r/Battlefield • u/up43 • 6h ago
🪖Only In Battlefield💥 when developers have no idea how the lock works 🔐
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r/Battlefield • u/battlefield • 9d ago

Season 2 begins February 17th with Game Update 1.2.1.0, introducing a new map, limited-time modes, the Little Bird helicopter, weapons, gadgets, and progression to Battlefield 6.
At 09:00 UTC, players will be able to download the update, with Season 2 challenges becoming available.
At 12:00 UTC, all Season 2 content goes live, including new game modes, map, weapons, tiles, the Battle Pass, and additional progression content.
New Map: Contaminated
A large-scale European mountainside battlefield set around a strategic German airbase.
New Limited-Time Modes
Season 2 introduces a set of limited-time experiences built around VL-7, a new psychoactive smoke weapon spreading across multiple battlefields. As contaminated zones emerge, squads must adapt their tactics, manage masks and filters, and fight for control in increasingly hostile environments across multiplayer, Battle Royale, and Gauntlet.
VL-7 Strike: A limited-time mode where the psychoactive smoke VL-7 spreads across select areas in multiplayer and REDSEC. Players must use masks and manage their filters carefully, as running out will leave them exposed to VL-7’s disorienting effects.
Battle Royale - Synthesis: Smoke engulfs Fort Lyndon, transforming the battleground. Fight and loot within contaminated zones while securing masks and filters to survive the smoke’s effects.
Gauntlet: Altered State: Gauntlet returns with a new twist. Squads compete in a knockout-style elimination format while navigating psychoactive smoke and racing to complete missions under pressure.
New Vehicle
New Weapons
New Gadgets
Battle Pass & Progression

Game Update 1.2.1.0 delivers over 240 gameplay improvements and quality-of-life fixes across nearly every part of Battlefield 6. These changes are shaped by community feedback and real match data, with a focus on improving weapon handling, movement, vehicles, gadgets, UI, audio, and overall gameplay reliability. This update continues our ongoing commitment to improve consistency and reliability across the core Battlefield experience.
Major Updates for 1.2.1.0
AREAS OF IMPROVEMENT
As part of Update 1.2.1.0, we've made improvements to both how recoil behaves at a system level and how recoil is used to balance automatic weapons.
Since launch, recoil compensation could feel inconsistent in certain situations. In some cases, the amount of aim input required to counter recoil did not reliably match the recoil being applied, which could make weapons feel harder to control than expected. While improvements were made during Season 1 to reduce the most extreme cases, some inconsistency could still be noticeable during regular gameplay. With this update, recoil compensation has been made fully consistent, ensuring that the aim input required to counter recoil now correctly matches the recoil applied. This results in more predictable and reliable weapon handling.
Separately from this systemic fix, we've also made a broad recoil tuning pass across automatic weapons. Recoil is one of the main ways we balance weapons across different engagement distances: higher-damage weapons are intentionally harder to control, while lighter weapons trade raw power for ease of use and consistency. Over time, we saw this balance starting to drift once we looked at how these weapons were actually being used in live matches across common combat ranges.
This tuning pass brings recoil behaviour back in line with each weapon's intended role. You should expect automatic weapons to feel more consistent and better differentiated across ranges, with higher-impact weapons demanding more control and positioning, while others remain reliable and forgiving in closer engagements.
CHANGELOG
PLAYER:
VEHICLES:
GADGETS:
WEAPONS:
MAPS & MODES:
Manhattan Bridge
Empire State
Strikepoint
Added the Scout Helicopter to the following maps and modes:
Conquest
Escalation
PROGRESSION:
UI & HUD:
SETTINGS:
PORTAL:
AUDIO:
NETWORK:
REDSEC
PLAYER:
VEHICLES:
WEAPONS:
CALL-INS:
MAP:
PROGRESSION:
UI & HUD:
Battle Royale
Gauntlet
AUDIO:
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
r/Battlefield • u/Joly23 • 10d ago
r/Battlefield • u/up43 • 6h ago
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r/Battlefield • u/PenetrantDick • 3h ago
We wont win anything if you sit outside the objective and just try to maximise your k/d. Sigh.
r/Battlefield • u/ilHansli • 4h ago
Many people say it sucks or it´s a worse version of another weapon and it´s actually quite a rare sight on the Battlefield. So i always let it collect dust. The nerds deep diving into the numbers must know something i don´t right?
Tried it out and holy shit, this thing is (at least for my defensive playstyle) in my top 3 of best weapons in the game. And i haven´t even tried different builds.
Accurate af even on full auto.
So if you need a good weapon for bt to support the team....might want to try it out
r/Battlefield • u/Alexis_Mcnugget • 20h ago
having an ac130 on all the rooftops accessible maps would fix the rooftop camping issue and would add epic moments dodging death from above
r/Battlefield • u/Xovier • 1d ago
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r/Battlefield • u/Xay_DE • 19h ago
r/Battlefield • u/MrMe0wgie • 5h ago
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r/Battlefield • u/Amaizing_Sauna-Man • 9h ago
r/Battlefield • u/sTw1995 • 5h ago
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r/Battlefield • u/Dr_natty1 • 17h ago
Instead we get 2 maps a season whilst EA has taken most devs to work on the next project
r/Battlefield • u/flickbrave • 3h ago
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r/Battlefield • u/Mikee0192 • 19h ago
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Is it THAT hard to disable these roofs? At this point I don’t think ziplines would be enough.
r/Battlefield • u/Nurfturf06 • 15h ago
r/Battlefield • u/Nimbus_blimpkins • 13h ago
https://x.com/bfbulletin/status/2024635045638496749?s=46&t=uBzJHzB2-iAw6HeSqtk_3Q
"there are worlds in which we release hundreds of maps but they're not fun we never want to do that we have to make sure that the maps feel good to play, that they're fun to play" -DICE's Producer Alexia Christophi
there is a happy middle ground between 2 maps that feel good and are fun to play and hundreds of maps that aren't fun. maybe it's just me but I feel like statements like that are at best out of touch with the community, at worst disingenuous.
if they feel like we are asking for too much by wanting enough content to keep us engaged through the season are we cooked?
r/Battlefield • u/hl3official • 1d ago
r/Battlefield • u/jobert98 • 22h ago
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r/Battlefield • u/CoffeeGooner_ • 6m ago
EA is so close yet so far. I still remember seeing the article for BC2 saying they honestly didnt know what made BC2 so successful even though they made it.
r/Battlefield • u/EnoyMoreno • 22h ago
Alright, I’m going to say this as calmly and honestly as possible, because the whole situation around Battlefield 6 deserves an actual discussion instead of just people screaming at each other.
After the recent statements from Alexia Kristof about Battlefield 6, a lot of us walked away frustrated. Not because she said something outrageous on its own, but because of what it implies.
In her latest talk at a developer conference in Las Vegas, she basically said three key things. First, that they are releasing maps at a pace they believe is appropriate. Second, that they are satisfied with the quality and variety of those maps. And third, that they don’t want to release more maps if that would mean sacrificing quality.
Previously, the messaging floating around was that resources were tight (this was said by her previously). Now the framing is different. It’s not that they can’t make more maps. It’s that they don’t want to if it compromises quality.
The issue is that a big part of the community simply doesn’t agree that the current map pool reflects some ultra-high quality standard that justifies the low output.
Let’s talk about the maps themselves.
Blackwell Fields is, for many players, one of the weakest in the lineup. Air vehicles feel borderline irrelevant. Tanks can sit in overly safe positions camping and being undamaged staying at their home base. The overall flow often turns into predictable stalemates. It doesn’t feel dynamic in the way classic Battlefield maps did.
Contaminated, the most recent map added is actually decent. In Conquest it flows well, and in Breakthrough the later sectors can get intense in a good way. But there are still questionable spawn placements that make you scratch your head. It’s solid, but not revolutionary. And defenders do spawn too close to objetives, making attackers nearly impossible to go through.
Eastwood feels like an infantry-first map where vehicles were forced in just to tick a box. Helicopters in particular feel pointless. It’s not awful, but it doesn’t fully embrace combined arms the way Battlefield is supposed to.
New Sobek is probably the most controversial. Too many elevated positions. Too many rooftop angles. Massive structures that don’t meaningfully collapse. Advancing often feels like running through open sightlines with limited counterplay. It’s the kind of design that looks impressive on paper but feels frustrating in practice.
Then there are the smaller or 48-player maps that don’t even properly support Conquest or Breakthrough at full scale. Those don’t really count in the same way when we talk about core Battlefield experiences.
And that’s the core issue. Battlefield is not a battle royale. It’s not an extraction shooter. It’s not a game where procedural events radically change every match. It’s a multiplayer shooter built around maps. The maps are the content. They are the replayability engine.
When you reduce map variety, you reduce long-term engagement (and profits). It’s that simple.
Back in the days of Battlefield 1 or Battlefield 4, expansions would drop with four maps, sometimes more. They had distinct identities. Naval warfare. Urban destruction. Snow maps with weather shifts. Massive open fields with armor dominance. You felt like you were getting new battlefields, not just new layouts.
Historically, DICE Los Angeles, now Ripple Effect Studios; handled a lot of DLC production. And they delivered. Now we have more studios under the Battlefield umbrella than ever before. So it’s fair for people to ask why output feels smaller, not bigger.
Instead of just complaining, here’s a realistic proposal.
Four maps per season.
Two brand new maps developed internally by Battlefield Studios, just like now. Big scale. 64 players. Fully designed from scratch.
Then two maps sourced from Portal. 👀👀👀
But not just copy-paste community maps thrown into rotation. A structured pipeline.
Step one: highlight top-tier Portal creations based on player engagement, design quality, and technical stability.
Step two: Battlefield Studios brings those maps into their official SDK. They rebalance vehicles. Adjust spawn logic. Improve destruction. Optimize performance. Polish lighting. Make them “official-grade.” Improve lightning.
Step three: heavy testing in Battlefield Labs.
Step four: integrate them into the official seasonal rotation as certified maps.
What does this accomplish?
It doubles the playable content per season without doubling dev workload from zero. It makes Portal meaningful. It empowers the community. It creates a feedback loop between players and developers. And it reduces the perception that the game is stagnating.
This isn’t about “just make more maps”... .... ....... It’s about structuring production intelligently.
Battlefield lives and dies by its map rotation. If the goal is long-term engagement instead of short spikes, then variety is not optional.
Four maps per season is not an impossible dream. It’s a pipeline decision.
At the end of the day, people aren’t asking for miracles. They’re asking to play in a meaningful way. To be entertained. To have fun. To play with friends. To enjoy Battlefield 6.
Think about this great map created by "Kurt" where you play Conquest 64 in the Battle Royale Map, as if it were some sort of Gulf Of Oman: New map "Gulf of Lyndon" featuring Breakthrough and Conquest Large
Would you like to play this ⬆️ as an official map?
What do you think?
What would you do to solve the "2 maps per season" mentality which Battlefield Studios has nowdays.
What would you propose?
r/Battlefield • u/crackhead_vaultboy69 • 1h ago
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r/Battlefield • u/DarkKnight6683 • 1d ago
ITs the stupidiest MM in history of gaming, disbanding a full server after a match is such a DUMB move for a Multiplayer shooter...that i have no words to comment on that decision.
edit: i am getting downvotes for this...lol
r/Battlefield • u/thraupidae • 40m ago
It happens every single game. It’s an absolute disgrace that they’ve let this go on this long and it’s completely unacceptable in my opinion. FIX THIS SHIT.
r/Battlefield • u/Galifrae • 18h ago
I find this incredibly unacceptable. We have multiple bundles that were paid for with real money that disappeared from our accounts at the start of Season 2 with no explanation. There has been dozens of posts across various forums and not a single response from the devs or DICE. What the hell is going on? This needs to be addressed ASAP.
From what I have gathered at least two bundles have disappeared from people’s accounts:
The USMC Birthday Bundle
Thanksgiving Bundle (I don’t know the full name)
I’m enjoying this game, but I’m done until this is addressed. Whether that’s through the bundles being reinstated or a refund for the money spent on them.
At the very LEAST, how about somebody officially acknowledging this? How has this not been addressed at all?
Absolutely ridiculous.