-22.5%)
- VCR-2: Decreased from 64.9° to 50.3° (-22.5%)
- BUFFM433Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M433: Recoil Variation decreased from 50.9° to 41.4°
The M433's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M433: Decreased from 50.9° to 41.4° (-18.7%)
- M433: Decreased from 50.9° to 41.4° (-18.7%)
- BUFFM16A4Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M16A4: Recoil Variation decreased from 46.4° to 37.5°
The M16A4's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M16A4: Decreased from 46.4° to 37.5° (-19.2%)
- M16A4: Decreased from 46.4° to 37.5° (-19.2%)
- BUFFB36A4Recoil Consistency Changes · Recoil Variation Adjustmentsverified
B36A4: Recoil Variation decreased from 37.4° to 28.0°
The B36A4's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: B36A4: Decreased from 37.4° to 28.0° (-25.1%)
- B36A4: Decreased from 37.4° to 28.0° (-25.1%)
- BUFFL85A3Recoil Consistency Changes · Recoil Variation Adjustmentsverified
L85A3: Recoil Variation decreased from 29.4° to 22.8°
The L85A3's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: L85A3: Decreased from 29.4° to 22.8° (-22.4%)
- L85A3: Decreased from 29.4° to 22.8° (-22.4%)
- BUFFSOR-556 Mk2Recoil Consistency Changes · Recoil Variation Adjustmentsverified
SOR-556 MK2: Recoil Variation decreased from 17.3° to 12.7°
The SOR-556 Mk2's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%)
- SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%)
- BUFFKord 6P67Recoil Consistency Changes · Recoil Variation Adjustmentsverified
KORD 6P67: Recoil Variation decreased from 35.3° to 28.9°
The KORD 6P67's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%)
- KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%)
- BUFFM417 A2Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M417A2: Recoil Variation decreased from 19.8° to 15.4°
The M417A2's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M417A2: Decreased from 19.8° to 15.4° (-22.2%)
- M417A2: Decreased from 19.8° to 15.4° (-22.2%)
- BUFFSG 553RRecoil Consistency Changes · Recoil Variation Adjustmentsverified
SG 553R: Recoil Variation decreased from 43.3° to 35.8°
The SG 553R's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: SG 553R: Decreased from 43.3° to 35.8° (-17.3%)
- SG 553R: Decreased from 43.3° to 35.8° (-17.3%)
- BUFFSOR-300SCRecoil Consistency Changes · Recoil Variation Adjustmentsverified
SOR-300SC: Recoil Variation decreased from 19.2° to 15.8°
The SOR-300SC's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%)
- SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%)
- BUFFM277Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M277: Recoil Variation decreased from 39.4° to 34.4°
The M277's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M277: Decreased from 39.4° to 34.4° (-12.7%)
- M277: Decreased from 39.4° to 34.4° (-12.7%)
- BUFFM4A1Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M4A1: Recoil Variation decreased from 37.9° to 30.7°
The M4A1's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M4A1: Decreased from 37.9° to 30.7° (-19.0%)
- M4A1: Decreased from 37.9° to 30.7° (-19.0%)
- BUFFGRT-BCRecoil Consistency Changes · Recoil Variation Adjustmentsverified
GRT-BC: Recoil Variation decreased from 31.2° to 26.1°
The GRT-BC's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: GRT-BC: Decreased from 31.2° to 26.1° (-16.3%)
- GRT-BC: Decreased from 31.2° to 26.1° (-16.3%)
- BUFFQBZ-192Recoil Consistency Changes · Recoil Variation Adjustmentsverified
QBZ-192: Recoil Variation decreased from 23.5° to 19.9°
The QBZ-192's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: QBZ-192: Decreased from 23.5° to 19.9° (-15.3%)
- QBZ-192: Decreased from 23.5° to 19.9° (-15.3%)
- BUFFRPKMRecoil Consistency Changes · Recoil Variation Adjustmentsverified
RPKM: Recoil Variation decreased from 22.7° to 17.5°
The RPKM's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: RPKM: Decreased from 22.7° to 17.5° (-22.9%)
- RPKM: Decreased from 22.7° to 17.5° (-22.9%)
- BUFFDRS-IARRecoil Consistency Changes · Recoil Variation Adjustmentsverified
DRS-IAR: Recoil Variation decreased from 35.2° to 29.3°
The DRS-IAR's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%)
- DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%)
- BUFFKTS100 MK8Recoil Consistency Changes · Recoil Variation Adjustmentsverified
KTS100 MK8: Recoil Variation decreased from 10.9° to 9.5°
The KTS100 MK8's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%)
- KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%)
- BUFFRPK-74MRecoil Consistency Changes · Recoil Variation Adjustmentsverified
RPK-74M: Recoil Variation decreased from 18.9° to 16.1°
The RPK-74M's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: RPK-74M: Decreased from 18.9° to 16.1° (-14.8%)
- RPK-74M: Decreased from 18.9° to 16.1° (-14.8%)
- BUFFM121 A2Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M121 A2: Recoil Variation decreased from 39.5° to 31.8°
The M121 A2's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M121 A2: Decreased from 39.5° to 31.8° (-19.5%)
- M121 A2: Decreased from 39.5° to 31.8° (-19.5%)
- BUFFM240LRecoil Consistency Changes · Recoil Variation Adjustmentsverified
M240L: Recoil Variation decreased from 41.8° to 34.5°
The M240L's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M240L: Decreased from 41.8° to 34.5° (-17.5%)
- M240L: Decreased from 41.8° to 34.5° (-17.5%)
- BUFFM/60Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M/60: Recoil Variation decreased from 38.8° to 29.9°
The M/60's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M/60: Decreased from 38.8° to 29.9° (-22.9%)
- M/60: Decreased from 38.8° to 29.9° (-22.9%)
- BUFFM250Recoil Consistency Changes · Recoil Variation Adjustmentsverified
M250: Recoil Variation decreased from 39.7° to 35.9°
The M250's recoil varies a little less from shot to shot, so its kick is slightly more predictable.
Recoil Variation Adjustments: M250: Decreased from 39.7° to 35.9° (-9.6%)
- M250: Decreased from 39.7° to 35.9° (-9.6%)
- BUFFM123KRecoil Consistency Changes · Recoil Variation Adjustmentsverified
M123K: Recoil Variation decreased from 55.9° to 47.7°
The M123K's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: M123K: Decreased from 55.9° to 47.7° (-14.7%)
- M123K: Decreased from 55.9° to 47.7° (-14.7%)
- BUFFL110Recoil Consistency Changes · Recoil Variation Adjustmentsverified
L110: Recoil Variation decreased from 39.4° to 31.0°
The L110's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: L110: Decreased from 39.4° to 31.0° (-21.3%)
- L110: Decreased from 39.4° to 31.0° (-21.3%)
- BUFFUMG-40Recoil Consistency Changes · Recoil Variation Adjustmentsverified
UMG-40: Recoil Variation decreased from 17.4° to 13.0°
The UMG-40's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: UMG-40: Decreased from 17.4° to 13.0° (-25.3%)
- UMG-40: Decreased from 17.4° to 13.0° (-25.3%)
- BUFFKV9Recoil Consistency Changes · Recoil Variation Adjustmentsverified
KV9: Recoil Variation decreased from 57.6° to 50.0°
The KV9's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: KV9: Decreased from 57.6° to 50.0° (-13.2%)
- KV9: Decreased from 57.6° to 50.0° (-13.2%)
- BUFFCZ3A1Recoil Consistency Changes · Recoil Variation Adjustmentsverified
CZ3A1: Recoil Variation decreased from 59.1° to 50.8°
The CZ3A1's recoil varies less from shot to shot, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: CZ3A1: Decreased from 59.1° to 50.8° (-14.0%)
- CZ3A1: Decreased from 59.1° to 50.8° (-14.0%)
- BUFFSGXRecoil Consistency Changes · Recoil Variation Adjustmentsverified
SGX: Recoil Variation decreased from 39.8° to 31.7°
The SGX's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: SGX: Decreased from 39.8° to 31.7° (-20.4%)
- SGX: Decreased from 39.8° to 31.7° (-20.4%)
- BUFFPW5A3Recoil Consistency Changes · Recoil Variation Adjustmentsverified
PW5A3: Recoil Variation decreased from 33.2° to 28.3°
The PW5A3's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: PW5A3: Decreased from 33.2° to 28.3° (-14.8%)
- PW5A3: Decreased from 33.2° to 28.3° (-14.8%)
- BUFFPP-19Recoil Consistency Changes · Recoil Variation Adjustmentsverified
PP-19: Recoil Variation decreased from 21.4° to 18.0°
The PP-19's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: PP-19: Decreased from 21.4° to 18.0° (-15.9%)
- PP-19: Decreased from 21.4° to 18.0° (-15.9%)
- BUFFSL9Recoil Consistency Changes · Recoil Variation Adjustmentsverified
SL9: Recoil Variation decreased from 16.2° to 13.0°
The SL9's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: SL9: Decreased from 16.2° to 13.0° (-19.8%)
- SL9: Decreased from 16.2° to 13.0° (-19.8%)
- BUFFUSG-90Recoil Consistency Changes · Recoil Variation Adjustmentsverified
USG-90: Recoil Variation decreased from 42.8° to 35.5°
The USG-90's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: USG-90: Decreased from 42.8° to 35.5° (-17.1%)
- USG-90: Decreased from 42.8° to 35.5° (-17.1%)
- BUFFPW7A2Recoil Consistency Changes · Recoil Variation Adjustmentsverified
PW7A2: Recoil Variation decreased from 33.3° to 27.8°
The PW7A2's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: PW7A2: Decreased from 33.3° to 27.8° (-16.5%)
- PW7A2: Decreased from 33.3° to 27.8° (-16.5%)
- BUFFVZ.61Recoil Consistency Changes · Recoil Variation Adjustmentsverified
VZ. 61: Recoil Variation decreased from 20.8° to 18.4°
The VZ. 61's recoil now varies less in direction, so its kick is more predictable and easier to control.
Recoil Variation Adjustments: VZ. 61: Decreased from 20.8° to 18.4° (-11.5%)
- VZ. 61: Decreased from 20.8° to 18.4° (-11.5%)
- NERFWeaponsRecoil Consistency Changesverified
DMRs Damage Multipliers
DMRs now deal less damage to the stomach, limbs and armoured chests, while headshots and unarmoured chest hits stay the same.
Head: Unchanged (1.34x, 1.5x, 1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x Stomach: Decreased from 1x to 0.91x Limbs: Decreased from 1x to 0.91x
- Head: Unchanged (1.34x, 1.5x, 1.75x)
- Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x
- Stomach: Decreased from 1x to 0.91x
- Limbs: Decreased from 1x to 0.91x
- CHANGEWeaponsRecoil Consistency Changesverified
Sniper Rifles Damage Multipliers
Sniper rifles now deal less damage to the stomach, limbs and armoured chests, while headshots and unarmoured chest hits stay the same, so body shots are weaker.
Head: Unchanged (1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x Stomach: Decreased from 0.8x to 0.67x Limbs: Decreased from 0.8x to 0.67x
- Head: Unchanged (1.75x)
- Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x
- Stomach: Decreased from 0.8x to 0.67x
- Limbs: Decreased from 0.8x to 0.67x
- BUFFMaps and modesMaps & Modesverified
Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget
In King of the Hill on Cairo Bazaar, you can now capture Objective A while on the Assault Ladder or from the nearby stairs.
Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill.
Official source - CHANGEMaps and modesMaps & Modesverified
Obliteration now backfills with Bots to populate the server and meet game start criteria
Obliteration now fills empty slots with bots, so matches can start even when there are not enough players.
Obliteration now backfills with Bots to populate the server and meet game start criteria.
Official source - CHANGEMaps and modesMaps & Modesverified
Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo
Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo.
Official source - CHANGEMaps and modesMaps & Modesverified
Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active
Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active.
Official source - CHANGEMaps and modesMaps & Modesverified
Updated the Automated Anti-Air range to be consistent across all maps
Updated the Automated Anti-Air range to be consistent across all maps.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Ammo and armour plates can now be automatically looted when placed on certain couches
Ammo and armour plates can now be automatically looted when placed on certain couches.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled
Armory Crates of every kind, including Class and Tactical ones, now reset so you can loot them again when Second Chance is turned off.
Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled.
Official source - FIXSoldier and netcodeREDSEC · Playerverified
Players no longer get stuck interacting with the Antenna during the Signal Decryption mission
Players no longer get stuck interacting with the Antenna during the Signal Decryption mission.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning
Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning.
Official source - FIXSoldier and netcodeREDSEC · Playerverified
Second Chance redeployment and spectating no longer result in a black screen
Second Chance redeployment and spectating no longer result in a black screen.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Second Chance respawn sequences now play at the player’s upcoming spawn location
Second Chance respawn sequences now play at the player’s upcoming spawn location.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Squads redeploying through Second Chance after a squad wipe now spawn together more reliably
Squads redeploying through Second Chance after a squad wipe now spawn together more reliably.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Teams redeploying through Second Chance now redeploy together more reliably
Teams redeploying through Second Chance now redeploy together more reliably.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
The “Tank Hunter” mission can now be attempted more than once per match
The “Tank Hunter” mission can now be attempted more than once per match.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Thermite Charges can no longer be picked up after sabotaging armoured vehicles
Thermite Charges can no longer be picked up after sabotaging armoured vehicles.
Official source - CHANGEGadgetsREDSEC · Gadgetsverified
Grenade Launchers and explosives can no longer open Safes in Battle Royale
Grenade Launchers and explosives can no longer open Safes in Battle Royale.
Official source - CHANGEMaps and modesREDSEC · Mapverified
The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area
The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area.
Official source - FIXSoldier and netcodePlayerverified
Soldier rotation now behaves correctly when changing stance while dragging a downed teammate
Soldier rotation now behaves correctly when changing stance while dragging a downed teammate.
Official source - FIXVehiclesVehiclesverified
ATPs now reset team ownership correctly when nearby friendlies are downed
ATPs now correctly reset which team owns them when friendly players nearby are downed.
ATPs now reset team ownership correctly when nearby friendlies are downed.
Official source - FIXVehiclesVehiclesverified
Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit
Top Attack hits on tanks no longer count as turret hits that deal reduced damage, so tanks take the full damage and are easier to destroy this way.
Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit.
Official source - CHANGEHandheld JammerGadgetsverified
The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed
The MANET-DIS 5 Handheld Jammer now also turns off the lights and visual effects on a GDPIS or MP-APS while jamming it.
The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed.
Official source - FIXWeaponsWeaponsverified
Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession
Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession.
Official source - FIXMaps and modesMaps & Modesverified
Capture points can now be pinged correctly
Capture points can now be pinged correctly.
Official source - FIXMaps and modesMaps & Modesverified
M-COM “Destroyed Support” events now trigger correctly
M-COM “Destroyed Support” events now trigger correctly.
Official source - FIXMaps and modesMaps & Modesverified
Obliteration Bomb objectives no longer become trapped under debris piles
Obliteration Bomb objectives no longer become trapped under debris piles.
Official source - FIXMaps and modesMaps & Modesverified
Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress
In Strikepoint, wiping out the whole enemy team now decides the round correctly, however far the capture has progressed.
Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress.
Official source - CHANGEUI & HUDUI & HUDverified
Distance limits for displaying nearby medics while downed have been adjusted to 50m
While downed, you are now shown medics within 50m of you.
Distance limits for displaying nearby medics while downed have been adjusted to 50m.
Official source - FIXUI & HUDUI & HUDverified
The crosshair no longer moves unintentionally when swapping weapons while sprinting
The crosshair no longer moves unintentionally when swapping weapons while sprinting.
Official source - CHANGEPortalPortalverified
AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn
In Portal, the AI Redeploy Delay Multiplier now only delays AI respawns and no longer holds back the AI's first spawn.
AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn.
Official source - CHANGEPortalPortalverified
Third-person camera collision and positioning have been improved
Portal's third-person camera now handles collisions better and sits in a better position.
Third-person camera collision and positioning have been improved.
Official source - FIXCairo BazaarAIverified
Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar
Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar.
Official source - CHANGECairo BazaarAIverified
Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar
Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar.
Official source - STRONGERAIAIverified
Bots can now use boost when driving cars and tanks
Bots can now use boost when driving cars and tanks.
Official source - CHANGEAIAIverified
Bots now turn more effectively at speed when driving cars and tanks
Bots now turn more effectively at speed when driving cars and tanks.
Official source - CHANGEAIAIverified
Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars
Bots now drive tanks and cars better, holding better positions and moving around more smoothly.
Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars.
Official source - FIXSoldier and netcodeREDSEC · Playerverified
Corrected an issue where ammo and armour plates sometimes had to be manually picked up
In REDSEC, you should no longer sometimes have to pick up ammo and armour plates by hand.
Corrected an issue where ammo and armour plates sometimes had to be manually picked up.
Official source - CHANGEUI & HUDREDSEC · UI & HUDverified
Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale
Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale.
Official source - CHANGEWet Workpartial
Wet Work limited-time Bonus Path event
Wet Work was a limited-time event where you took contracts from downed enemies and completed their orders with your squad to earn Bonus Path rewards, including the new melee weapon.
A limited-time event that turned contracts collected from downed enemies into Bonus Path rewards.
- Wet Work was a limited-time Bonus Path event in High-Value Target, the Season 3 update EA dated June 30. Players collected contracts from downed enemies and completed their orders to earn rewards, including the new melee weapon coming in High-Value Target. Finishing a contract meant working with your squad to take down additional enemies, destroy vehicles, or simply surviving long enough, which is how you progressed through the Bonus Path. EA labelled it limited-time and ran it in Season 3's final phase, which Season 4 has since followed, so it is not something to plan a return around; EA published no end date and no full reward list.
TipThe only reward EA names is that update's new melee weapon, and the same page lists the EOD Bot Arm as that weapon, so check your melee slot before hunting for a way to earn it. If it is not there, treat this as a Season 3 window rather than something still on offer, because EA never published the rest of the reward list.
Official source - FIXSoldier and netcodePlayerverified
Dummy Targets no longer slide into place when entering the Firing Range
Dummy Targets no longer slide into place when entering the Firing Range.
Official source - FIXSoldier and netcodePlayerverified
Weapons no longer disappear in first-person after being revived
Weapons no longer disappear in first-person after being revived.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
Client hit confirmations now display faster when receiving damage
Client hit confirmations now display faster when receiving damage.
Official source - CHANGESoldier and netcodePlayer · Netcode-specific Improvementsverified
The client game clock now synchronises with the server more quickly after poor CPU performance
Your game clock now gets back in sync with the server faster after your CPU struggles, so the game recovers sooner from performance dips.
The client game clock now synchronises with the server more quickly after poor CPU performance.
Official source - CHANGEUSG-90Weaponsverified
USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies
The USG-90 now sits lower on screen when you fire from the hip, so it blocks less of your view.
USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies.
Official source - NERFVZ.61Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
VZ.61: Muzzle Velocity decreased from 326 m/s to 313 m/s
The VZ.61's bullets travel a bit slower, so shots take slightly longer to reach targets further away.
Muzzle Velocity Adjustments: VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%)
- VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%)
- BUFFKV9Weapon Ballistic Changes · Muzzle Velocity Adjustmentsverified
KV9: Muzzle Velocity increased from 348 m/s to 362 m/s
The KV9's bullets travel a bit faster, so shots reach targets sooner and need slightly less lead.
Muzzle Velocity Adjustments: KV9: Increased from 348 m/s to 362 m/s (+4.02%)
- KV9: Increased from 348 m/s to 362 m/s (+4.02%)
- BUFFAK-205Recoil Consistency Changes · Recoil Variation Adjustmentsverified
AK-205: Recoil Variation decreased from 7.8° to 7.4°
The AK-205's recoil varies very slightly less from shot to shot, making its kick a touch more predictable.
Recoil Variation Adjustments: AK-205: Decreased from 7.8° to 7.4° (-5.1%)
- AK-205: Decreased from 7.8° to 7.4° (-5.1%)
- BUFFSCW-10Recoil Consistency Changes · Recoil Variation Adjustmentsverified
SCW-10: Recoil Variation decreased from 35.0° to 33.5°
The SCW-10's recoil varies slightly less from shot to shot, making its kick a touch more predictable.
Recoil Variation Adjustments: SCW-10: Decreased from 35.0° to 33.5° (-4.3%)
- SCW-10: Decreased from 35.0° to 33.5° (-4.3%)
- FIXSoldier and netcodeREDSEC · Playerverified
Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying
Pointman Training Path Rank 2 no longer makes you reload the HE Grenade Launcher when its first round was not granted after you deploy.
Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying.
Official source - CHANGESoldier and netcodeREDSEC · Playerverified
Second Chance fade transitions are now snappier and better hide redeploy transitions
Second Chance fade transitions are now snappier and better hide redeploy transitions.
Official source - FIXCall-insREDSEC · Call-Insverified
Updated airstrike call-ins to correctly display their replenishment state before being equipped
Updated airstrike call-ins to correctly display their replenishment state before being equipped.
Official source - FIXCall-insREDSEC · Call-Insverified
Updated the Missile Strike Package inventory display to show the correct number of uses to the player
Updated the Missile Strike Package inventory display to show the correct number of uses to the player.
Official source
Full patch notes from EA
- On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC.
- At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes.
- At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon.
Battlefield 6 Free Trial
- From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment.
NEW CONTENT › Wet Work Event
- Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt.
NEW CONTENT › New Mode
- Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy.
NEW CONTENT › New Battle Royale Mode
- Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad.
NEW CONTENT › New Melee Weapon
- EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements.
Major Updates for 1.3.3.0
- New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial.
- Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently.
- Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover.
- Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles.
- REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight.
- UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance.
- Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish.
PLAYER
- Dummy Targets no longer slide into place when entering the Firing Range.
- Firing Range now includes an additional target at 5m for testing close-quarters weapon damage.
- First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat.
- Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should.
- Soldier rotation now behaves correctly when changing stance while dragging a downed teammate.
- The Briefing Screen camera now centres correctly at the start of a round.
- Weapons no longer disappear in first-person after being revived.
PLAYER › Netcode-specific Improvements
- Blood effects no longer appear on screen from shots that did not hit the player.
- Client hit confirmations now display faster when receiving damage.
- Damage corrections have been reduced by improving how client damage is matched with the server.
- Damage feedback is no longer delayed when taking damage from multiple sources at the same time.
- Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover.
- Death timing is now more responsive in dense combat situations.
- Netgraph and connection icons no longer freeze when experiencing rubberbanding.
- Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies.
- Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions.
- Network TimeNudge now recovers faster after performance spikes, with reduced spike severity.
- The client game clock now synchronises with the server more quickly after poor CPU performance.
- Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering.
VEHICLES
- Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2.
- ATPs now reset team ownership correctly when nearby friendlies are downed.
- Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets.
- Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain.
- Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again.
- Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x.
- Emergency Repair Pause On Damage timer increased from 1 to 2 seconds.
- Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit.
- Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures.
- Projectile Intercept System activation time reduced to 0.55 seconds.
- Radio selection now works correctly when using a controller.
- RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters.
- The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits.
VEHICLES › Main Battle Tanks
- MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets.
- MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m.
- MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters.
VEHICLES › Infantry Fighting Vehicles
- IFV AP Shell initial velocity increased from 375 to 445 metres per second.
- IFV AP Shells now pierce the Projectile Intercept System.
- IFV AP Shells rate of fire increased from 120 to 160 rounds per minute.
- IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters.
VEHICLES › Mobile Anti-Air Vehicle
- Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200.
- General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130.
- High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets.
- High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%.
VEHICLES › Thermal Smoke
- Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage.
- Thermal Smoke no longer removes C-4 Explosives.
- Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits.
GADGETS
- Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended.
- LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying.
- M320A1 SMK and M320A1 THRM icons now display optics in the correct position.
- M84 Flashbangs no longer deal damage to gadgets.
- Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person.
- Shell impacts from Mortars and JAGM strikes are now visible on the Big Map.
- The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade.
- The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed.
- The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo.
- TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby.
WEAPONS
- Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values.
- Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values.
- L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles.
- M2010 5-round magazine now sits correctly in third-person view.
- M45A1 and Vz.61 sidearms now use Subsonic Ammo by default.
- M87A1 magazine tubes no longer become invisible in third-person view.
- Speedloader attachments now play the correct animation in third-person view.
- The Extended Fast Magazine on the L115 now uses the correct 3D asset.
- The PP-19 no longer clips through the character model while in the Loadout screen.
- The Taclight-Hip icon now displays correctly.
- Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood.
- Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value.
- USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies.
- Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession.
- Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground.
WEAPONS › AK-205
- AK-205 314mm Fluted Barrel icon now better reflects the attachment model.
- AK-205 barrel icons now display correctly.
- AK-205 ergonomic attachments now correctly update weapon stat values.
WEAPONS › M16A4
- M16A4 Carry Handle Iron Sight naming now displays correctly.
- M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly.
- M16A4 Flip-Up Iron Sight naming now displays correctly.
- M16A4 single-fire behaviour in third-person now ejects one shell casing per shot.
- M16A4 third-person reload animations now correctly press the magazine catch and release.
WEAPONS › RPK-74M
- RPK-74M Ballistic Tip attachment cost set to 20.
- RPK-74M soldier finger animation now behaves correctly after firing a single shot.
- RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips.
- RPK-74M third-person prone pose no longer clips the hand through the magazine.
WEAPONS › Bolt-Action Rifles Sweet Spot
- Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse.
- L115 sweet spot range decreased from 120-175m to 100-133m.
- M2010 ESR sweet spot range decreased from 75-120m to 75-100m.
- PSR sweet spot range decreased from 100-150m to 90-120m.
- SV-98 sweet spot range decreased from 54-90m to 54-75m.
WEAPON BALLISTIC CHANGES
- To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim.
- Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo.
- Muzzle Velocity reduced for most primary weapons.
WEAPON BALLISTIC CHANGES › Muzzle Velocity Adjustments
- ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%)
- LMR27: Decreased from 880 m/s to 800 m/s (-9.09%)
- SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%)
- SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%)
- TR7: Decreased from 648 m/s to 604 m/s (-6.79%)
- NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%)
- M417A2: Decreased from 600 m/s to 560 m/s (-6.67%)
- M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%)
- CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%)
- M240L: Decreased from 630 m/s to 590 m/s (-6.35%)
- M4A1: Decreased from 630 m/s to 590 m/s (-6.35%)
- VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%)
- SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%)
- GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%)
- RPKM: Decreased from 670 m/s to 630 m/s (-5.97%)
- M123K: Decreased from 670 m/s to 630 m/s (-5.97%)
- M433: Decreased from 670 m/s to 630 m/s (-5.97%)
- SGX: Decreased from 402 m/s to 378 m/s (-5.97%)
- QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%)
- DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%)
- M/60: Decreased from 720 m/s to 680 m/s (-5.56%)
- AK4D: Decreased from 720 m/s to 680 m/s (-5.56%)
- PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%)
- M16A4: Decreased from 720 m/s to 680 m/s (-5.56%)
- SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%)
- PSR: Decreased from 720 m/s to 680 m/s (-5.56%)
- SV-98: Decreased from 720 m/s to 680 m/s (-5.56%)
- L115: Decreased from 703 m/s to 664 m/s (-5.55%)
- L110: Decreased from 780 m/s to 740 m/s (-5.13%)
- B36A4: Decreased from 780 m/s to 740 m/s (-5.13%)
- M277: Decreased from 624 m/s to 592 m/s (-5.13%)
- PP-19: Decreased from 468 m/s to 444 m/s (-5.13%)
- M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%)
- SVDM: Decreased from 800 m/s to 760 m/s (-5.00%)
- GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%)
- M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%)
- Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%)
- M250: Decreased from 760 m/s to 724 m/s (-4.74%)
- Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%)
- USG-90: Decreased from 570 m/s to 543 m/s (-4.74%)
- SL9: Decreased from 510 m/s to 486 m/s (-4.71%)
- L85A3: Decreased from 814 m/s to 778 m/s (-4.42%)
- UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%)
- SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%)
- PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%)
- VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%)
- AK-205: Decreased from 737 m/s to 708 m/s (-3.93%)
- KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%)
- RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%)
- KV9: Increased from 348 m/s to 362 m/s (+4.02%)
RECOIL CONSISTENCY CHANGES
- We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics.
RECOIL CONSISTENCY CHANGES › Recoil Variation Adjustments
- TR-7: Decreased from 47.1° to 40.8° (-13.4%)
- AK4D: Decreased from 25.4° to 20.0° (-21.3%)
- NVO-228E: Decreased from 36.8° to 28.9° (-21.5%)
- VCR-2: Decreased from 64.9° to 50.3° (-22.5%)
- M433: Decreased from 50.9° to 41.4° (-18.7%)
- M16A4: Decreased from 46.4° to 37.5° (-19.2%)
- B36A4: Decreased from 37.4° to 28.0° (-25.1%)
- L85A3: Decreased from 29.4° to 22.8° (-22.4%)
- SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%)
- KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%)
- M417A2: Decreased from 19.8° to 15.4° (-22.2%)
- SG 553R: Decreased from 43.3° to 35.8° (-17.3%)
- SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%)
- M277: Decreased from 39.4° to 34.4° (-12.7%)
- M4A1: Decreased from 37.9° to 30.7° (-19.0%)
- GRT-BC: Decreased from 31.2° to 26.1° (-16.3%)
- QBZ-192: Decreased from 23.5° to 19.9° (-15.3%)
- AK-205: Decreased from 7.8° to 7.4° (-5.1%)
- RPKM: Decreased from 22.7° to 17.5° (-22.9%)
- DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%)
- KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%)
- RPK-74M: Decreased from 18.9° to 16.1° (-14.8%)
- M121 A2: Decreased from 39.5° to 31.8° (-19.5%)
- M240L: Decreased from 41.8° to 34.5° (-17.5%)
- M/60: Decreased from 38.8° to 29.9° (-22.9%)
- M250: Decreased from 39.7° to 35.9° (-9.6%)
- M123K: Decreased from 55.9° to 47.7° (-14.7%)
- L110: Decreased from 39.4° to 31.0° (-21.3%)
- SCW-10: Decreased from 35.0° to 33.5° (-4.3%)
- UMG-40: Decreased from 17.4° to 13.0° (-25.3%)
- KV9: Decreased from 57.6° to 50.0° (-13.2%)
- CZ3A1: Decreased from 59.1° to 50.8° (-14.0%)
- SGX: Decreased from 39.8° to 31.7° (-20.4%)
- PW5A3: Decreased from 33.2° to 28.3° (-14.8%)
- PP-19: Decreased from 21.4° to 18.0° (-15.9%)
- SL9: Decreased from 16.2° to 13.0° (-19.8%)
- USG-90: Decreased from 42.8° to 35.5° (-17.1%)
- PW7A2: Decreased from 33.3° to 27.8° (-16.5%)
- VZ. 61: Decreased from 20.8° to 18.4° (-11.5%)
- Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill.
RECOIL CONSISTENCY CHANGES › Damage Multipliers
- To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms.
- This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso.
- In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight.
- To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments.
RECOIL CONSISTENCY CHANGES › Automatic Weapons Damage Multipliers
- Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type)
- Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x
- Stomach: Decreased from 1x to 0.84x
- Limbs: Decreased from 1x to 0.84x
RECOIL CONSISTENCY CHANGES › DMRs Damage Multipliers
- Head: Unchanged (1.34x, 1.5x, 1.75x)
- Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x
- Stomach: Decreased from 1x to 0.91x
- Limbs: Decreased from 1x to 0.91x
RECOIL CONSISTENCY CHANGES › Sniper Rifles Damage Multipliers
- Head: Unchanged (1.75x)
- Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x
- Stomach: Decreased from 0.8x to 0.67x
- Limbs: Decreased from 0.8x to 0.67x
RECOIL CONSISTENCY CHANGES › Weapon Dispersion
- Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery.
- Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges.
- Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth.
- On average, dispersion growth has increased by 14%.
- Weapons with the highest damage output can receive up to a 22% dispersion increase.
- Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms.
MAPS & MODES
- Capture points can now be pinged correctly.
- M-COM “Destroyed Support” events now trigger correctly.
- Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill.
- Obliteration Bomb objectives no longer become trapped under debris piles.
- Obliteration now backfills with Bots to populate the server and meet game start criteria.
- Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo.
- Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby.
- Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress.
- Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active.
- Updated the Automated Anti-Air range to be consistent across all maps.
- Water no longer flickers when viewed from a distance.
PROGRESSION
- Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen.
- Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective.
UI & HUD
- “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open.
- Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play.
- Air vehicle icons now remain visible when aircraft are at a higher altitude than the player.
- An Event tab has been added, making it easier to explore event content, track progress, and earn rewards.
- Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position.
- Battle Pass items now remain correctly framed within the menu.
- Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time.
- BF Pro challenges can now be tracked as intended.
- Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud.
- Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations.
- Combat areas for flying vehicles now appear correctly when viewed on the Big Map.
- Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort.
- Cosmetic items now display the correct icons and artwork more reliably.
- Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed.
- Deploy Screen camera no longer shifts unpredictably when attempting to centre.
- Distance limits for displaying nearby medics while downed have been adjusted to 50m.
- Enemy icons now appear correctly on the Big Map.
- Free Mode Trial tiles now keep their Trial tags after a menu refresh.
- Gadgets and melee weapons now appear correctly framed within the Loadouts menu.
- Hit indicators no longer appear before a spectated player is seen damaging another player.
- Obliteration game mode name now appears correctly in its Custom Search description title.
- Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context.
- Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S.
- Profile tabs now display hover visuals when hovered and focus visuals when focused.
- Purchased Battle Pass tier items no longer appear incorrectly locked.
- Revive icon opacity for friendlies now applies correctly when zooming.
- Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu.
- Spotted notifications now continue to appear correctly after a player’s first death.
- Sprays now appear correctly in Store bundle previews.
- The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence.
- The “Getting Revived by” UI text no longer appears compressed.
- The crosshair no longer moves unintentionally when swapping weapons while sprinting.
- The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages.
- The pre-game lobby now displays the player’s selected Training Path.
- The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match.
- Weapon Charm thumbnails now display with the correct orientation.
- World icons no longer use the “When Zooming” opacity setting while not zooming.
SETTINGS
- Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive.
- Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight.
PORTAL
- “Core_Stinger_RankUp” music now triggers more reliably and as intended.
- “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3.
- “mod.SetPlayerMaxHealth()” error logs now display the correct value.
- “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences.
- Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions.
- AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn.
- Custom Bazaar has been added to the Spatial Editor.
- Free Camera has been updated with a new control system.
- M-COM functionality and Bomb asset have been added to Obliteration.
- Operation Metro community map has been added to the SDK.
- Physics Impulse now includes an example and a Readme file.
- Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area.
- Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle.
- Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time.
- Screen Effects now support Freeze Max amounts above 200.
- Sound Effect feedback now plays when joining a match through the Portal Server Browser.
- Text formatting now appears consistently in the Portal Server Browser.
- The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects.
- The Rules Editor now updates correctly after importing a Blockly JSON file.
- The Train on Railway to Golmud now only loads the variant requested by the experience creator.
- Third-person camera collision and positioning have been improved.
- Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs.
- Vehicle Resupply Station has been added to the SDK.
- Verified modes have been added for Squad Deathmatch and Team Deathmatch.
AUDIO
- Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle.
- Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue.
- Defibrillator charge replenishment now has unique sound effects.
- Focus sound now plays correctly on the “Select Character” button when using a controller.
- Foley audio no longer cuts off when stopping movement.
- Land vehicle Doppler and pass-by audio has been improved.
- Lopez voice lines no longer reference tanks when other enemy vehicles are present.
- Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby.
- Navigation sound effects now play correctly when viewing player profiles through the Social menu.
- Obliteration urgency music now plays correctly when a match ends by time limit.
- Small concrete buildings now provide improved destruction audio feedback.
- Small vehicle wreck fire audio now has improved spatialisation.
- Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality.
- Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession.
- Sound effect feedback now plays when joining a match through the Portal Server Browser.
- The Defibrillator reload animations now include new audio.
- Vehicles no longer randomly play low-health sounds when they should not.
- Weapon-to-shoulder movement now has added audio when stopping a sprint.
- Wooden surfaces now play the correct sounds when destroyed by a melee weapon.
AI
- Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar.
- Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar.
- Bots can now use boost when driving cars and tanks.
- Bots now recognise parked vehicles as obstacles.
- Bots now turn more effectively at speed when driving cars and tanks.
- Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars.
REDSEC › PLAYER
- Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play.
- Ammo and armour plates can now be automatically looted when placed on certain couches.
- Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled.
- Corrected an issue where ammo and armour plates sometimes had to be manually picked up.
- Corrected an issue where weapon drops sometimes were empty.
- Improved infantry armour animations during stance transitions, including entering and exiting prone.
- Players no longer get stuck interacting with the Antenna during the Signal Decryption mission.
- Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning.
- Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying.
- Second Chance fade transitions are now snappier and better hide redeploy transitions.
- Second Chance messages now appear with improved timing and added animations.
- Second Chance redeployment and spectating no longer result in a black screen.
- Second Chance respawn sequences now play at the player’s upcoming spawn location.
- Squads redeploying through Second Chance after a squad wipe now spawn together more reliably.
- Teams redeploying through Second Chance now redeploy together more reliably.
- The “Tank Hunter” mission can now be attempted more than once per match.
- Thermite Charges can no longer be picked up after sabotaging armoured vehicles.
REDSEC › CALL-INS
- Updated airstrike call-ins to correctly display their replenishment state before being equipped.
- Updated the Missile Strike Package inventory display to show the correct number of uses to the player.
REDSEC › GADGETS
- Grenade Launchers and explosives can no longer open Safes in Battle Royale.
REDSEC › MAP
- Lighting has been improved to address visual glitches across the Downtown area.
- Psygas now appears as intended in the Downtown layout in Gauntlet.
- REDSEC missions have been removed from the “Defense Testing Complex 3” area.
- The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area.
REDSEC › UI & HUD
- Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale.
- Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open.
- PP-19 loot and upgrade feed entries now display the correct SMG icon.
- The Compass UI now correctly shows the presence of shooting enemies in Battle Royale.
- Updated several Contract and Counter Mission icons.
REDSEC › COMPETITIVE
- Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards.
- Ranked screen season visuals now show the active game mode and no longer display the arbitrary year.
- Several Ranked Camo cosmetics have been moved to categories that better fit their style.
- The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”.
- Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1.