Update 1.1.3.0 introduces a broad set of fixes and refinements across Battlefield 6, improving hit clarity, weapon consistency, vehicle interactions, audio reliability, and general gameplay flow. The patch also brings UI, HUD, and controller-aiming quality-of-life tweaks, plus map-specific adjustments to stabilise objective play and reduce matchmaking into near-round-end matches.
We’ve reduced occurrences where player settings could be reset after applying an update. While this issue should be much less common, isolated reports persist — we’re actively investigating and expect a full resolution in a future update.
Thank you for your continued feedback; it directly helps us refine and evolve the Battlefield 6 experience.

New Content: Winter Offensive
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New limited-time map: Ice Lock — a winter variant of Empire State with frozen streets and seasonal visual details.
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Time-limited modes: A themed Winter Offensive playlist available in Domination, Conquest, and Gauntlet variants on Ice Lock that includes the event’s unique “Freeze” mechanic.
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New melee weapon: Ice Climbing Axe — unlocked via the Winter Offensive Bonus Path.
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Portal compatibility: Ice Lock is usable in supported Portal experiences for the duration of the event.
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Battle Pass: An 11-tier Winter Offensive Bonus Path with event cosmetics, XP boosters, and the Ice Climbing Axe.
Major Highlights in 1.1.3.0
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Better hit registration: Improvements reduce unreliable hit outcomes during rapid aim adjustments, early-zoom firing, and crowded close-quarters engagements, making impacts and damage feedback more consistent.
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Enhanced close-range soldier visibility: Stronger highlights and refined prone animations improve legibility in low-contrast or busy scenes.
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More consistent weapon handling: Fixes to first-shot behaviour, recoil interactions, and attachment alignment make weapons feel steadier and more predictable.
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Gadget reliability: Stability and feedback improvements for the Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools.
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Vehicle clarity and interaction fixes: Adjustments to damage zones, HUD overlaps, seat reticles, and camera behaviour for more dependable vehicle play.
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Map layout updates: Breakthrough and Rush layouts on multiple maps were adjusted to improve attacker/defender balance, sector flow, and vehicle distribution.
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Comprehensive audio pass: Tuning for footsteps, armour-break cues, and other high-priority sounds to improve combat readability.
AREAS OF IMPROVEMENT — Audio
This patch includes an extensive audio pass, with a focused tuning of footsteps to make movement easier to locate and interpret across distances. We’ve also addressed performance and memory issues that previously caused important sounds (footsteps, vehicle audio) to drop out during large matches. By reprioritising audio memory and optimising how larger assets load, combat, movement, and vehicle sounds should play more reliably under load.
These changes are part of an ongoing effort — not a complete overhaul — so there may remain edge cases tied to specific hardware or match conditions. Still, this update meaningfully improves predictability and stability in the soundscape.
CHANGELOG
PLAYER
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Fixed clipping when dragging a prone soldier across slopes.
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Resolved shoulder clipping during jumps.
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Fixed rare cases where fall damage wasn’t applied immediately after a revive.
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Removed snapping and abrupt camera motion during takedowns on prone enemies from certain angles.
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Prevented vaulting exploits that allowed avoidance of high-speed roadkills.
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Stopped controller haptics from remaining active indefinitely when reloads were interrupted by weapon/gadget swaps.
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Improved hit registration when firing during extremely rapid aim corrections; investigation into remaining edge cases continues.
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Fixed incorrect leg rotation when falling while prone.
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Addressed sluggish movement on uneven terrain.
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Corrected misaligned hand animations while vaulting through windows and when charging a defibrillator.
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Fixed revive/interrupt logic so revive progress cancels correctly if interrupted.
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Resolved issues where jumping in/out of vehicles could later affect on-foot hit registration.
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Fixed cases where landing on vehicles prevented fall damage.
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Refined melee and vaulting interactions across several scenarios (mid-height obstacles, ladders, prone attacks).
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Fixed aim offsets when zoomed while colliding with walls during sprint.
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Corrected soldier glow issues near thermobaric effects when illuminated by flashlights.
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Fixed death camera placement when dying inside vehicles.
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Fixed brief incorrect melee poses with certain shotguns.
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Improved stair locomotion, vault animations, and transitions between prone and other states for smoother motion.
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Improved hit registration reliability with many players in close proximity.
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Improved recoil and aim input interaction for more reliable accuracy when compensating for recoil.
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Raised minimum close-range brightness adjustments to improve soldier visibility at 0 metres.
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Fixed transitional animation issues when applying armour immediately after melee.
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Updated third-person prone animations to reduce static poses and increase clarity.
VEHICLES
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Fixed inconsistent registration of heavy machine-gun fire from some vehicle weapons against soldiers.
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Corrected seat classifications so proper passenger reticles display while spectating.
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Resolved overlapping soldier and vehicle compasses appearing simultaneously in certain gunner seats.
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Adjusted damage zones on armoured vehicles that caused excessive damage in specific cases.
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Fixed Quadbike spawn camera UI to display correctly on deployment.
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Partially addressed vehicle audio dropping during live gameplay; further fixes are planned.
WEAPONS
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Fixed getting stuck in weapon inspect animation when entering vehicles.
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Resolved rare scope display glitches and misaligned attachments.
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Fixed increased inaccuracy for the first bullet during early zoom transitions on some weapons and scopes.
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Fixed quick melee returning issues where players wouldn’t switch back to their previous weapon.
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Removed unintended thermal or depth-of-field blur on some scopes.
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Fixed target dummies in the firing range remaining down after being shot and corrected the peekaboo timing bug.
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Fixed incorrect FMJ effects being applied to other ammunition types.
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Made underslung attachment restore more reliable when picking up another kit.
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Aligned flashlight attachment when sprinting at high FOV values.
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Added a 100 ms minimum between shots on the Mini Scout to improve pacing.
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Adjusted recoil magnitude and variability for the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC, reducing long-range effectiveness (SG 553R most affected).
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Reduced cost for the L110 and M123K 200-round magazines (55 ➜ 50) and removed ADS movement dispersion penalty.
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Tweaked PS5 controller haptics for reloads.
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Updated melee input: players with a melee weapon can now choose between takedown (F / RS) or bash (Mouse 1 / RT).
GADGETS
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Increased Assault Ladder ramp angle from 45° to 52° so players can run up without switching to a climbing stance.
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Fixed gadgets showing through geometry when they should be occluded.
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Prevented lock-on indicators from appearing for Engineers without lock-on launchers.
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Fixed enemy Supply Crates showing on minimap.
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Shortened Throwing Knife animations to the intended duration and tightened dispersion so headshots are reliable to 15 metres.
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Fixed XFGM-6D Recon Drones spawning facing the correct direction.
LWCMS Portable Mortar
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Fixed incorrect shell type in firing/reload animations.
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Restored camera/tube shake for Smoke Shells and corrected Smoke cloud size.
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Fixed fire rate and Supply Crate regeneration edge cases; Smoke Shell ammo now starts at 0 and regenerates every 45 seconds.
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Logistics Expert now slightly enhances the Portable Mortar’s fire rate via Supply Crates.
Supply Pouch
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Removed instant heal on deployment — pouch now heals over time.
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Fixed inconsistent ammo resupply behavior caused by incorrect setup.
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Thrown pouches now prioritise players low on or requesting health/ammo.
MAPS & MODES
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Adjusted Conquest and Escalation capture zones on Manhattan Bridge to prevent rooftop captures.
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Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter.
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Fixed death tracking in Strikepoint and kill-credit for crane destruction on Mirak Valley.
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Fixed temporary vehicle selection loss on deploy screen when territory ownership changes.
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Reduced instances of matchmaking into matches that were nearly finished.
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Set Manhattan Bridge out-of-bounds timer correctly to 10 seconds.
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Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow.
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Battle Pickup spawn behaviour updated: in Breakthrough they spawn when sectors are enabled; in Conquest and Escalation they spawn when the owning team controls the capture point.
Several Breakthrough layouts were updated to address attacker–defender imbalances and improve flow, vehicle distribution, and capture-zone clarity across multiple maps.
Manhattan Bridge
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Removed defender vehicles in Sectors 2 and 3.
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Added an extra Attacker IFV in Sector 3.
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Adjusted capture volumes in Sectors 1–3 for steadier attacker progress.
Mirak Valley
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Removed defender vehicles across all sectors.
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Adjusted attacker vehicle counts (IFVs and tanks) to rebalance each sector.
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Updated capture volumes to ease attacking.
New Sobek City
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Sector 2: Added Defender tank and Defender IFV.
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Sector 3: Added Attacker IFV; removed a Defender tank and light transport.
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Adjusted capture volumes to improve attacker flow.
Operation Firestorm
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Adjusted defender armour spawns in Sector 2.
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Added attacker armour to Sector 3 and removed the Defender tank; capture zones updated to support momentum.
Liberation Peak
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Removed a Defender tank in Sector 3.
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Added two Attacker IFVs in Sector 5 and removed a Defender transport.
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Updated capture volumes to support attacker advancement.
Siege of Cairo
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Added an additional Attacker tank in Sectors 1 and 3; refined B-flag capture areas to improve pushes.
Empire State
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Adjusted capture volumes for B flag in Sector 1, and A/B flags in Sector 2.
PROGRESSION
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Fixed LTLM II Portable Laser Designator spotting not counting toward the “Spot enemies with Recon Gadgets” weekly challenge.
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Fixed Incendiary Airburst Launcher lingering fire not tracking “Support Specialist 2” challenge progress.
UI & HUD
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Added a loading popup when entering a tournament code for clearer feedback.
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Added the “Free Look” helicopter hint to pilot hints.
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Disabled spotting from the big map.
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Ensured killer IDs are logged when crane destruction is triggered for accurate scoreboard logs.
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Ensured the “Cut Parachute” prompt appears correctly in Multiplayer outside REDSEC.
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Fixed a minimap issue where empty vehicle icons didn’t transition into friendly vehicle icons when entering them.
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Fixed rare disappearance of objective icons when redeploying.
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Fixed temporary incorrect soft-armour colour on teammates when armour breaks.
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Fixed missing names/categories for camos in Challenges.
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Corrected hint ordering for “Re-Enter” and “Deploy” with controller and EOD Bot.
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Fixed missing killcards for deaths inside vehicles.
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Corrected loading screen combat zone descriptions across multiple modes and maps (including Sabotage on Eastwood).
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Fixed Store offer scrolling when fast-scrolling along a row.
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Fixed deploy camera rotation issues when spectating soldiers or vehicles.
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Fixed painted-state inconsistencies for LTLM II Portable Laser Designator HUD warning labels.
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Fixed Helicopter HUD disappearing when color set to black.
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Sorted LMR27 and ES 5.7 attachment lists correctly.
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Fixed mismatched Portable Mortar icons between big map and minimap.
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Corrected duplicate LMG text on the Traverse Mark 2 second seat.
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Fixed vehicle 3D preview not updating when switching loadout presets.
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Fixed occasional black screen when zooming the big map.
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Restored Resupply Station icons to the big map where they were missing.
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Improved Commorose request distances for “Need Repair” and “Need Pick Up”.
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Improved image cropping in Battle Pass purchase screens to better align artwork.
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Improved ping behaviour for friendly soldiers, revive requests, and stationary weapons.
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Clarified Bonus Mission unlock-condition text for better readability.
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Reduced man-down icons to show only the two closest downed teammates.
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Removed Q/E class cycling on the deploy screen to prevent accidental class changes before spawn.
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Clarified Snap Zoom (Aim Assist) menu text — available only in Single Player and Portal, not in Multiplayer.
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Squad and friendly in-world nametags now blink when the player regains health or receives ammo.
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Stationary weapons no longer show pickup provider icons when a player requests pickup.
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Unlocked cosmetics now appear above locked ones in selection lists.
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Updated back-navigation on consoles to prevent accidentally triggering the quit-game popup.
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Adjusted countermeasure hint to only appear when a weapon lock-on state makes it relevant.
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Updated lock-on warnings so alerts can take precedence over painted labels when necessary.
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Fixed Saints Quarter loading screen combat zone text.
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Corrected underbarrel launcher HUD icons.
SETTINGS
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Fixed Command Console option requiring a restart to apply.
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Fixed navigation issues returning from Options via Pause Menu.
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Resolved disappearing “Edit Controller Schemes” menu title.
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Corrected vehicle aim sensitivity value display in vehicle control settings.
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Fixed sliders’ stepping behaviour so decimals can be adjusted accurately.
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Refined the “Dynamic” controller stick response curve to better match player expectations.
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Doubled the range for Infantry and Vehicle mouse sensitivity so values can go twice as high.
SINGLE PLAYER
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Fixed out-of-bounds timer logic so it accounts correctly for player death and Mandown state.
AUDIO
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Added vehicle-specific hostile type identifiers for clearer audio callouts.
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Prevented background environmental soldier audio from playing during moments without combat.
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Adjusted bootflow logo music and SFX balance.
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Fixed audio issues for crawling while aiming, repeated health-replenish sounds, and voice-over volume not affecting background soldier audio.
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Fixed end-of-round music playback inconsistencies and stuck low-health cues in modes without regeneration.
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Fixed supply crate SFX repeatedly triggering on downed soldiers and incorrect “Advance to Next Sector” cues playing “Out-of-Bounds” effects.
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Fixed several weapon and vehicle audio issues (charge loop, prop-fuse fire, weapon inspection sounds).
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Optimised audio memory handling and prioritisation so crucial sounds like footsteps and vehicles are less likely to be missing.
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Partially fixed vehicle audio dropouts tied to suspected memory problems; further work ongoing.
Footsteps
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Balanced cloth and gear layers for clearer movement cues.
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Reduced momentary dampening of enemy movement audio caused by damage, low-health, notifications, or occlusion.
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Improved distance-based acoustics and distant reflections to better convey positioning.
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Increased distant enemy movement audio and boosted volume when enemies are behind the player.
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Reduced how much sneaking stances and the “Spec-Op” trait lower footstep audio.
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Lowered scuff/scrape audio where appropriate and refactored footstep triggers for reliability across speeds and stances.
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Removed limits on the number of close-range enemy audio sources and applied small material-specific balancing tweaks.
PORTAL
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Fixed missing class identifiers for AI squadmates on the insertion screen.
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mod.PlaySound() and mod.PlayVO() now require appropriate SFX and VO object types; TypeScript code referencing generic objects should use mod.SFX or mod.VO.
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Fixed mod.PlayVO() always playing Alpha flag VO regardless of the flagged parameter.
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SDK assets for MainStreet, ClubHouse, and Marina were corrected to include only relevant assets.
AI
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AI bots now respond to ammo, healing, and pickup requests.
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Fixed sluggish AI vehicle repairs and instances where bots tried to take cover in ways that left them static.
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Bots now correctly move toward locked objectives in King of the Hill and find valid paths more reliably.
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Improved AI revive logic, responsiveness, and movement consistency.
REDSEC
PLAYER
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Fixed a rare Second Chance respawn that could place players extremely high in the air.
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Fixed incorrect mouse sensitivity on the MH-47 third-person insertion camera.
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Fixed spectator inactivity kicks and issues claiming a second custom weapon reward.
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Fixed inconsistent takedown prompts and weapon-switch animation issues (including Resupply Drop Call-In transitions).
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Triggering a redeploy tower/beacon now disables or destroys other active towers/beacons for the same team.
Gauntlet
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Fixed mission objects not dropping if the carrier disconnected.
VEHICLES (REDSEC)
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Fixed clipping between tanks and ambulances.
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Fixed rare empty vehicle containers after opening.
WEAPONS (REDSEC)
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Adjusted Rorsch Mk-2 SMRW Rail Gun damage vs fully armoured soldiers: headshots are now one-shot kills; bodyshots leave 10 HP.
GADGETS (REDSEC)
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Fixed incorrect textures on XFGM-6D Recon Drone projectiles and prevented Altitude from decreasing over time.
CALL-INS (REDSEC)
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Fixed Smoke Cover activation failing late in matches.
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UAVs now fully explode on impact when shot down.
MAP (REDSEC)
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Fixed a Razer keyboard lighting event that failed to trigger on the “Signal Hack” mission antenna interactions.
Battle Royale
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Improved loot box placements for more dependable access.
Gauntlet
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Fixed M-COMs in Wreckage not reactivating after destruction.
UI & HUD (REDSEC)
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Fixed teammate armour bars showing while at full capacity.
Battle Royale (UI)
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Clarified distinction between player and squad inventory requests.
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Added upgrade notifications to the loot feed when weapons improve.
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Fixed ping icons for lootable vehicles disappearing from the minimap beyond 25m distance.
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Fixed Tank Hunter mission UI persisting if a squad destroyed its own tank.
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Updated mission reward artwork to reflect keycard changes.
Gauntlet (UI)
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Added correct interaction prompts for counter-mission teams defusing explosives in Wreckage.
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Fixed scoreboard sorting by deaths instead of score.
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Fixed Loadout overlay appearing over Gauntlet Mission Briefing on Aftermath.
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Fixed team-ownership colours for M-COMs in Wreckage missions.
AUDIO (REDSEC)
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Fixed insertion subtitle issues and missing UI audio when unlocking the first Field Upgrade.
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Increased armour-break audio volume for incoming and outgoing hits.
This announcement may be updated as we continue to listen to community feedback and develop our Live Service & Content. We will keep the community informed of future changes.
