
EA said it would refine Battlefield 6’s movement after the beta, and the latest Battlefield Labs build is already revealing what those adjustments look like.
Following player feedback that the game’s increased mobility felt closer to Call of Duty than to past Battlefield titles, developers pledged to dial movement back toward a more traditional Battlefield feel. With the newest Labs playtest — and the inevitable leaks that follow despite NDAs — we can see the actual changes players are testing.
A clip shared on Twitter by streamer EndersFPS highlights several of the movement nerfs in the latest Labs build: larger aim-down-sight penalties after sliding and jumping, and increased weapon sway that makes securing kills immediately after such moves more difficult. The streamer argued the changes were excessive, calling them “overnerfed” and saying Battlefield 6’s movement didn’t warrant such a reduction.
DICE has removed several movement exploits in Battlefield 6 in the latest BF LABs playtest. They have now also added risk/reward penalties for sliding and shooting, penalties for jumping and shooting and trying to spam movement. BF6 is looking great. pic.twitter.com/izLN3La0i5
— Source on X (@cantworkitout) September 18, 2025
Some observers warn that removing too much of the movement skill ceiling could harm pacing: with Battlefield 6’s very fast time-to-kill, overly aggressive nerfs to movement might slow gameplay to a crawl by eliminating high-skill maneuvers that reward players.
Other players welcome the adjustments. One commenter said they’re relieved movement is being reduced, noting Battlefield has never centered on extreme mobility and that such mechanics are a primary reason they avoid Call of Duty. Another player argued that jumping-and-shooting shouldn’t be viable — while not insisting on full realism, they pointed out Battlefield has traditionally prioritized authenticity over acrobatic shooting.
Developers have also toned down sniper glints after community feedback and memes about glaring reflections on hillsides, stepping back the effect to make long-range play less visually disruptive.
Source: gamesradar.com


