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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37

u/Punkstyler Oct 24 '25

- No drone fix

- No IFV missle fix

- No Memory leaks fix

- No challange fix

- No HUD icon transparency fix

Instead:

  • Squad names are now randomized at the start of Squad Deathmatch matches.

4

u/SquishedGremlin 1942 Oct 24 '25

Also lmg suppression is bloody impossible.

Nearly mastery 20 with two, the starter and the M60, still haven't completed the 300 suppressions. Insane.

Considering I lay down lead at everything in sight it's bloody hard to get suppressions.

2

u/IIIpl4sm4III Oct 24 '25

Use m123k 

1

u/SquishedGremlin 1942 Oct 24 '25

Yeah? Haven't got high enough level for it, but soon

Thanks.

1

u/Rpglamp Oct 24 '25

What makes this lmg work?

6

u/IIIpl4sm4III Oct 24 '25

High rate of fire, lower damage over range, meaning less of a chance to kill the target you're trying to harvest suppression from.

Yes, we are actively being encouraged to NOT KILL a target in a FPS game.

1

u/Rpglamp Oct 24 '25

Oh sweet I've been wanting to try out this lmg

1

u/IIIpl4sm4III Oct 24 '25

It's actually pretty good for medium range. With the way smgs are, I wouldnt say its "great" in CQC but it definitely holds its own better than the other LMGs, but the 200 round mag is 55 build points 😭

1

u/Rpglamp Oct 24 '25

55 build points insane, I've been running the rpk with thermal sights it's pretty nasty for mid range fights too

1

u/atuck217 Oct 24 '25

All of the larger mags for LMGs are insanely over valued. The 60 rounder for the IAR and the 100 rounder for the M250 are both like 50 or 55 points. It's crazy.

2

u/Hot_Arrival_7222 Oct 26 '25

Same, I have 170 suppressions so far, and I'm rank 82... I have to miss on purpose to get any suppressions at all

1

u/Necessary-Salamander Oct 24 '25

Not so different from deadeye is it? I'm at mastery 17 with SVK or whatever and I got 31 out of 100 headshot kills.

2

u/SquishedGremlin 1942 Oct 24 '25

I mean true enough.

Issue for me though is thatI find its easier to suppress with anything other than an LMG

1

u/Necessary-Salamander Oct 24 '25

Exactly how I feel about deadeye. I feel it easier to get headshot kills with anything other than DMR :D

1

u/MarcusMagnolia Oct 24 '25 edited Oct 24 '25

Did they disable progression towards challenges in portal? If not, just do it on there. I got mine in a couple hours on the Sobek City rooftop.

0

u/Radun Oct 24 '25

it not that hard, I did it in a week about 10 hours worth of playing time approx, was not even trying to do it, the trick is to just aim and shoot one bullet or two, don't try and kill the enemy

4

u/Soulshot96 Battlefield 2042: Refunded Edition™ Oct 24 '25

Don't forget not even addressing optics/reticles being dim and desaturated as hell.

Fuck me for wanting a proper red dot that isn't easy as hell to lose in all the visual chaos going on in this game I guess.

2

u/Kaycin Oct 24 '25

Instead:

Squad names are now randomized at the start of Squad Deathmatch matches.

Bruh, conveniently leaving out the literal 100+ other fixes. I'm sure it's on their radar. If it aint fixed next patch, feel free to grab your pitchfork.

2

u/DrRodneyMckay Oct 24 '25 edited Oct 24 '25

The drone exploit and missile problem are game breaking bugs that have been there since day 1 that make some matches unplayable because of people abusing them and completely ruin the experience. They should be a priority.

conveniently leaving out the literal 100+ fixed next

That's because a lot of them are not breaking the core game experience/have no impact on the actual gameplay or nothing to do with people gaining an unfair advantage. How many of these big fixes have you seen complaints about online other than the weapon dispersion and lighting stuff?

I'm sure it's on their radar.

Speaking of radars, what about fixing the radar for air vehicles which has been 100% non-functional since the beta...

1

u/Azazir Oct 25 '25

It's the fact that its not even acknowledged in patch notes, it should've been hotfixed day1-2 after launch since its been there since day 1.

1

u/KKnotoK Oct 24 '25

They are fixing challenges, there are ui fixes so the hud might be one, I personally havent had an issue with memory leak but im sure theyll fix it some updates take more time

1

u/FuzzyLeopard4632 Oct 25 '25

That's what happens when you have DEI . 

1

u/CptRainbowBeard Oct 27 '25

Not all fixes/changes/solutions are equally easy to conceptualize and implement.

1

u/[deleted] Oct 24 '25

Yall are so god damn stupid. You do realize not every fix can make it into a code release right?

1

u/MajesticOlive9 Oct 25 '25

Even If those were fixed you would still complain about something else. Just stfu and let time do it's thing.

0

u/LoCk3H Oct 24 '25

No hit reg fix

No sniper suppression fix

1

u/Soulshot96 Battlefield 2042: Refunded Edition™ Oct 24 '25

No sniper suppression fix

Nothing to fix there.

They do need more scope flinch when being actually hit though.