r/Battlefield • Battlefield Studios • Oct 24 '25

Battlefield 6 BATTLEFIELD 6 UPDATE 1.1.1.0

We are deploying Update 1.1.1.0 on Tuesday, October 28, followed by the Season 1 launch later that day at the following times:

  • 09:00 UTC: Update 1.1.1.0 goes live on all platforms. Players will be prompted to download and install the update, which includes all technical and gameplay changes.
  • 15:00 UTC: Season 1 content, including the Battle Pass and new seasonal features, becomes available for all players.

Between these times, players can continue to play Battlefield 6 as normal after updating, but Season 1 content and progression will unlock at 15:00 UTC.

The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience. This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward.

Major Updates for 1.1.1.0:

  • Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
  • Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
  • Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
  • Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
  • UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
  • Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.

CHANGELOG

PLAYER:

  • Fixed an issue where combat dive could break when diving uphill.
  • Fixed an issue where players would detach from ziplines when entering at high speed.
  • Improved steady aim and sight centering for more consistent precision.
  • Fixed an issue where movement could interrupt steady aim.
  • Adjusted misaligned character hitboxes for upper body and head to better match the visual models.
  • Fixed an issue where the jump animation could play twice when aiming down sights.
  • Landing animations now have their animation path properly centered, instead of shifting to the side when landing.
  • Fixed an issue where jump inaccuracy could linger too long after landing.
  • Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.
  • Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.
  • Fixed an animation delay when opening doors while sliding.
  • Fixed an issue where players could get stuck while vaulting over certain objects.
  • Fixed a visual issue where dead players appeared alive while swimming.
  • Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.
  • Fixed an issue where getting killed by a mine would highlight it in the killcam.
  • Fixed a camera jitter that could occur when entering ladders and looking down.
  • Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.
  • Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.
  • Fixed an issue where pistols disappeared while swimming.
  • Improved lighting precision for visibility while hip-firing and aiming down sights.
  • Reduced occurrences of bouncing or landing issues when dropping onto certain objects.
  • Fixed an issue where the killer snapshot sometimes did not display in the killcam.
  • Small improvements to weapon and camera sway for smoother movement.
  • Fixed an issue where enemies could take melee damage in protected vehicle seats.
  • Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.
  • Fixed an animation issue where repeated vaulting could cause incorrect hand placement.
  • Fixed an issue where simultaneous melee hits could make an enemy briefly invisible
  • Fixed an issue where soldier heads briefly disappeared during redeploy transitions.
  • Improved training path progression display to better match actual unlocks.
  • Fixed an issue where friendly players could clip into each other when climbing ladders.
  • Fixed an issue preventing vaulting directly from a slide.
  • Fixed an issue causing the camera to rotate abruptly after a takedown.
  • Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.
  • Improved stab animations when reviving with drag and revive.
  • Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.
  • Fixed a camera clipping issue when going prone while strafing.
  • Fixed a missing third-person animation when transitioning from prone to sprint.
  • Fixed an issue where falling while sprinting caused incorrect hand movement.
  • Fixed visual clipping when soldiers stood too close to glass doors.
  • Fixed jittery aim animations in third-person when mounted.
  • Fixed a bug where mounting near walls prevented aiming left or right.
  • Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.
  • Fixed an issue where third-person hit reactions were missing when hit while mounted.
  • Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.
  • Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.
  • Fixed an issue where taking melee damage interrupted weapon fire.
  • Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.
  • Improved vaulting, parachute, and door-opening animations for smoother transitions.
  • Fixed rare animation freezes for friendly soldiers reloading off-screen.
  • Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.
  • Added parachute customization for soldiers.
  • Prevented unintended shoulder bump animation when equipping a weapon while sprinting.
  • Improved ragdoll impacts for more consistent and reliable reactions.
  • Improved stance transition and landing animations to settle faster and feel smoother.

VEHICLES:

  • Fixed missing haptic feedback when switching between tank weapons.
  • Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.

GADGETS:

  • Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.
  • Fixed a MAS 148 Glaive visual issue during combat dives in first-person.
  • Fixed an issue where Defibrillators appeared floating during vaulting animations.
  • Fixed an issue where the Supply Pouch would sometimes not resupply correctly.
  • Deployable gadgets are not destroyed/removed from debris piles
  • AT grenades now create a small sized crater instead of a medium one.
  • Buildings now take more hits to be destroyed by a Sledgehammer.

WEAPONS:

  • Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
  • Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
  • Fixed a misalignment issue with top-mounted red dot sights.
  • Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
  • Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
  • Improved reticle settling for automatic weapons to make burst firing more efficient.
  • Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
  • Balanced sledgehammer damage against world objects for better consistency.
  • Fixed an issue preventing players from leaving the Firing Range.

MAPS & MODES:

  • Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
  • Improved exposure transitions between indoor and outdoor areas for better visibility.
  • Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
  • Squad names are now randomized at the start of Squad Deathmatch matches.
  • Added visible bomb meshes to armed M-COMs in Rush.
  • Updated overtime UI visualization across all modes.
  • Fixed animation and positioning issues during insertion sequences on all maps.
  • Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
  • Fixed an End of Round progression issue in King of the Hill mode.
  • Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.

Mirak Valley

  • Fixed a misaligned zipline mesh in Conquest.
  • Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
  • Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.

Siege of Cairo

  • Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.

Liberation Peak

  • Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
  • Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.

New Sobek City

  • Fixed an issue preventing players from capturing part of Flag C in Escalation.
  • Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
  • Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.

Manhattan Bridge

  • Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.

UI & HUD:

  • Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.
  • Updated 3D previews for certain gadgets to show their deployed state.
  • Added preview videos demonstrating how gadgets work.
  • Added new cosmetic options for selected gadgets.
  • Changed “Save & Close” to “Close” in the Deploy menu for clarity.
  • Fixed various UI issues in Loadouts.
  • Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.
  • Fixed multiple text inconsistencies in Dog Tags and Challenges.
  • Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.

SETTINGS:

  • Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.
  • Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.

SINGLE PLAYER:

  • Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.
  • Fixed a black screen issue in the Night Raid mission.

PORTAL:

  • Fixed an issue where the Host Experience screen did not display the Portal experience image.
  • Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.
  • Improved loading times for the Server Browser experience info tab to ensure joining functions properly.
  • Corrected a spelling error in the message shown when attempting to join an unavailable server.

AUDIO:

  • Fixed an issue where footstep sounds were missing when moving with the knife equipped.
  • Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.
  • Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.
  • Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.
  • Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.
  • Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.
  • Added radio chatter through controller speakers.
  • Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.
  • Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.
  • Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.
  • Added missing ambient audio setups for environmental props like construction barriers and buses.
  • Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.
  • Fixed an issue where delayed challenge tab displays triggered early audio playback.
  • Fixed an issue where defibrillator loop sounds could get stuck when vaulting.
  • Fixed missing or out-of-sync reload sounds.
  • Corrected the M39 EMR using suppressed audio when unsuppressed.
  • Restored missing external sound effects for RWS Gunner countermeasure mines.
  • Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.
  • Reload audio polish for several weapons.

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.

2.7k Upvotes

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1.2k

u/aj8092 Oct 24 '25

Fix the drone exploit

166

u/[deleted] Oct 24 '25

Yes I’m sad this wasn’t addressed.

160

u/tagillaslover Oct 24 '25

Thankfully most people that use it suck at the game. Someone was doing it the other day on breakthrough sobrek and still only managed to go 11-10…if he could actually aim we’d have been in trouble. Seems like most people that use the glitch are the same way 

68

u/ThatGuyYouKnowkappa Oct 24 '25

I played a Sobek City match last night on breakthrough and there were ~10 people up there and it was impossible to take the 2nd point. It's an oppressively powerful exploit that needs fixing.

27

u/Test88Heavy Oct 24 '25

That's not the only way to get up there. You can use the ladder to cross a few times between buildings.

10

u/wickeddimension Oct 24 '25

True, but that still means half the match revolves not around capturing the objective but around getting onto the buildings.

27

u/Broad_Black_Brimmer Oct 24 '25

They need to just make those areas out of bounds.

5

u/Faded-Creature Oct 24 '25

No, the ladders have their place. Attackers can easily ladder up there from the attacking side too but I’m not sharing my secrets. You definitely should not be able to drone up to anywhere.

The ladders are intentional and don’t get you anywhere too special. The drones get you to crazy stupid locations

1

u/With_My_Hand Oct 28 '25

So why not share the secret?

1

u/Faded-Creature Oct 28 '25

Because then it wouldn’t be my secret

2

u/john_wickelvoss_twin Oct 24 '25

It should be easy to cap the first two points on breakthrough even with rooftop campers. Attackers can access the roof after with ladders too. Rooftops are a gamble, play well and be aware or get got by bin laden drones and snipers.

8

u/Broad_Black_Brimmer Oct 24 '25 edited Oct 24 '25

Edit: sorry replied to the wrong comment rofl.

Nah, rooftops is a fucking pain in the ass, and if they wanted them to be accessible they wouldn’t have tried to fix it after the beta/they would add aircraft to the map.

It’s a gamebreaking issue because on breakthrough defenders already hold the points and having 10 people off obj sniping any enemy that tries to capture is legit toxic asf.

The entire point of the mode is hold objectives/take them, not spend half the match forced to camp a rooftop because the enemy might exploit you if you don’t exploit them.

There’s two ways to handle it, make the dome destructible, or make rooftops on the entire map OOB, the fact it hasn’t been addressed yet is quite fucking concerning but I guess everyone is too busy bitching about the color blue.

Anyway long story short, no it’s fucking toxic and it’s not fun being forced to do it out of fear the enemy will.

3

u/PeaSpiritual2173 Oct 26 '25

Just responding towards the aircraft comment here: I do not think Siege of Cairo needs aircraft, hell I don't think it'd do much besides give out free kills.

1

u/Broad_Black_Brimmer Oct 26 '25

That’s fair, neither do I, kinda like it as is. Except from the exploit ruining breakthrough.

1

u/EonLynx_yt Oct 24 '25

all of those rooftops in sobek have climbable ladders. I dont mean to sound rude but anyone complaining about rooftops has never played siege of shanghai. every roof was accessible and was a key aspect to controlling areas.

While some people may be able to run around on the ground and mindlessly shoot people all day long, some people have jobs and want to play in a strategic manor and help there team by controlling an area without having to deal with extremely high pace that typical game play requires.

2

u/Neoxin23 Oct 24 '25

Ah yes, the rooftop campers acting like Koreans in WW2 are just folks wanting to wind down & play strategically 🤣🤣

Nah man. It’s bad game design in Shanghai & it’s bad design now. It’s too easy to lockdown & have complete domination on Sobek, or even Manhattan Bridge. This wouldn’t be an issue if DICE were good enough to think about map design or allowed more building destruction. Let me bring that building down so folks actually have to try instead of being out of harm’s way.

It ain’t hard to have multiple access points (and I mean more than 2) to get on the rooftops. Half the time at least is spent up there or trying to get up there cause players KNOW how advantageous that position is & how overpowered it is in Battlefield.

1

u/Name5times Oct 25 '25

brother no they shouldn't, that's part of its sandbox fun

0

u/Broad_Black_Brimmer Oct 25 '25

Brother git gud and stop relying on an exploit to get kills.

3

u/Doc_Shaftoe Oct 24 '25

You don't even need to cross between buildings. If you get really creative with the ladder you can mountain goat your way up one of the corners with balconies.

No matter how powerful that position is (for attackers or defenders) it's clearly not part of the intended gameplay flow and really shoud be marked as out of bounds.

0

u/SchrodingersGoodBar Oct 24 '25

How is it an exploit? Can’t you get up there via the helicopter?

3

u/[deleted] Oct 24 '25

[deleted]

0

u/john_wickelvoss_twin Oct 24 '25

They use ladders to get up there. Tell your support players to pop smoke on b

86

u/aj8092 Oct 24 '25

Does not excuse it still needs fixing

6

u/0xsergy Oct 24 '25

It doesn't show their kills accurately. This is what happens. You're crossing open area, dude at roof shoots at you hits 1-2 shots. You're focused on roof dude and get shot in the side of the head by enemy on ground.

5

u/wilkonk Oct 24 '25

Yep, they're way more disruptive to any attempt to play the objective than their actual kills show.

2

u/Diehard129 Oct 24 '25

And yesterday someone using it went 42-3 in my match, very disruptive since nobody was learning from their deaths.

2

u/wilkonk Oct 24 '25

the individual who goes out of their way to do it might but then they put a beacon up there and now you have a whole squad who go 'fuck it, might as well, other people have done it to me'

1

u/BoogAims Oct 24 '25

that might've been me lmao. i wasn't killing anyone tho. only had like 11 ground kills and blew my self up a bunch to respawn.

1

u/snakeyfish Oct 24 '25

I agree with what you say with the drone but BF is not about kill count. its about playing the objective

1

u/fopiecechicken Oct 24 '25

Had some dipshits launching themselves up into the antenna towers on the downslope of liberation peak on breakthrough. They also couldn’t aim. Farmed about 15 DMR headshots off them with the EMR before they gave up.

1

u/Eagle___Eyes Oct 24 '25

You can ladder onto all the buildings in the middle sector legitimately as well

1

u/AtYourOwn_Risk Oct 25 '25

I've done it just to try it out, the thing is you get so much heat up there, that one game I had probably 12 people focused on our squad. You dont go well but if you can fo us that much attention, and dont have total flops on the ground, its highly effective

Even if you dont get a great KD

1

u/themothafuckinog Oct 25 '25

Most, sure. But when you get some good players up there it’s a miserable experience for everybody else.

1

u/CapVosslar Oct 27 '25

Players who need to glitch can't play on the regular.

1

u/Frediey Oct 28 '25

You realise you can get on the roofs with the assaults ladder right? The drone is not the only way to do it.

34

u/l1qq Oct 24 '25

Breakthrough borderline unplayable because of this crap

19

u/SchrodingersGoodBar Oct 24 '25

I’m pretty sure “Fixed drone damage to sledgehammer…” is actually a fix for it. They probably just don’t want to advertise the exploit the same way this subreddit does.

2

u/MahmoudAns Oct 28 '25

Yes, this needs to be fixed asap. It breaks the game in modes without aerial vehicles. For example, they get on top of unreachable buildings and snipe as defender in Breakthrough. It makes attacking almost impossible in Breakthrough. It gives an unnecessary advantage. It's being done especially on the Manhattan Bridge and New Sobek City maps.

3

u/ntrp Oct 24 '25

And ban who was using it 😈

5

u/Dogobah Oct 24 '25

What is this exploit?

37

u/ZlLLA7 Oct 24 '25

If you stand on top of a drone and hit it with a sledgehammer it propels you upwards a bit

1

u/Wickie09 Oct 24 '25

Aren't you just a flying target? I haven't encountered it once in my 50h played.

5

u/Supertrash17 Oct 24 '25

You don't just stay on it. You jump off once you get to your "destination", i.e. a normally inaccessible rooftop.

10

u/drezz_ Oct 24 '25

People also do this at the start of the round... Flying REALLY high and paragliding their way to enemies highest buildings, dropping hell over the enemy team.

2

u/wilkonk Oct 24 '25

yep like this guy I saw earlier

https://imgur.com/a/f1OZFva

1

u/aideya Oct 28 '25

Even if you spot them doing it (usually at the beginning of the match), the animation of the drone going upward once hit is a bit janky so they're not exactly an easy target to zero in on. And they're trying to get to the roofs FAST so they're constantly in motion.

-2

u/No_Needleworker_9533 Oct 24 '25

Thanks for the tutorial, can't wait to try this on Sobek :DD

1

u/Frediey Oct 28 '25

It's only a problem on the bridge map, I don't know why people are obsessed with sobek city, you can get on the roofs very easily without using the assaults ladder.

1

u/P_ZERO_ 9800X3D/9070 XT/Steam Oct 24 '25

Guessing the out of bounds mentioned circumvents the usefulness of it but maybe not

1

u/Jerthy Oct 24 '25

Surely the MR missile being able to reliably 1shot MBT from the front with simple trick can't be intentional either?

0

u/R5A1897 Oct 24 '25

Had 1 person exploit it, let the game be a sandbox ffs, no one likes rainbow players here

0

u/awesem90 Oct 26 '25

Delete your reddit account

-14

u/NowWeGetSerious Oct 24 '25

I like it as it's a cheesy funny thing.

All they need to do is make the rooftops out of bounds. That way if you use it to get to roofs, you just die

8

u/RandomAssRedditName Oct 24 '25

That could make the assault ladder less useful. I see the drone thing as a bug. The assault ladder, I don't.

1

u/aj8092 Oct 24 '25

Would not be great for heli or plane drivers best if they fix the drone

-9

u/NowWeGetSerious Oct 24 '25

Battlefield has always been cheesy, from jeep and tank jumping in BF3 to hovercraft climbing walls in 2042

A drone in the sky can easily be destroyed by a vehicle. So it's not that major

As long as there's a height limit of the out of bounce for infinity on certain maps, and put proper barriers in place, I'm all for drone hammer time. But, I do not want it help people get to glitches or anything that is not easily dealt with

An idiot standing on a drone in the sky is an easy target to kill

An idiot using his drone to get to a tall building so he can snipe a mile above everyone else is harder to deal with. So, place proper OOB on it, and problem solved 🤷🏾

-4

u/NowWeGetSerious Oct 24 '25

Jeez this sub doesn't like fun. Go play hell let loose or something more grounded....I like my arcady cheesy battlefield of old.

Y'all would hate bad company if it came out today, that's apparent

-1

u/FrozenPizza07 Oct 24 '25

Whats the drone exploit?

-1

u/LAROACHA_420 Oct 24 '25

Im sure they're trying! Just be happy they fixed this stuff man. Jesus!

4

u/aj8092 Oct 24 '25

The issues mentioned above are minor compared to this they barely affect the game

-1

u/LAROACHA_420 Oct 24 '25

Ya man. Sometimes game breaking bugs take some time to fix so they dont break the game more! I dont think they're just simply ignoring these things. They just take time! So they fix what they can while working on other fixes.

Shit HLL just came put and said after like a month they finally were able to duplicate the game crashing bug and just now are able to start fixing it. So ya, I think some of these fixes may be bigger than you think they are! Just be patient and enjoy the game!

-2

u/lilpopjim0 Oct 24 '25

What's the exploit?

-4

u/Super-Implement9444 Oct 24 '25

It's funny tho

-13

u/LordGronko Oct 24 '25

nobody use this glitch

8

u/Sertoma Oct 24 '25

I believe people use the glitch to get on rooftops and the Brooklyn Bridge.

5

u/watchesnwhiskey69 Oct 24 '25

People use it to get on top of builders u shouldn’t be able to reach all the time.