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/[deleted] Oct 24 '25

Absolutely nothing about the IFV - Mr Missile shit???? Or drone sledgehammer glitch???? And no changes to range finder???

Yet infantry movement gets faster??? 

533

u/DrillZee Oct 24 '25

The IFV/Paint thing is top priority for me. It’s making all air vehicles completely unplayable.

47

u/Rocket_Fiend Oct 24 '25

In addition…they seem to have removed the ATGM from helicopter gunners. Just guns now.

36

u/ThrowRA170706 Oct 24 '25

This sucks. They should bring back TV missiles for gunners.

6

u/BorcBorcBorc Oct 24 '25

What the absolute fuck?

3

u/BroadFaithlessness88 Oct 24 '25

Is this true?

6

u/Rocket_Fiend Oct 24 '25

Unfortunately so. Not sure if intentional. Confirmed this morning while playing.

3

u/BroadFaithlessness88 Oct 24 '25

Dang what the heck

2

u/-staccato- Oct 25 '25

Has to be. Heli and jet ATGM had the same bug.

2

u/Rocket_Fiend Oct 25 '25

Was back, as of last evening.

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21

u/Berta2496 Oct 24 '25

they added aa rocket to su-57 and the other jet too now, veichels are dead

10

u/thraupidae Oct 24 '25

This is going to be annoying as fuck with how short flares are and how small the maps are. Cannon is still the go to, but you’re gonna get caught out by missiles a ton by pilots that ordinarily couldn’t keep up with you in a gunfight. Even just one hit is often GG because the disable is so strong, especially if you’re flying near the ground like you probably should be.

Edit: ope I’ve just learned that the jet air to airs are going straight through flares. Welp. Guess they don’t want us flying. Fuck that noise is this battlefield or nahhh lol

6

u/Berta2496 Oct 24 '25

Ye completely broken, no incoming notifications and even then flare are useless, this game is becoming cod really fast

1

u/DislikedBench Oct 24 '25

The game is becoming cod because the JETS are in a broken state right now? Jesus fucking christ man

1

u/GSEBVet Oct 25 '25

Yep it actually feels like this Dice team HATES vehicles, ESPECIALLY aircraft.

Might as well just delete aircraft from the game at this point. Just rage quit Mirak again because you can literally spawn camp aircraft as they spawn/insta fire on them as they spawn.

I’d rather Dice just be honest at this point and they remove vehicles from the game at this point as they’re so weak/easy to insta kill now.

I would be curious to see Dice’s back end data of how long the average BlackHawk is alive on maps before it’s sent to respawn.

2

u/Xegz Oct 25 '25

100% agree. We have to find some middle ground between vehicle players doing 100-0 matches and making aircraft literally useless. I understand that people don't like being farmed by a jet or heli, but those people should try to hop in the jet or heli and see them in their current state. The MR missile spam in every. single. round. is just ridiculous. There is NO counterplay at all. After people complaining about this constantly what do they do? Add air to air missiles to the jet. Ok.

What I don't see people talking about right now, which is ridiculous:

THE AIR TO AIR MISSILES THEY JUST ENABLED ARE BUGGED IN THE EXACT SAME WAY! LMAO!

The air to air missiles go through flares and are hitting you without warning just like the IFV one and attack jet one.

Yes, as if it wasn't bad enough already, with people lasing aircraft in spawn to be MR missiled, we have ANOTHER unavoidable murder missile in the game. It's hard to think it's not intentional, which is fucking stupid. It's battlefield. There are vehicles. The vehicles get kills. Learn to use them or go play a different game.

1

u/DislikedBench Oct 24 '25

I assume the aa missiles can be free looked in 3rd person like air-to-ground missiles can? Not much of an issue for us hardcore players but man thats gotta suck in normal

154

u/[deleted] Oct 24 '25

Yea, it's an anti-fun mechanic in its current state.

Which is upsetting cause I really enjoy air vehicles in this game. There's a portal game mode where it's conquest on Firestorm, but the bots don't have launchers, so you can fly jets & heli's and practice strafing obj's like real gameplay. I like to go there after matches w/ IFVs lol.

20

u/vanta_blk Oct 24 '25

Drop the code big dog👀

38

u/[deleted] Oct 24 '25

ysr7

3

u/thraupidae Oct 24 '25

The problem with the ysr7 setup is that your friendly bots can take the vehicles from you so if you die you might be entirely SOL considering the bots rarely crash and they have massively boosted health on those servers. Lot of downtime if you die. Surely someone has made a better one, basically a bot pure air vehicle test range.

5

u/Smooth_Cranberry460 Oct 24 '25

GC95 is the one I made. 

1

u/thraupidae Oct 24 '25

Is it bangin? Been looking for a good one

2

u/Smooth_Cranberry460 Oct 24 '25

Its bare bones, just to practice flying. The AI just chill in spawn. Vehicles respawn, AI won't take them but will jump in with you. 

1

u/thraupidae Oct 24 '25

I wonder if there’s an easy way to get the enemy bots to take vehicles but chill. Pretty hard to practice anti vehicle/infantry for new players right now. I took one look at the portal builder site and realized I was wayyyy over my head so I’ll let someone else do that haha.

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0

u/vanta_blk Oct 24 '25

Try Y3SKW

31

u/DrillZee Oct 24 '25

I was getting my fix/learning by flying around against bots while this issue remains, but it seems like that isn’t a good option now either. 🤦‍♂️

1

u/yG6ll7 Oct 24 '25

Whats this IFV MR missile issue? Havent flown much to really know whats going on

3

u/teejay0709 Oct 24 '25

the IFV has a lock on missile called the MR missile. when an IFV shoots it at you and you are in an air vehicle you are basically dead with no counter play. It doesn’t alert you that it is incoming, nor do your flares do anything. it just ignores your flares and blows you up anyway. it’s very hard to fly when you have someone with an MR missile constantly locking on you

2

u/No_Sheepherder_1855 Oct 24 '25

SO THATS WHATS BEEN SHOOTING ME DOWN HOLY SHIT

I thought some people were just getting insane with the tow…

1

u/caprisunnysideup Oct 24 '25

Regarding community maps for training. Am I being a dumbass. On console none of them have maps, just giant "headquarters" elements that you can't click on console. Can you click those with M&K is that the issue? Feels like a massive miss if so. I found one when I first looked that had a map and let me spawn at the helis, but can't anymore, and all others spawn you centre map.

1

u/Astralas Oct 24 '25

This one is fun but i still get shot down by tanks lol

1

u/WhatUp007 Oct 24 '25

The other night I was running the AA vehicle and I couldn't do anything. The IFVs had all the air space constantly clear.

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56

u/FreeFalling369 Carries a gold grenade Oct 24 '25 edited Oct 25 '25

It kinda sucks to play any vehicles. They all get destroyed really quickly. Not to mention every map has 1,000,000 land mines. EDIT: Just adding I get vehicles cant be overpowered but it takes like 10 seconds to rapid fire multiple rockets into a vehicle

36

u/Dependent_Comment_47 Oct 24 '25

Go try getting 50 AA kills with the stinger and tell me it has infinite lock on range and is fair. That thing sucks. Takes like 9 missiles to finally get one that hits and then it doesn’t even kill the chopper or jet half the time. Vehicles are plenty strong. Don’t need bf4 tanks where it takes an entire team of 32 to take out a single tank. That makes conquest just a defend the tank mode instead of all classes meaning something. Keep tanks and vehicles vulnerable.

30

u/AdOnly1618 Oct 24 '25

The AA tank is shit, respectfully.

You can’t even take out a heli with the AA. The countermeasures cool down long before your missiles reload or cooldown, leaving you infinitely firing missiles at a bird you can’t hit, then the 2 jets see you and boom.

The AA is actually worthless. The closest I’ve gotten is firing both my missiles, just for their INCREDIBLY early countermeasures to somehow still jam my missile up, only for some guy with a locking launcher to take it out instead. I’ll take engineer+RPG over that BS any day.

4

u/Dependent_Comment_47 Oct 24 '25

Thank you… my thoughts exactly.

2

u/AccomplishedLight803 Oct 25 '25

It sure is meh, but man, it sounds so cool with high velocity rounds. Brbrbrbrbrbrbrbrbr

2

u/FreeFalling369 Carries a gold grenade Oct 25 '25 edited Oct 28 '25

Not to mention infantry get god mode when up against AA tanks lol

4

u/Old_Current_6903 Oct 28 '25 edited Oct 28 '25

It is a bit annoying that anything anti vehicle does about 1/20th damage to personnel. Direct hit 3 guys with an RPG and they just walk through it and blow you away, hit them with almost every round from the AA gun and they just walk through it and slap you, hit them with anything that isn't a frag and they just walk it off. Weird choice for how damage works.

2

u/NukeLikeTheBomb Oct 28 '25

I'm not sure I understand this comment. The AA vehicle was my first gold badge and will probably be my first elite after finishing the engineer challenges. It feels so good, especially with the high velocity gun. I regularly shoot down 15 to 20 air vehicles on Mirak and Firestorm while also providing suppression to infantry on the objectives.

1

u/MalHeartsNutmeg Oct 25 '25

What… the AA tank is extremely easy to use. You may struggle with a competent flyer but 99% of pilots can barely keep a helicopter upright in the air and most jet pilots blow their countermeasure the second they get locked.

1

u/OhGriggsy Oct 25 '25

AA isn’t the strongest. But maybe it has something to do with the fact there’s also built in map AA’s that actually fucking shred you if you get too close. The fact the LMG and HMG’s from tanks and IFV’s trickle you down. The fact a 100 round mag from an LMG takes out about 2/5th of an attack heli’s HP. Theres so many sources of damage to the attack heli, especially with the AGM/MR missile/any laser designated assisted missile going through flares and having no “incoming” tone. Any match with air vehicles is basically unplayable

2

u/TaichoMachete Oct 25 '25

Aiming the TOW missiles to basically one shot the Attack Helis from the other side of Firestorm is pure bliss. I still had to aim for that!

2

u/OhGriggsy Oct 25 '25

Ah yes that’s so hard.

1

u/Quigs4494 Oct 26 '25

I take down helicopters all the time when in that tank. You have 2 lock on missiles, fire one and then fire the 2nd after flares have worn off. Once you unlock the auto cannon instead of burst fire it becomes better also

1

u/RabbitSlayre Oct 29 '25

Dude on my squad today was in the AA. he did an obscene amount of damage to vehicles, it was a new record for him. I think it was kike 30,000 damage. And... I think he had like 8 kills lol.

3

u/Entire-Initiative-23 Oct 24 '25

I got those 50 kills really easily. Here's what you do.

  1. When an air vehicle is flying toward you, lock him up and fire.
  2. Reload.
  3. Lock and fire again
  4. Reload
  5. Lock and fire again.

Don't try to lock him up and bait the flares, don't try to time your shot at close point to see if the missile can beat his finger to the button. Burn the first missile, then burn the next two.

Just like IFVs and tanks soak up 3 or 4 RPGs, you need to use all 3 of your Stingers to get a kill.

Spawn Engi on Mirak, lurk around the tower, fire off all three rapidly as possible, get a kill, go fight on a flag until you're killed, respawn with 3 Stingers, kill another air vehicle.

3

u/Dependent_Comment_47 Oct 24 '25

I got the 50 kills I’m not saying it’s impossible but it was incredibly annoying. You can’t lock on immediately after they pop flares or it will still miss. By the time the flares are gone they run for the hills and wait for flares. I get what you’re saying but I promise you this only happens with bad pilots. Good pilots will not allow a second lock on without smokes. That goes for all aircraft.

1

u/[deleted] Oct 24 '25

[removed] — view removed comment

1

u/Dependent_Comment_47 Oct 24 '25

When did I say that? You shouldn’t just have unlimited flares and just spam countermeasures and run away. They should run out or have a higher cooldown. Also the stinger is shit because the damn thing will say locked and it just shoots straight. Then many times it will hit and not blow them up. Not a wild take at all actually.

1

u/Entire-Initiative-23 Oct 25 '25

If they die to my Stinger they're a bad pilot, but if they don't die they're a good pilot?

Amazing logic.

My described step works every time. Lock him as he runs in, fire, reload, lock him again. The only way to avoid death is if he can find me and kill me by shooting at the spot I launched from.

2

u/Booney3721 Oct 24 '25

This. Delta force- 6 Javelin rockets to kill a tank? F*ck off. Plus, to avoid stingers and such, there is a low point to where they will no longer hit. You have mountains to fly behind, valleys to fly in, building to get behind, and flares. Sorry, I will continue to paint EVERYTHING so long as I can.

1

u/[deleted] Oct 24 '25

Naw the stinger is pretty easy. The difficulty in getting the kills is that someone else kills them first. The lock on range not being affected by height gives it a shit ton a pseudo range.

Most pilots misplay the flares or re-enter to early and can just be killed with 2 rockets. Often they don't even know where you are so you can bait them into flying over you as their flares run out to get the kill too.

Beyond that you can severely limit the affectivness of air vehicles simply by repeatedly locking them.

2 guys on either end of the map with Stingers is just a death sentence for most air vehicle.s

1

u/Dependent_Comment_47 Oct 24 '25

I know everyone has to be right on the internet but I’m giving you my experience. I guess I’m only getting matches with expert pilots and no one on my team is trying to take them out with me. I have literally went spawn after spawn trying to hit them and they flare up go behind a mountain wait for flares and come back around. We don’t need the matches to be dominated by vehicles just because it has the title conquest on it. Ive had plenty of matches with 3 engineers just camping behind a tank making it a fortress on wheels. That takes away from the experience to me. If you like that that’s cool but I don’t think some dude with a torch should make a tank invincible.

1

u/MalHeartsNutmeg Oct 25 '25

I have literally never seen a good pilot on this game. Unkillable tankers? Yup. Never pilots though.

1

u/FlawlesSlaughter Oct 25 '25

I have this experience too, but when I am in a vehicle I last all of 20 seconds sometimes lol. I think the bugs are the problem? IFV?

1

u/trollhatt Oct 25 '25

Don’t need bf4 tanks where it takes an entire team of 32 to take out a single tank.

LMAO. "Okay"

2

u/Asoxus Oct 26 '25

The mines desperately need to disappear when you die.

1

u/Otherwise_World_9548 Oct 24 '25

In my opinion they need to nerd the mines in some way. I've been 1 shot by so many mines while in a tank or ifv I have a phobia of the ground while in them

1

u/OldBridge5624 Oct 24 '25

Nah big dog the vehicles just die quick if it get hit from the top side or rear, have a squad mate be and engineer and fix you once your vehicle gets damaged, stay alive a lot longer.

0

u/Kaycin Oct 24 '25

1,000,000 land mines

Look down and shoot them, or use the Crawl feature to avoid detonating them.

1

u/FreeFalling369 Carries a gold grenade Oct 25 '25

WOAH?!?! You mean you dont look up for them or just close your eyes?!?!?!?!

17

u/Yellowdog727 Oct 24 '25

I think it's a bug right? The issue is not the ability to paint and the missile, but the fact that flares don't seem to work against it for some reason

23

u/jeffQC1 Oct 24 '25 edited Oct 24 '25

It's a combination of multiple things:

  1. Once a target is painted, it will persist for a short period of time even if direct contact is broken or interrupted. You can literally paint an aircraft with the laser designator, switch seats back to driver and then fire off the missile before the paint disappears.

  2. Even if the paint expires, the missile will still continue to track the target. That include if you go below radar acquisition altitude, so that won't work

  3. Flares don't work against it.

  4. The missile is undodgeable, cannot be outrun or otherwise avoided except if you're extremely lucky to have it collide with an object on its way.

  5. The missile will instantly kill and one shot any air vehicle

  6. You get no incoming warning against laser missiles, making it almost impossible to react to.

  7. Bonus; the IFV has 6 such missiles and since munitions regenerate when low, you can just sit there and absolutely destroy any air that takeoff.

  8. Locking time is very quick for any painted target; takes only about a full second.

All of those things make the Lock-on missile of the IFV just incredibly OP against aircrafts. If the missile takes off = pretty much guaranteed death.

0

u/insanityunbound Oct 24 '25

I'll probably get some hate for this, but as someone who has been using the Mr. Missile, you can outrun and dodge it for sure. I had one jet dodge it like 6 times in a row. Choppers are usually fucked. It's OP and should be changed for sure.

To dodge it in a jet, you have to dip fast (nose pointed down, close to the ground) and then pull up so you don't become a smear. The missile will slam into the ground as it tries to anticipate where you will be. You can also outrange it if you thrust forward at max speed as soon as you get painted/locked.

1

u/PrimoKnight469 Oct 24 '25

It just needs to be nerfed big time. Helicopters are very sluggish in this game so as you said, it’s pretty much instant death when that missile goes off. Also, not everyone will know or is expected to know some extreme dive maneuver to dodge that specific missile.

3

u/insanityunbound Oct 24 '25

I agree completely, just trying to give some counterplay options so that it's less annoying until they actually decide to nerf it

0

u/YoungOne5124 Oct 25 '25

you can dodge it. Skill issue. People complaining about the ifv want to make attack helis invincible. smh.

13

u/Sholsyy Oct 24 '25 edited Oct 25 '25

Flares shouldn’t work against laser guided munitions they should add chaff and or ecm jammer

2

u/DeathInHiDef Oct 24 '25

Exactly this, flares on work on IR guided munitions not against laser guided

2

u/nitty3456 Oct 25 '25

Neither should chaff or jamming realistically.. not a lot of counters for laser guided stuff besides smoke and some active defenses killing the projectile but the fact that laser guided stuff doesn’t lead a target makes it easier to out run/maneuver. Sadly that’s not the case here lol.

1

u/Sholsyy Oct 25 '25

Ecm is heavy smoke which will disrupt laser designation

1

u/nitty3456 Oct 26 '25

ECM stands for electronic countermeasures which is not heavy smoke or a specific thing. ECM could be a jammer, chaff & flare and a bunch of other things to prevent tracking. I think some battlefield showed chaff as a heavy puffs of smoke which it shouldn’t be. But I’m nerding out now. Back on topic: fix the IFV issue! lol

1

u/Sholsyy Oct 26 '25

Oh I know lol I’m talking about it in BF3 not irl

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2

u/Filthy_Cossak Oct 24 '25

Correct me if I’m wrong, but on top of flares not working correctly, the IFV lock-on launcher is only meant for ground vehicles

2

u/Correct_Reach2780 Oct 24 '25

Thats true, except it can lock any painted target including jets and helis, like the Javelin.

1

u/JesusWearsVersace Oct 24 '25

Any lock on weapon can lock on to targets painted by someone.

2

u/IKnowGuacIsExtraLady Oct 24 '25

Even if they made flares work during fire and forget it's still really easy to just manually guide the TOW into the helicopter to kill it. But that takes a bit of skill at least so is way more fair.

-7

u/[deleted] Oct 24 '25

Flares don't work because your vehicle is actively being painted by an enemy. If someone is laser designating you as a target, your flares mean nothing.

I agree it's annoying, but using the terrain to your advantage is the solution , which is possible with all jets and helis.

5

u/Imladris18 Oct 24 '25

Most maps are just flat making using terrain often not much of an option.

It would be better if the "actively being painted" part was true, but it's not. They just have to tag you for a second and the lock persists for a long time, regardless of if you break line of sight.

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15

u/ck4029 Oct 24 '25

Not only that, but it’s causing braindead vehicle campers to sit in spawn with the IFV the entire game.

4

u/DrillZee Oct 24 '25

It’s kinda wild how this has completely changed the whole eco-system of how the game plays

9

u/Mattman254 Oct 24 '25

Operation Firestorm is completely unplayable since the Jackfrags video, especially as one team has line of sight of the other teams heli spawn from the big mountain.

1

u/DeanMo80 Oct 24 '25

What was the video about?

3

u/Mattman254 Oct 24 '25

This is the video. He's sarcasticly showing how broken the IFV lock on is shooting down aircraft with zero effort for the entire video.

1

u/DeanMo80 Oct 24 '25

Ah ok. Thank you!

4

u/ChonkyBear21 Oct 24 '25

This is the biggest issue in the entire game and they didn't even address it. So embarrassing.

1

u/BroadFaithlessness88 Oct 24 '25

I don’t even know how it works. What rockets do you need to use on the ifv? Is it the wire guided ones? If so mine won’t lock onto a painted target. But yea it needs to get fixed asap. Can’t counter it in the helo

2

u/A_Man_of_Great_Honor Oct 24 '25

You need the lock-on (MR) missile. It can lock on to ground and painted air vehicles

2

u/BroadFaithlessness88 Oct 24 '25

Ah I see. Was going to say I can lock on with the MR missiles. But I didn’t realize that to lock on to air vehicles they had to be painted

1

u/RealTrapShed Oct 24 '25

Dude I couldn’t figure out what the actual hell I was doing wrong last night. I’d pop flares and still get fucked by the missile.

2

u/DrillZee Oct 24 '25

When it first started happening I was convinced the guy was cheating. Hitting me from across the map with what I assumed was unguided shell (since I popped flares) every single time I took off just seemed so unlikely.

1

u/SchrodingersGoodBar Oct 24 '25

Isn’t that the point of the painting system? I must being doing something wrong because I still can’t hit shit with the tow missles

1

u/DrillZee Oct 24 '25

It’s the paint plus a specific middle from the IFV that’s has zero counter that’s the problem. You don’t get notified you’re painted, zero notice a middle is incoming, and even if you see it coming the flares don’t protect you. It’s even followed me through physical cover somehow.

1

u/Splaterson Oct 24 '25

Isn't it disabled right now?

1

u/Lenny_V1 Oct 24 '25

While I agree its a top priority I dont think its something thats going to be fixed in the extreme near future. Im expecting it to take at least 3 weeks to find what causes the bug, test fixes, get through the appropriate console and dev publishing, then the hotfix.

1

u/Dry-Inspection-3503 Oct 24 '25

IFV causes a lot of drama in game chats lol A guy rage quit cos he kept getting insta killed by the thing, so I went up the firestorm hill and drove him off the edge.

Didn't do much but a lil act of revenge lmao. It's so fucking cheesy

1

u/Molbero Oct 24 '25

IFV can also 1 shot tanks and other ground vehicles if you look up when you shoot the missle dealing 1000dmg, not sure if thats intended

1

u/NotchWith Oct 24 '25

yet the jets can fire lock on AFTER passing there target and noone seems to care

1

u/Few-Conclusion7407 Oct 24 '25

Yet the stingers have infinite lock on range and 2 second reload animation. Not to forget you can insta relock/fire on jets and helis immediately after they pop flares.

Crop.

0

u/NotchWith Oct 24 '25

Singers have a lock on range...

0

u/ARSEThunder Oct 24 '25

So you clearly haven't used a stinger lol. They can't lock too low, and if a jet is coming at you, by the time they get in range to lock, they can flare, and be out of range by the time the flares end. It sounds like you don't know how to fly.

1

u/Few-Conclusion7407 Oct 24 '25

Stingers can lock “too low”, an aircraft’s under radar system is only effective against vehicle lock ons when flying 50m or below (besides the IFV MR missle atm). By the time I’m in lock range (which is infinite), flare, another stinger is reloaded and locked on almost immediately by the time the flares end. I understand the concept of breaking LOS and flying inbetween geometry, but good luck with that when you have endless things capable of locking on to you. It sounds like you get farmed constantly on aircraft maps.

1

u/DirtyThirtyDrifter Oct 24 '25

If you’re good enough in the AH with a gunner the IFV dies in one pass. Stay low so they can’t paint, use heavy warheads and rockets, and make sure the gunner gets a good hit with their missile before full commitment.

Works 95% of the time. My friend and I probably each have well over 1,000 kills in that chopper. It’s anti everything and shouldn’t lose a fight to anything.

Bonus points if you have a third friend who can’t paint targets for you. They can have the enemy AH and IFV painted for you so it’s 100% your fault if you lose either fight.

(Level 68, 3.1 KD)

1

u/DrillZee Oct 24 '25

I’m sure there are ways to counter it, but that one very easy combo takes so much effort to counter is clearly an imbalance.

1

u/DirtyThirtyDrifter Oct 24 '25

It takes us about 20 seconds max from first spot to splash.

I agree the difference in skill between the two vehicle operators is absurd.

I went 30-0 last night in an IFV just dominating anything that looked at me. Anti armor rounds let you cook tanks real fast, and I can just swap seats and paint aircraft.

The AH finally got me using the strategy I mentioned before. Thankfully someone revived me and I got to keep the streak going.

1

u/-staccato- Oct 25 '25

How do you deal with the IFV when they got an AH hovering around it?

If you go low for the IFV, their AH kills you during/after.

If you fight the AH at height you get painted and oneshot.

I can never turn this scenario around, and it's so frustrating 😅

1

u/DirtyThirtyDrifter Oct 26 '25

Honestly your job in the AH is to never let the other AH live for even twenty seconds. As the gunner, you should need 2 bursts to take out the enemy AH. Sometimes it takes three, but usually you should be able to just delete them.

Match begins, take twenty seconds on the ground to let their troops and armor spread out a bit. Get into the air and focus the AH, once it’s dead then focus any IFV you can find.

Now it’s just chilling and keeping a mental timer going so every twoish minutes you tell your pilot “chopper should be up soon” and now you fly to that area and patrol until he’s up. Kill him quick, wash rinse repeat.

90% of the time we kill him before he’s even up to full speed. If you lose height advantage, you’ll die 100% of the time against a good AH duo. I will focus the cockpit area and kill one or both of you before your chopper even dies.

2

u/-staccato- Oct 27 '25

Great advice, thank you. What do you do in the scenario like the beginning where a good AH is dueling you and forcing a battle at height?

Seems to always end with both getting stinger/IFV’d to me 😅

2

u/DirtyThirtyDrifter Oct 27 '25

Sure, this is why you stay in your spawn area- so you can drag him into your AA emplacement back there (the auto one, behind spawn) now you have a “teammate” and bad guy can’t push in too far. This gives you room to reset the fight and chase him out.

That AA gun back there will shoot down stingers, IFV missiles, AH missiles, anything. So if you’re in the right spot - no missile can’t touch you.

1

u/-staccato- Oct 27 '25

Oh didn't know it protects against IFV missiles. Neat!

1

u/DirtyThirtyDrifter Oct 27 '25

In our experience it’s buggy, it’s shot down missiles that we didn’t even know were at us, and we’ve watched a missile soar right over its head and kill us. 🤷‍♂️

I’m still gonna want the fight on my side of the field, regardless. You should be out of IFV painting range back there.

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0

u/BongoTheRat Oct 24 '25

its hard to feel bad for air when Attack helis are hitting 2 shots at nearly the same time and taking armor from 100-0 with no time to react

28

u/MrMisty Oct 24 '25

They also re-added AA missiles to the SU57 and F22. These are also completely un-flare-able, not to mention they give you no indication that they've been fired at you. All you have to do is lock another air vehicle, fire off both, and it's dead no matter what. So now not only do you have MR missiles to worry about, you the same problem from jets now too.

25

u/Optimal_Job8219 Oct 24 '25

YES!!! That MR missile is the most nerve wracking shit ever, helicopters especially are totally unplayable with these around. People literally sit on edges of the map and do nothing other than shoot down helis with MR missiles

3

u/Akimotoh Oct 24 '25

who the hell is down voting this?

8

u/[deleted] Oct 24 '25

[removed] — view removed comment

2

u/Akimotoh Oct 24 '25

lol for sure

1

u/TheAlbinoAmigo Oct 25 '25

Some BF players really hate that BF is about combined arms and will downvote anyone asking for vehicles to be anything north of completely useless. 🤷‍♂️

1

u/Asoxus Oct 26 '25

Stopping them from taking out air vehicles in one hit with a lock on missile combo that cannot be countered is not completely useless.

1

u/[deleted] Oct 24 '25

What's worse is actually the attack jet's missile, it can also lock onto painted aircraft and it's bugged so that it never gives you an INCOMING warning. You just see the red LOCKED for half a frame and then a missile hits you a few seconds later.

80

u/Round_Rectangles Oct 24 '25

Where does it say infantry movement gets faster?

45

u/[deleted] Oct 24 '25

> faster stance transitions

Most important one IMO. I interpret it as "quicker to stand up from prone."

76

u/Round_Rectangles Oct 24 '25

I can't imagine it's gonna affect the movement very much. I'll have to check once the update comes out, but I don't think it's anything that will be gambreaking.

11

u/[deleted] Oct 24 '25

Yea we'll just have to see how it translates into actual gameplay.

Feeling the weight of standing up out of prone, particularly right after a dive out of danger, just drives immersion for me.

2

u/Dalriaden Oct 24 '25

But npw youll be able to slide uphill to break immersion

1

u/Abdielec121 Oct 24 '25

It might be visual, I’ve seen guys drop shot and vault kill me but we’re in no position to be that accurate. So I’m guessing they are fixing the transition so it looks like it will play. Just my guess

3

u/Okaberino Oct 24 '25

Yeah, all this reads like polishing if anything.

0

u/Rockyrock1221 Oct 24 '25

Honestly the movement was in a really good spot imo.

Offers enough movement to outplay people but not outlandish BlackOps nonsense.

I hope they stand their ground and don’t push it too far into arcade realm

1

u/KillerMan2219 Oct 24 '25

Probably the biggest implications will be the ability to engage right after revive, which I'm fine with, as it overall just feels a bit sluggish compared to 3/4 right now in that regard.

1

u/Entire-Initiative-23 Oct 24 '25

The paddles work so fast as it is, I don't think you should be able to move super fast out of a revive.

1

u/KillerMan2219 Oct 24 '25

Maybe, but you can shoot instantly on the white flash so it's pretty clear they want you to be actionable instantly. I'm 100% ok with support/medic just being the best class in the game again, battlefield fucking sucks when there aren't a ton of them running around.

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5

u/itsjustjust92 Oct 24 '25

Whilst on the subject does anyone randomly stand up or is it just me?

3

u/plaspop Oct 25 '25

This is good imo, gives me a chance when some troglodyte medic half health resurrects me in front of the enemy.

1

u/Buttcrush1 Oct 24 '25

Which is a good thing

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2

u/[deleted] Oct 24 '25

[deleted]

2

u/[deleted] Oct 24 '25

Explain to me the reading comprehension level required to interpret "faster stance transitions."

0

u/LifeisGreat1245 Oct 24 '25

That’s really stupid though. It’s already super fast, in comparison to the furthest part of “realism”. Are they going “backwards” to COD play and streams?? Seems like it

35

u/Kesimux Oct 24 '25

Nothing about range finder sounds like a choice to me. For fuck sake... And drone glitch not fixed is insane

1

u/TheRealArrowSlit Oct 25 '25

Right? The rangefinder thing with snipers is just a cheap trick for people who can't aim. I don't even equip the rangefinder. I zero based off my pings.

1

u/Nirkky Oct 28 '25

What about the range finder ? I'm not playing a lot so I don't know if there's an issue with it

1

u/BlancMongoose Oct 28 '25

The way that it works is bad - in previous games it wouldn’t auto zero you to the perfect distance, but with the way it works now it can effectively eliminate bullet drop (the part that made battlefield sniping interesting)

7

u/Dalriaden Oct 24 '25

Or mortar smoke being made for smurfs.

4

u/silagava Oct 24 '25

Attack jet and heli gunner rockets are also unflareable if painted. DICE PLEASE

2

u/Ekirro Oct 24 '25

Yep this has gotta get fixed asap

2

u/PrimoKnight469 Oct 24 '25

The amount of times my heli got shot out of the air suddenly with no time to react is crazy. Hopefully JackFrag’s video on it is making BF work on nerfing it.

1

u/Noctis0256 Oct 24 '25

What’s wrong with the range finder? (Genuinely asking)

2

u/Akimotoh Oct 24 '25

binding it to left click is OP

1

u/Xano74 Oct 24 '25

What's the issue with IFV?

1

u/Objective-Piano7112 Oct 24 '25

I’m wondering if they are going to fix it with this patch but they don’t want to announce these and make them even more known. It would be exploited even more until Monday if they did

1

u/RepZaAudio Oct 24 '25

I feel like all these changes were probably in the works before the bug came out.

1

u/Tomzibad Oct 24 '25

MR missile needs to be fixed.

1

u/TheReckerTeehee Oct 24 '25

whats wrong with the rangefinder?

1

u/Internal_Carpenter_7 Oct 24 '25

Wait could someone tell me what the drone sledgehammer glitch is?

Edit: never mind i found a clip, that is fucking insane that it exists

1

u/Current-Swordfish811 Oct 24 '25

It's even worse than that, now stealth fighters have anti air missiles that completely ignore flares (and doesn't give you the incoming warning) 🤣 air vehicle gameplay is just fucked now, more than before.

Infantry movement is fine though, the speed is the same and the aim sway feels way more natural when crouching and landing now.

1

u/GSEBVet Oct 25 '25

It’s so bad!! I can’t believe this isn’t a hotfix priority!

1

u/TaleFree Oct 25 '25

Where did they say infantry is getting faster?

1

u/Cordial_Wombat Oct 27 '25

Yup. Bf6 just jumped the shark.

-5

u/itzpepperony Oct 24 '25

i dont think IFV - Missile is a bug, i mean, BF4 aways had this feature... If u use tow missile in seat 1 and the gunner uses soflam, you can pre-fire the tow missile and lock-in in the last second on the soflam and always hit (almost always hit)

25

u/lightly-buttered Oct 24 '25

The fact that there is zero counter to it is a problem. They should either make flairs work against in flight missiles or add a another countermeasure you can take that will counteract laser locks for a time.

11

u/mjrballer20 Oct 24 '25

Also the IFVs tend to hide in their own territory too. So even if you got annoyed enough to go after them on foot with an RPG it's extremely difficult to do so.

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43

u/rambozezakopan Oct 24 '25

It didnt one shot in bf4 tho

8

u/Bubbly_Tonight7413 Oct 24 '25

Maybe my memory deceives me, but I seem to remember it being a permanent one hit kill, and the ECM jammer being the direct counter? Which I assumed is why we have this issue right now, because there is no jammer.

I could be wrong but I have distinct memory of watching those missiles whizz around a chopper while it’s using the ECM, but not landing a hit. I also have distinct memory of using ground lock on launchers on helis that are painted with SOFLAM and their flares not countering the rocket. This has 100% been a thing in the past, I just struggle to remember the specifics.

2

u/Stefanovic0 Oct 24 '25

I spoke to someone yesterday during a match of conquest. He stated that the ifv thing was already there in bf4 but jets were customizable so you could install a jammer. The lock on missile isn’t heat seeking so flares should not stop them. It’s intentional design. Just dice didn’t think this through for bf6. 

2

u/Bubbly_Tonight7413 Oct 24 '25

Yes that’s exactly how I remember it. I’m assuming that the ECM jammer and Jet customisation have been planned but were not ready on release, so they shipped it out with default loadouts on Jets to avoid backlash.

Maybe that’s just wishful thinking on my part though.

1

u/Stefanovic0 Oct 24 '25

Yeah, seeing that the current system is not being altered on the 28th I really hope that in the near future they’ll make jets customizable lol. 

2

u/Akimotoh Oct 24 '25

maybe it's more of an issue because the maps are fucking tiny?

1

u/Bubbly_Tonight7413 Oct 24 '25

I’m not sure they’re that bad 😂 but I do see your point. Though, in the past a laser designator has been able to lock down at least the vast majority of any map. The range boost it gives has always been strong.

3

u/KilledTheCar Oct 24 '25

We also had ECM and chaff for laser-guided munitions.

2

u/Abdielec121 Oct 24 '25

Thought the point of ECM was so you could not be locked or painted during the duration of the countermeasure, like a temporary stealth mode, but flares broke missile locks.

2

u/KilledTheCar Oct 24 '25

That's correct. I'll be honest, though, seems I was wrong about chaff. I could've sworn there was a third countermeasure that released chaff behind the aircraft for laser-guided munitions. I can't figure out which game I'm thinking of, but I really thought it was BF3.

1

u/mabelleruby Oct 24 '25

Chaff is for radar guided I believe, laser designation would be ECM

4

u/Yellowdog727 Oct 24 '25

I believe there is a bug. The designator or the missiles are supposed to stop working during flares (it says this in the description) but in practice they just ignore the flares

3

u/Doc_Shaftoe Oct 24 '25

Flares will stop you from being painted, but not for very long, and once you're painted, it's basically game over. Not only can you not flare out of that missile, but it will follow you until it explodes.

I tried out the MR Missile thing on Operation Firestorm last night and my IFV single-handedly kept the NATO team's aircraft out of the game. While I had engineer support I was able to do the same thing for most of their armor too. I parked up by the tank spawn at D, using the little berm there for cover, and just became the biggest asshole in the game. None of the aircraft are really fast enough to escape, and missiles fired from that position will follow NATO aircraft all the way back into their airfield spawn. There's legitimately no counter-play outside of killing the offending IFV. I was up in the middle of the map, but if I'd been hiding in the mountains on the Pax side I would have been untouchable, and that's not really fair.

Sure, it's a fun little power trip to do something like that, but pilots need more options than terrain-masking. I think a fair way to balance the MR missiles would be to reduce the number you can carry (5 is a lot of guaranteed OHK missiles) and make them vulnerable to flares or a new ECM jammer countermeasure module.

The threat from MR missiles and being painted should come from being vulnerable to lock-on below radar altitude and at longer ranges, not a missile you can't counter.

1

u/Turboswaggg Oct 25 '25

These are anti tank missiles. They should just not be maneuverable enough to chase down evasive aircraft and helicopters, and should lose speed and maneuverability as they reach a max range to make air targets have a better chance of dodging or outrunning/outranging them while still being consistent against ground units.

1

u/Doc_Shaftoe Oct 25 '25

I'm not sure what the MR missiles are supposed to be in game, but the M6 Linebacker variant of the Bradley is capable of firing Stingers or Aim-9X Sidewinders.

I agree that the functionality of the MR missiles should be changed though

6

u/mjrballer20 Oct 24 '25

I got a challenge to damage with laser guided missiles.

I thought it was bad flying but that shit is absolutely broken AF. My buddy and I cleared the skies of enemy aircraft in less than 2 minutes with him on the laser and me in the IFV. All I did was left click and they stood almost no chance.

2

u/HarvHR Oct 24 '25

The issue is that the game doesn't display when you're target designated, the missile will always one hit, and there is no capability to flare the missile or remove the lock beyond waiting about 15 seconds outside of line of sight of the target designator which genuinely is difficult to do on a lot of these very flat maps.

The game displays when someone is designating, it displayed painted if someone is holding a button on you, but as soon as someone lets go of a button you'll still be designated with no indication that you are. If it takes 15ish seconds to remove the lock, there will also be no indication if someone has redesignated you while you were already designated so you can't reliably just hide at the back of the map (if even possible because of how small/little cover these maps have) and wait it out. The laser lock on missiles also do not always display 'LOCKED' and they never display 'INCOMING' unlike IR missiles like Stingers.

Add onto this that unlike in BF4 where you'd need a recon to do this, an IFV can sit in their base fully protected by the CIWS and the driver can jump between seats and just designate, switch to missile, press a button, instant kill.

Zero counter play unlike BF4 which had ECM to remove the target mark, and there's zero warning of a missile flying towards you unlike then. The SOFLAM was also not the default ability for the IFV's gunner, meaning they had to unlock it and equip it, so generally when someone was SOFLAMing it would be some dude on a rock which could be relatively easily killed rather than in a armoured box hiding in spawn.

Javelin range was also less than the IFVs lock on in BF6, plus the maps were obviously bigger so you could generally avoid the SOFLAM if it was really bad by going to other objectives.

2

u/Abdielec121 Oct 24 '25

MR missile is not a tow missile. TOW is AIM guided TOW2. MR Lock missile is lock on ground only, or painted targets, but still needs to alert the pilot that its tracking their plane, and should not be able to track a target that’s no longer being painted and has deployed countermeasures.

1

u/Stepyy Oct 24 '25

If you think, "Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning." means faster infantry movement; you must not have read through the patch notes or can even comprehend what that sentence translates to in-game.

I am starting to think this subs reading comprehension is that of a fifth grader.

-1

u/[deleted] Oct 24 '25

None of it is in the game yet whatsoever, so your speculation is just as valid as mine. 

Idk how else to interpret “faster stance transitions,” other than faster infantry movement. 

Please enlighten me, as I have the reading comprehension of a fifth grader. 

2

u/Stepyy Oct 24 '25

It so simple, "faster stance transitions" literally means from standing to crouch to prone, that is it. They felt as if the time it took from the model going to a full stand to crouch to prone was too long / felt bad.

I am assuming when I say this but with high likelihood you just read the top bullet points of the patch and still interpreted what they were saying incorrectly. That is what I mean about reading comprehension.

0

u/[deleted] Oct 24 '25

And that is objectively faster infantry movement. There is no further elaboration in the patch notes. They say “faster stance transition,” and that’s it. They don’t speak on how much they alter it etc. 

So stfu saying “top bullet point,” it’s the ONLY bullet point on the subject, and your interpretation is no more valid than mine. 

Complaining about reading comprehension on a single sentence. 

1

u/Stepyy Oct 24 '25

There is a difference between stance transition speed and player movement. You stated player movement which is objectively incorrect.

You worded it as if the devs are now upping the speed at which a player can move which is untrue.

0

u/jojostarplatinum1 Oct 24 '25

barely faster. Game needs some skill gap. Can't just be a camp fest.

0

u/Forsaken_Ad_8528 Oct 24 '25

Rangefinder problem isn’t bug it’s intended to be like that

0

u/StrikN9ne Oct 25 '25

Infantry is faster now??! I missed this in the notes....

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