Battlefield 6 Blastpoint Update: Cairo Bazaar Returns and the Portable Mortar
Season 3 of Battlefield 6 is live, and the Blastpoint update (patch 1.3.2.0, console version 1.000.022) is the largest content drop the game has had since launch. It went out on June 9, with the download opening at 09:00 UTC and the full content set unlocking at 12:00 UTC across every platform. Cairo Bazaar, a rebuild of Grand Bazaar from Battlefield 3, joins the map rotation. Obliteration comes back from Battlefield 4. The PP-19 SMG and the Handheld Jammer Recon gadget arrive, the Explosive Charge Event runs as a limited-time event with its own Battle Pass Bonus Path, and the LWCMS Portable Mortar absorbs the heaviest nerf in the patch. A free trial runs from June 9 to 15, opening five modes across four maps to anyone who wants to test the game before paying for it.
What changed in the Blastpoint update and how it compares
The headline addition is Cairo Bazaar, a market district in Cairo. Senior Level Designer Patrick Murphy described it as a tight, close-quarters space packed with alleys and shops built for ambushes and short-range fights. Senior Game Designer Niklas Åstrand said the original Grand Bazaar layout survives in spirit while the visual design has been rebuilt from the ground up. The map opens from a crowded market into a small city, with vehicles patrolling the roads and houses lining the combat space. The Team Deathmatch zone has been refined, and Domination now runs in the same combat area. If you played Grand Bazaar in Battlefield 3, the shape of the place will feel familiar even though almost nothing on screen looks the same.
| Portable Mortar stat | Before | After |
| Health | 250 | 50 |
| Replenish time | 10 seconds | 30 seconds |
| "Enter" prompt radius | 1.5m | 1m |
| "Pick Up" prompt radius | 1.5m minimum | 1m minimum |
| Pairing with Missile Intercept System | Allowed | Blocked |
Obliteration is the other return from the franchise's back catalogue, this time out of Battlefield 4. PAX and NATO fight to control neutral bombs placed across the map and use them to destroy enemy M-COMs. Both sides have to secure the bomb, escort the carrier to the detonation site, and blow up the objective. It rewards coordinated squad play far more than lone-wolf runs, because the bomb carrier needs active protection or they go down fast. The mode plays at the larger 32v32 scale, which means the fight over the carrier rarely stays quiet for long.
Around those two pillars sits the Explosive Charge Event, a limited-time event built around destruction and momentum, with a new Battle Pass Bonus Path that expands the rewards available while the event runs. Battle Royale Solos is live again as part of the same update. After its Battlefield Labs live test, Solos returns with the player count cut from 100 to 80, faster early ring speed to keep matches moving, and Main Battle Tanks and Infantry Fighting Vehicles removed so a single player is not stuck trading against armour they cannot answer alone.

Two new pieces of hardware reshape loadout planning. The PP-19 SMG comes back to the franchise as a close-range option with a high-capacity magazine, built from a unique predecessor and able to tap into its helical roots through select modifications. It slots cleanly into aggressive Support and Assault builds. The Handheld Jammer is a new Recon gadget for electronic warfare. It disrupts nearby smart and electronic devices for a short period, and it can be thrown, placed on a surface, or used on the move, which gives Recon a disruptive tool that has nothing to do with traditional spotting. Two new attachments round out the additions. Cryo is a cryogenically treated barrel that speeds up the transition to aim down sights and tightens accuracy during sustained fire. The 00 Buck shotgun ammunition is standard-penetration shot with more range and more damage per pellet, traded against fewer pellets per shot.
The balance work is where the patch gets aggressive, and the LWCMS Portable Mortar is the clearest example. DICE has been watching the Portable Mortar perform in stationary playstyles since the start of Season 3, and the studio wants staying put in one spot to carry real risk. Health drops from 250 to 50. Replenish time climbs from 10 seconds to 30. The "Enter" prompt radius shrinks from 1.5m to 1m, while the "Pick Up" prompt radius moves from a 1.5m minimum to a 1m minimum. The Portable Mortar can no longer be equipped or placed alongside the Missile Intercept System. The stated intent is to make repositioning between volleys mandatory rather than optional, with mobile play easier to fire and relocate and static placement easier to counter. I run a static mortar on a couple of defensive holds, and cutting its health from 250 to 50 ends that habit outright, because you either move between volleys now or you hand the gadget back to enemy return fire.
The Attack Helicopter passive setup changes too. The Radar System passive is now innate, equipped by default on every Attack Helicopter. To fill the slot it used to occupy, DICE added Thermal Optics, a passive that gives the gunner seat a thermal camera that switches on when you zoom. That helps with target acquisition and gives pilots who want to focus on their gunner a dedicated option instead of leaning on rockets. The Mobile Anti-Air gains two new secondary weapon choices. High Velocity Rockets have extremely limited guidance but fire rapidly at a higher velocity than other rockets, so they demand good aim while offering more potential damage output. Aim Guided Anti-Air Missiles carry a smaller payload than the aim-guided weapons on other vehicles, and make up for it with much better velocity and maneuverability. The Main Battle Tank also gets a buff that is easy to miss in the notes: the Anti-Personnel Shell pellet count doubles from 16 to 32.
| Other key value | Before | After |
| Extended Barrel cost (all weapons) | 15 points | 5 points |
| RPG-7V2 zeroing range | 100m | 22m |
| MBT Anti-Personnel Shell pellet count | 16 | 32 |
| Aircraft minimap camera height | 400m | 700m |
| "Devastating Impact" Field Upgrade value | 50% (listed) | 25% |
| L115 1.50x Thermal Sight cost | 15 points | 25 points |
| Battle Royale Solos player count | 100 | 80 |
| Claymore trigger and fragmentation range | Separate values | Unified at ~3m |
The RPG-7V2 gets a trajectory rework. Season 2 reduced the launcher's velocity and acceleration so that hitting aircraft took more skill, and DICE says that change worked but left a projectile path that felt unintuitive at closer ranges, where players kept missing. The trajectory has been reworked and the zeroing range pulled in from 100m to 22m, so close shots should now land where players expect them to. The M18A1 AP Mine, the Claymore, also gets cleaned up. Its trigger range and fragmentation damage range have been unified at roughly 3m, and Claymore fragmentation no longer deals self-damage, which removes one of the more annoying ways to die while holding a position. The mine also no longer damages downed players in multiplayer.
Attachment economics shift in a way that touches almost every weapon. Extended Barrels across all guns now cost 5 attachment points, down from 15, and they no longer hand out an aim-down-sights time benefit. The goal is broader build diversity, especially on weapons that have few barrel options to begin with. I think the Extended Barrel change is the one most players will feel without naming it, because dropping the cost from 15 points to 5 frees up room on builds where barrel choices used to eat most of the budget. There is a smaller correction in the other direction: the 1.50x Thermal Sight cost on the L115 was wrong and has gone up from 15 points to 25.
Soldier visibility got a broad pass that is hard to capture in a stat line but obvious within a few matches. DICE reduced visual noise around enemy soldiers, improved how the game adapts between dark interiors and bright outdoor areas, sharpened contrast and silhouette definition, made visibility more consistent at close and long range, and cut visual artefacts around soldiers in fog. Hit effect prediction has been improved to line up blood effects and impact feedback with the confirmed hit result, with the biggest difference under higher latency, packet loss, or jitter. Death animations were reworked to reduce popping, limit excessive movement, and produce more consistent reactions to explosive damage, with the impulse now more consistent across 30Hz and 60Hz experiences.

Maps and modes pick up a round of targeted fixes. Spawn points were improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base, and spawn protection on Operation Firestorm was expanded to reduce enemy aircraft pressure near deployment areas. Explosive gas cylinders on Railway to Golmud now behave as intended. In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been swapped for a Minigun Battle Pickup. Out-of-bounds access using the Assault Ladder on Hagental Base has been closed. Gauntlet players get fixes that matter for scoring and flow: Heist Caches now spawn where they are supposed to, Tank Containers close properly when a wrecked vehicle or player sits near the container, and vehicle containers in Gauntlet: Rodeo award 3 points when opened on top of the mission's other scoring.
The UI and HUD pass clears several long-running irritations. The "New" markers in the Play menu now reappear less often on tiles you have already viewed, which DICE frames as a first step, with broader work and a faster way to clear markers planned for later seasons. Damage numbers above 1000 now show the correct vehicle damage value instead of capping at 1000. Hit indicators for soldiers were moved further from the crosshair, stay visible on bright backgrounds, and use improved hit and kill animations. The minimap camera height for aircraft rose from 400m to 700m, widening their view. The "Devastating Impact" Field Upgrade description was corrected to show 25% instead of the 50% it listed before.
Portal gets its own block of additions. Cairo Bazaar is available for Verified Portal Modes, and Railway to Golmud assets are now in the SDK for Custom Experiences. The SDK Godot version moved from 4.4.1 to 4.6.1. A new mod.AutoBalanceTeams action lets creators balance Team 1 and Team 2 while keeping squad composition intact, provided team and squad sizes match. ViperStudiosAndy's Custom Conquest Template reached version 10.0 in the official SDK, adding Hagental Base, a Conquest Assault toggle, a Night Vision Goggles toggle for players, and Dirt Bikes on select maps. The two tables below put the numbers that moved most side by side.
Battlefield 6 patch 1.3.2.0 full patch notes
Complete patch notes list:
- New Content Arrives: The Explosive Charge Event arrives alongside Cairo Bazaar, Obliteration, the PP-19, the Handheld Jammer, and a new Battle Pass Bonus Path that expands the rewards available during the event.
- Obliteration Returns: The classic Battlefield mode is back with neutral bombs, enemy M-COMs, and intense squad-driven pushes where both teams fight to secure, escort, and detonate the objective.
- Battle Royale and Gauntlet Improvements: Mission behaviour, Threat Tracker accuracy, loot readability, Insertion Helicopter spacing, Airdrop stability, Tank Containers, Heist Caches, and Rodeo scoring have all been updated for a smoother match flow.
- Weapons and Attachments Receive a Broad Polish Pass: Burst Fire attachments, Extended Barrels, thermal optics, attachment poses, reload behaviour, Tac-Light unlocks, and weapon previews have all seen further consistency and usability improvements.
- Gadgets Receive Further Tuning: LWCMS Portable Mortar, M18 Claymores, MAS 148 Glaive, XFGM-6D Recon Drone, CSB IV EOD Bot, LTLM II PLD, Repair Tool, C-4 Explosives, and missile guidance have all been adjusted to improve reliability, scoring, placement behaviour, and counterplay.
- UI, HUD and Front-End Improvements: End of Round screens, Loadouts, Challenges, Store previews, Battle Pass pagination, “New” Markers, Player Cards, and menu animations have all been updated to improve clarity and presentation.
- Portal, Audio, Vehicles and Map Enhancements: Portal gains new SDK support, creator tools, Cairo Bazaar for Verified Portal Modes, and Golmud Railway assets, while audio, vehicle behaviour, spawn points, lighting, and map-specific issues receive further polish as well as an updated Custom Conquest Template from ViperStudiosAndy.
Player:
- Death animations have been improved to reduce popping, limit excessive movement, and increase reactions from explosive damage.
- Logistics Expert in the "Support Fire" Support Training Path now applies to Grenade Launchers as well.
- Teammates being revived now detach properly if they are killed during Drag and Revive.
- Cancelling Drag and Revive by switching weapons no longer sends the downed player flying.
- Death animation behaviour now reduces cases where soldiers travel further behind cover than intended after being eliminated.
- Death animation impulse is now more consistent across 30Hz and 60Hz experiences.
- Death animation selection is more stable, reducing cases where soldiers begin moving in one direction before being corrected in another after being eliminated.
- Deploying on a friendly player no longer leaves the screen fully black in some rare cases.
- Friendly soldiers hidden behind cover now display more reliably when many friendly players are nearby.
- Health state feedback reacts faster when transitioning between states, such as from alive to Man Down.
- Hit effect prediction better aligns blood effects and other impact feedback with the confirmed hit result, especially under higher latency, packet loss, or jitter.
- Lethal damage now transitions soldiers into their death state more consistently.
- Lower body rotation behaves correctly when aiming in first person on moving platforms, such as vehicles or the train on Railway to Golmud.
- Soldiers are no longer pushed away when jumping into a ceiling.
- Soldier blood impact effects have been improved for better visibility.
- Soldier legs now face the correct direction when turning during Combat Dive.
- Soldier visibility filtering activates reliably after respawning, and a broader pass improves readability across varied combat environments, with reduced visual noise around enemy soldiers, better adaptation between dark interiors and bright outdoor areas, improved contrast and silhouette definition, more consistent visibility at close and long range, and fewer visual artefacts around soldiers in fog.
- Spotting and pinging are more consistent at the perceived edge of Smoke Grenades, without reducing the blocking effect of smoke.
Vehicles:
- Air vehicle radar and minimap range have been expanded when radar is available.
- All ground transports other than bikes now have crawl speed functionality when using keyboard input, similar to tanks.
- The Anti-Personnel Shell pellet count for the MBT has increased from 16 to 32.
- Mobile Anti-Air now has new secondary weapon options with High Velocity Rockets and Aim Guided Anti-Air Missiles.
- High Velocity Rockets have extremely limited guidance but fire rapidly at a higher velocity than other rockets, requiring good aim while offering higher potential damage output.
- Aim Guided Anti-Air Missiles carry smaller payloads than aim guided weapons on other vehicles, but make up for it with substantially improved velocity and maneuverability.
- Naming for the PAX Scout Helicopter now displays its correct name, MH-350.
- The Attack Helicopter Radar System is now innate, and Thermal Optics have been added, giving the gunner seat a thermal camera that activates on zoom.
- The ATP Vehicle can now take damage from mounted HMGs and vehicle-mounted LMG weapons.
- ATP Vehicle Mine Countermeasures now always play a visual effect when detonating mines.
Gadgets:
- C-4 detonations triggered with a Drone now award XP.
- Corrected an issue where the repair tool would get stuck when activating the Engineer's Field Upgrade Ability.
- CSB IV EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM.
- CSB IV EOD Bot mines no longer clip into terrain.
- Defibrillators now show their charging animation correctly to other players in third-person.
- Enemy Engineer and Recon gadgets defused by Engineer or Recon players now award XP.
- Enemy gadgets destroyed with the Repair Tool now award score as intended.
- Hardware Suppression System now plays the intended weapon locomotion animations when moving while zoomed.
- Lock-on behaviour has been improved to reduce cases where targets were treated as closer than they actually were.
- M18A1 AP Mines no longer damage downed players in Multiplayer.
- M18A1 AP Mine trigger range and fragmentation damage range have been unified at approximately 3m, and Claymore fragmentation no longer deals self-damage.
- MAS 148 Glaive missile guidance is more reliable, including improved tracking at low altitudes; if a missile loses tracking, such as after countermeasures, it continues towards the target's last known position.
- Reworked the trajectory of the RPG-7V2 projectile, with zeroing range reduced from 100m to 22m.
- The LTLM II Portable Laser Designator can no longer be deployed unintentionally by releasing the zoom and fire buttons at the same time, or by repeatedly pressing fire while zooming and then releasing zoom.
- The XFGM-6D Recon Drone targeting logic now follows the same behaviour as the DGMK4 Hardware Suppression System, allowing close targets to be destroyed through walls while distant targets require line of sight.
- TRCRv2 Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving.
- Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air.
- LWCMS Portable Mortar health has been reduced from 250 to 50.
- LWCMS Portable Mortar placement animations now end correctly in first and third person when placement is unsuccessful.
- LWCMS Portable Mortar placement no longer causes leg desync in third person.
- LWCMS Portable Mortar play has been adjusted to encourage more mobile deployment, making it easier to fire and relocate while static placement is more vulnerable and easier to counter.
- LWCMS Portable Mortar replenish time has been increased from 10s to 30s.
- The LWCMS Portable Mortar "Enter" prompt radius has been decreased from 1.5m to 1m.
- The LWCMS Portable Mortar "Pick Up" prompt radius has been increased from a 1.5m minimum to a 1m minimum.
- The Portable Mortar and Missile Intercept System can no longer be equipped together or placed near each other.
Weapons:
- Adjusted the Kord 6P67 underbarrel slot so attachments are now properly centered.
- Burst Fire attachments on the GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, and Kord 6P67 now apply their effects only to burst fire modes.
- Corrected a typo in the LMR27 weapon description.
- Corrected an issue where unlocked attachment slots could appear locked in the customisation screen.
- Extended Barrels on all weapons now cost 5 points, reduced from 15, and no longer provide an aim-down-sights time benefit, intended to support greater attachment and weapon build diversity, especially on weapons with fewer barrel options.
- Hand grips on M16A4 underbarrel attachments now display properly.
- Incorrect 1.50x Thermal Sight cost has been updated from 15 to 25 points for the L115.
- Melee attacks behave more consistently around very thin walls, reducing cases where players could melee through cover or take armour damage while standing too close to it.
- P18 and Vz.61 tactical reloads can no longer be skipped by repeatedly pressing reload during an empty reload.
- RPKM and RPK-74M magazine placement has been improved during prone-on-back tactical reloads.
- SS26 aim position has been improved so shots and hit indicators align correctly with the front sight.
- Tac-Light Hip and Tac-Light ADS are now unlocked by default for the M45A1 and available to all players.
- Tac-Light Hip description text has been updated for the RPK-74M and L115.
- The USG-90 alignment has been updated so that it is now centered correctly in the character's hands on the Character Customisation screen.
- Thermal optics now apply exposure more consistently while zoomed, reducing overexposure in the surrounding world view.
- Weapon attachment poses have been improved for the GRT-CPS, VCR-2, SV-98, Mini Scout, M121 A2, M2010 ESR, and SOR-556 Mk2.
Maps and modes:
- Explosive gas cylinders now behave as intended on Railway to Golmud.
- In Escalation, the Railgun Battle Pickup near Objective D on Mirak Valley has been replaced with a Minigun Battle Pickup.
- Multiple spawn points have been improved across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base.
- Out-of-bounds access using the Assault Ladder has been closed on Hagental Base.
- Spawn protection has been expanded on Operation Firestorm to reduce enemy aircraft pressure near player deployment areas.
- Vaulting over Deployable Cover in the Hagental Base tunnels no longer pushes soldiers through the ceiling.
UI and HUD:
- Accepting the Voice Chat disclaimer while offline no longer triggers error messages.
- Attack and Defend orders can now be cleared when using the ping clear input from the map.
- Battle Pass and Store weapon previews now remain centred in their respective menus.
- Battle Pass item list pagination now displays Z and C key prompts to show keyboard navigation options.
- Captured points now appear correctly in the top HUD.
- Challenge navigation while using a controller has been improved, making it easier to select previous weeks in the Challenges menu.
- Challenges widget now stays within the Pause menu screen boundaries.
- Damage numbers above 1000 now display the correct vehicle damage value instead of showing 1000.
- Damaging sniper decoys now show hit indicators, reinforcing the illusion of hitting a real soldier.
- Danger pings are no longer placed unintentionally when attempting to spot multiple enemies in quick succession.
- Dead players no longer block danger pings or spots.
- Deploy screen PiP camera now displays correctly when viewing players using a Dirt Bike.
- Focused offers in the Store menu now display the appropriate offer tag icons.
- Front-end animations have been added for Loadout, Customisation, and Store menus.
- Golf Cart now has its own world icon instead of using a generic car icon.
- Headshot hit indicators now display correctly when breaking an enemy player's armour with a headshot.
- Hit indicators for soldiers have been adjusted to be less intrusive, sit further from the crosshair or sight, remain more visible on bright backgrounds, and use improved hit and kill indicator animations.
- The minimap camera height for aircraft has been increased from 400m to 700m, expanding their range of view.
- Level 3 "Tracker" description on the Hazmat Breacher Training Path has been updated to better communicate its effective range.
- Loadouts menu text layout has been improved to prevent overlap.
- M16A4 Precision stats now display more accurately and no longer show as 0 in some cases.
- M320A1 SMK Smoke gadget sight UI icon alignment has been improved.
- Neutral vehicles in team HQs no longer appear twice on the deploy screen.
- "New" Markers in the Play menu now reappear on previously viewed tiles less frequently.
- Options section navigation button styling now matches Profile to Stats.
- Pinged enemy soldiers, enemy vehicles, and downed squad soldiers now display the new Squad Member Ping Bar.
- Player Card icons now display correctly on the End of Round screen.
- Quick customisation icons on the deploy screen have been improved for better legibility.
- Soldier ordering within the "Strix Raiders" and "Task Force Vector" units has been adjusted to better align with their visual class.
- Spectating a soldier who is remote-controlling a CSB IV EOD Bot from the deploy screen PiP view now shows the EOD Bot camera instead of the soldier camera.
- Spotted enemies display more reliably when many enemy icons are visible on screen.
- The "Devastating Impact" Field Upgrade description now lists the correct value of 25% instead of 50%.
- The Big Map and deploy map now support rendering underground areas.
- The Campaign installation status text now displays your install status correctly.
- The Challenges End of Round tab now populates correctly after spectating someone.
- The Dog Tags menu no longer shows the "GO TO STORE" button when it is not applicable.
- The pre-round header is now hidden when viewing class details to prevent text overlap with the map name.
- "Top Squad" presentation has been improved and now displays correctly at the End of Round screen.
- Weapon Mastery levels now display correctly when viewed from the in-game Loadouts menu.
- Weapon previews now appear sharper in the Loadouts menu after exiting a Portal experience.
- YOU vs FOE score now counts Bots correctly.
Settings:
- Input consistency and responsiveness have been improved, specifically for users of some high polling rate devices and PC configurations where stuttering could occur while aiming.
- The "Deadzone" menu no longer appears unexpectedly after restarting the game.
- The description for 3D Audio settings has been updated to be more accurate.
- The "Headphone Width" option description has received a minor spelling correction.
- Vehicle Mouse Aim Sensitivity values are now consistent throughout the Settings menu.
Portal:
- AH-6 LittleBird helicopter spawns now respect the helicopter spawn delay settings.
- An Attachment Size Warning has been added, giving Portal creators a warning when imported script or string files exceed recommended attachment size limits.
- Background colours have been added to Blockly editor buttons in the top right, improving visibility against blocks in the background.
- Cairo Bazaar has been added for Verified Portal Modes.
- Disabled HQs no longer appear on the map.
- Railway to Golmud assets have been added to the SDK for Portal Custom Experiences.
- Importing an experience now refreshes the Blockly editor correctly.
- In-game World Icons are now easier to read, with the default icon size set to 64.
- MoveObjectOverTime now preserves scaled object visuals properly; collision volume size was already maintained, and visuals will no longer scale back down to 1.
- Optimised images on Portal web to improve performance.
- Portal Action "SetMCOMOwner" now only allows Defenders to defuse the bomb as intended.
- Portal creators can now reduce one team's player count to 0 in Custom experiences.
- Portal Gadget now sends the player object correctly in Aim Start and Aim Stop events.
- Resolved a delay in updating the amplitude of SFX when using mod.PlaySound().
- Save messaging is now more consistent and accurate.
- Script Converter now includes a reminder message to help prevent unintended changes during conversion.
- SDK documentation now includes the music system in the gameplay logic section.
- SDK Godot version has been updated from 4.4.1 to 4.6.1.
- Spawning an object with scale set to 0 no longer causes a client crash.
- Team-specific UI widgets now appear correctly for players who join late.
- The new Portal action mod.AutoBalanceTeams has been added, allowing Team 1 and Team 2 to be balanced while maintaining squad composition; this requires matching team and squad sizes.
- The Night Screen Effect has been added for Portal Custom, alongside a corresponding example script in the SDK.
- Resolved save errors that occurred when using UTF-8 characters, including emojis and symbols, in script and string attachments.
ViperStudiosAndy Portal Custom Conquest Template:
- Air Combat Logic has been removed, as it is no longer required with Surrounding Combat Area functionality now working.
- Air vehicles can now access the official surrounding combat area.
- Andy's Custom Conquest Template has been updated in the official SDK to version 10.0.
- Bots now support the Conquest Assault logic.
- Bots will now leave vehicles if they are unable to continue driving.
- Complex 3 has been added, with special thanks to Mancour.
- A Conquest Assault toggle has been added.
- Custom out-of-bounds logic has been kept for backward compatibility.
- Dirt Bikes have been added to select maps.
- Hagental Base has been added.
- A New Prefab Spatial has been included, containing essentials that can be copied into any map and edited.
- A Night Vision Goggles toggle has been added for players.
- Spatial maps have been updated for the new HQ and Surrounding Combat Area logic.
- Starting tickets per team have been added for Conquest Assault.
- The template now uses official Combat Area, official Surrounding Combat Area, and official Exclusive HQ areas.
- UI no longer flashes when players join, and UI now clears when undeploying in rare cases where the exit capture point does not trigger the player UI to clear.
Audio:
- New crawl speed audio behaviours have been added for Quad Bikes, ATP Vehicles, Golf Carts, and Armored Transport Vehicles, with finer tuning of the Vector, Flyer 60, and Jeep/Truck crawl speed behaviours.
- Parachute audio now stops correctly for soldiers who are downed or killed while their parachute is in use.
- Spot Ping has a more recognisable sound, and Squad Ping volume has been slightly increased.
AI:
- Corrected an issue where bots were avoiding stationary friendly and neutral vehicles.
REDSEC, Player:
- Battle Royale Solo Handler voice-over lines have received grammar improvements.
REDSEC, Battle Royale:
- "Evasion" and "Headhunter" missions now complete correctly when the targeted player is downed.
- Failing missions while targeted no longer awards XP or mission completion.
- Players no longer jump when accepting missions in Battle Royale.
- Fixed wrong loot being awarded in air drop containers, as well as air drop containers containing no loot inside.
REDSEC, Gadgets:
- Gadgets placed on the extraction drone landing pad in Gauntlet are now destroyed when the drone lands.
- MAS 148 Glaive placement has been improved when dropped as loot in Battle Royale, preventing it from clipping into the ground.
REDSEC, Map:
- AI pathfinding has been improved to help soldiers navigate down from elevated positions more reliably.
- Airdrop containers now remain stable on mild slopes, improving the looting experience.
- Lighting has been improved to address blown-out visuals across the Lighthouse area.
- Out-of-bounds access using the Assault Ladder has been closed across the map.
- Supply crate fall animations now play correctly without repeating.
- Supply drop containers now collide with vehicles as intended.
REDSEC, Battle Royale map:
- Data Drive drops now display the intended game mode message.
- Insertion helicopters now maintain proper spacing during round start.
REDSEC, Gauntlet:
- Fast Rope insertion now spawns rope and helicopter meshes correctly.
- Heist Caches now spawn in their intended locations.
- M-COMs in Gauntlet: Wreckage can now be interacted with from all angles.
- Mission objects no longer cause vehicles to move when landing on them.
- Tank Containers now close properly when a wrecked vehicle or player is near the container.
- Vehicle containers in Gauntlet: Rodeo now award 3 points when opened, in addition to the mission's other scoring criteria.
REDSEC, UI and HUD:
- Action prompts have been added to loot safes in REDSEC, replacing the in-world icon variant.
- Corrected an issue where loot outlines for Safes would sometimes show the incorrect state, open versus closed.
- Elite 250 End of Season Rewards now show more accurate unlock criteria in Loadouts.
- End of Round Summary colours have been adjusted for Ranked Battle Royale Quads.
- Enemy Armour hit indicators in REDSEC are easier to read when the enemy has low armour remaining.
- Loot outlines now use the correct rarity colour when revealing loot crates around the player upon landing.
- RPKM thumbnails now display properly in Player Profile Statistics when a Bipod is attached.
- The minimap now displays a TRACKED indicator when the player is revealed during missions.
- White outline loot glint no longer remains on the back of lootable Cargo Vans after they have been opened.
- World Event custom weapon drops now show the correct icon when a player has already received a Mission Reward custom weapon drop.
REDSEC, Battle Royale UI:
- Bolt Cutter pickups and drops now display their intended game mode message.
- End of Round sequence now preserves the Profile Menu camera correctly.
- Mission titles now appear correctly in the Mission Menu.
- Picking up the bomb in the Wreckage mission no longer briefly displays a player's name.
- Threat Tracker accuracy has been improved for enemy distance to mission objectives.
REDSEC, Gauntlet UI:
- Heist base outlines now appear correctly in the Underground POI layout.
REDSEC, Audio:
- Arming a Bomb in the Demolition mission now plays the correct sound effect.
- Battle Royale insertion no longer triggers unintended soldier effort audio.
- Missile Strike call-ins in Battle Royale now use the correct voice line.
- The menu arrival sound no longer plays when opening the Commorose in Battle Royale.
Read also about previous huge patch — Battlefield 6 Game Update 1.3.1.5 went live on May 26 as a quality-of-life patch covering Battle Royale, Portal, maps, gadgets, vehicles, weapons, and UI.
5% deposit bonus up to 100 gems

a free Gift Case


EGAMERSW - get 11% Deposit Bonus + Bonus Wheel free spin
EXTRA 10% DEPOSIT BONUS + free 2 spins
3 Free Cases + 100% up to 100 Coins on First Deposit
5 Free Cases, Daily FREE & Welcome Bonuses up to 35%

3 free cases and a 5% bonus added to all cash deposits.

+5% to deposit


Comments