On Tuesday, October 13, Battlefield 6 Game Update 2.1.1.0 opens a new front in Battlefield 6 and REDSEC with the launch of Season 5: Siege of Vegas. The battle spreads across Vegas Strip and Area 51, while REDSEC raises the stakes with Rapid Royale and the official launch of Ranked Battle Royale beyond Battlefield Labs, featuring redesigned Ranked badges and new rewards. Four new weapons, a new Battle Pass, and the limited-time Battlefield 6 x Dead Space: Convergence Event round out the update. From 8.00 UTC, the update will be available to download across all platforms. It also brings a broad range of gameplay improvements, including vehicle and Anti-Air tuning, revised Battle Royale class equipment and Field Training, Spectator Mode updates, expanded Portal tools, and further polish across weapons, gadgets, UI and HUD, audio, and game stability. At 12.00 UTC, Season 5 content becomes available. Take the fight from the neon-lit streets and casinos of Vegas Strip to the desert surface and underground tunnels of Area 51, build momentum through earned redeploys in Rapid Royale, begin a new Ranked Battle Royale climb, and add the Mk 24, RSPR, Z84M, and ELR-40 to your arsenal. From October 15-19, Battlefield 6 will also be free to play for a limited time on Steam*, with every available map and mode open across land, air, and sea. NEW CONTENT SEASON 5: SIEGE OF VEGASGo all-in on all-out warfare as Season 5 opens with Siege of Vegas, taking the battle from the neon-lit Las Vegas Strip to the classified depths of Area 51. Four new weapons, Multiplayer Leaderboards, a new Battle Pass, and a limited-time Battlefield 6 x Dead Space Halloween event round out the opening phase.REDSEC raises the stakes with Rapid Royale, its fastest and most aggressive Battle Royale experience yet, alongside a new season of Ranked Battle Royale. As Pax Armata unleashes powerful chemical weapons across Las Vegas, squads will fight across Vegas Strip and Mirak Valley, earn redeploys, climb the ranks, and battle their way to the top. NEW MAPSVegas Strip: War has arrived in Las Vegas, where anything goes. Supporting all combat sizes, land vehicles, and helicopters, Vegas Strip combines open sightlines and large-scale vehicle battles with the iconic Strip, fountains, lavish casinos, rooftop ziplines, hotel towers, and storm drains built for close-quarters combat. All the chaos, all the grit, all the indulgence.Area 51: Area 51 has been breached. This top-secret desert military base offers endless opportunities for massive-scale combat, with jets, helicopters, and tanks ready to attack and defend across the surface. Descend through a fresh crater to explore the base’s underground tunnels, take close-quarters fights beneath the desert, launch a dirt bike over rolling hills, pilot a jet across the landscape, and bring down the Air Traffic Control tower to reshape the battlefield. NEW REDSEC MODERapid Royale: Battle Royale comes to Las Vegas with the fastest and most aggressive REDSEC experience yet. Get kills, earn redeploys, and fight to the top across multiple maps, including Vegas Strip and Mirak Valley. Rapid Royale features a lower player count, airdrops containing some of the best loot in the game, and the fastest ring of fire. More aggression. Faster matches. Go rapid.RANKED BATTLE ROYALERanked Battle Royale officially launches with Season 5, moving beyond Battlefield Labs and into a new competitive chapter for REDSEC. Squad up, climb the ranks, earn new rewards, and show off redesigned Ranked badges as you fight your way to the top. NEW WEAPONSMk 24: Dominate open firefights with the Mk 24, an Assault Rifle that becomes deadlier at longer ranges while balancing its power with a limited magazine capacity.RSPR: The RSPR is a highly compact, short-range Personal Defence Weapon with major stopping power from its rifle cartridge. It performs better at longer ranges than most Personal Defence Weapons, but its higher recoil demands careful control from operators looking to make the most of its power.Z84M: A belt-fed Light Machine Gun built to dominate at close range. With a 100-round capacity and support for a wide selection of attachments, the Z84M is ready to sustain pressure across the battlefield.ELR-40: A versatile Bolt-Action Sniper Rifle built for deadly long-range engagements. Its standard configuration features a very long-range sweet spot, while its single-shot mode moves the sweet spot to shorter distances, giving Recon players greater flexibility across changing engagements. BATTLE PASSGo on a tear with the Season 5 Battle Pass, featuring six instant unlocks, four themed paths, more than 100 tiers of rewards, and a new arsenal of hardware to earn throughout the season. BF PROGo all in on Las Vegas with Battlefield Pro, including six exclusive instant unlocks, full Battle Pass access, 25 Tier Skips, an exclusive BF Pro limited-time Bonus Path of rewards during the Season, new music for the vehicle radio, a 15% XP boost, exclusive Instant Unlocks, persistent Portal Server Hosting, and 100-player servers in Portal.BATTLEFIELD 6 FREE WEEKENDNo ante required. From October 15-19, Battlefield 6 will be free to play for a limited time on Steam.* Play every available map and mode, fight across land, air, and sea, and experience ultimate all-out warfare. BATTLEFIELD 6 x DEAD SPACE: CONVERGENCE EVENTFrom October 20 through November 7, the limited-time Battlefield 6 x Dead Space: Convergence Event brings a new threat to Area 51.In Pax Armata’s desperate push to acquire new weapons and technology, its forces uncover an ancient alien artefact buried deep within the vaults of Area 51: a Marker. Its origins are unknown, but its effects are not. Those who get too close succumb to violent madness that threatens to become an extinction-level event.Marker Incursion: Dead Space comes to Battlefield 6 and REDSEC in this limited-time Halloween event. Wield the Pulse Rifle Battle Pickup and fight through hordes of AI-controlled Marked Soldiers in a new 16-player PvE experience. Destroy the Marker and stop the Convergence Event before the madness spreads.Dead Space Rewards: Fight against Convergence to unlock Dead Space rewards, including the “Aegis VII” Soldier skin, the “RIG-Certified” SMG Weapon Package, two Weapon Stickers, Soldier Patches, a Player Card Background, and two in-game Bundles.Major Updates for 2.1.1.0Vehicle Combat and Mobile Anti-Air Tuning: Anti-Air receives a broad balance pass across several major areas, alongside further updates to tank damage angles, regeneration, vehicle weapons, rockets, and Anti-Vehicle Mines.Player Combat and Animation Polish: Soldier presentation has been improved across death animations, swimming, revives, hit reactions, and vehicle seating, while recoil compensation, reload behaviour, weapon attachments, and optic presentation have received further updates.UI, HUD and Spectator Mode Clarity: In-game information and menu presentation have been improved across Spectator Mode, the Deploy Screen, Loadouts, Customisation, reconnection messaging, player status information, thumbnails, and front-end navigation.Portal Creator and Custom Lobby Updates: Portal creators receive new Verified Portal Modes, Custom Maps, SDK functions, water controls, notification tools, and updated example levels, alongside improvements to hosting, team setup, player management, lobby transitions, and Custom Experience presentation.Audio, AI and Stability Improvements: Audio feedback has been improved across vehicles, weapons, voice-over, controllers, maps, and underwater gameplay, while AI navigation and behaviour, Campaign access, lighting, and visual-effect stability have also received further polish.REDSEC and Ranked Battle Royale Updates: Rapid Royale arrives alongside a new Ranked Battle Royale season, while class equipment, Field Training, redeploy loadouts, armour plating, mission flow, loot presentation, Second Chance behaviour, and Ranked End of Round information have been updated. CHANGELOGPLAYER:A fade-to-black transition now appears correctly between entering the downed state and reaching the Deploy Screen.Corrected a visual issue that could cause a soldier’s death animation to appear unnatural when killed inside GDF-009 Stationary Anti-Air.Reduced abrupt soldier animation transitions caused by large waves briefly forcing soldiers into an in-air state.Soldier death animations now play correctly when killed while using GDF-009 Stationary Anti-Air.Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator.The network graph no longer registers bullets stopped by water as dealing zero damage.Updated and improved third-person revive animations to make changes in player state clearer. VEHICLES:Dev note: The team felt that anti-air cannons were not effective enough at punishing aggressive, mid-to-long-range fly-bys from aircraft. By increasing projectile velocity and reducing shell dispersion on Mobile AA, we aim to improve the consistency and effective range of ground-based anti-air, making it a more significant threat. Light attack aircraft, specifically the Scout Helicopter, are considered too effective vs infantry with their rockets. The changes in this update aim to curb this in the following ways:Reducing Splash Damage: The 30% reduction in 70mm FFAR Light Rocket splash damage prevents one-hit kills on infantry at the most common engagement distances, requiring more precise aim from pilots.Increasing Resupply Time: Lengthening the rocket pod resupply cooldown from 28 to 38 seconds forces pilots to be more selective with their attack runs, reducing their ability to perform "carpet-bombing" on ground targets.We also wanted to improve counterplay, as low-altitude aircraft previously felt too safe from infantry threats. The initial goal is to make aircraft flying "below radar" more vulnerable to infantry lock-on missiles (MANPADS) to ensure that no altitude was completely safe and to reward infantry players for good positioning. However, in Battlefield Labs testing, it became clear that this change needed some more iterations before being ready for prime time. We'll keep you posted on these changes as we make progress. Overall, we designed the balance updates in 2.1.1.0 to make anti-air systems more lethal and reliable, reduce the oppressive power of light aircraft against infantry, and ensure there are rewarding counter-tactics for both ground and air players.Added missing weapon, equipment, and vehicle haptic feedback for the F/A-81F Super Spectre and F-74A Seacat.Firing Main Battle Tank or Infantry Fighting Vehicle weapons now resets the passive regeneration delay and will reapply the 12-second delay before passive regeneration can start.Health regeneration for Main Battle Tank and Infantry Fighting Vehicle has been nerfed slightly. Time from critical to full health now takes 8 seconds for both MBT and IFV, up from 6.66 and 7 seconds, respectively.Heavy Rotary Machine Gun projectiles penetrating helicopter glass now deal 0.3x damage to soldiers, reduced from 0.8x.Increased maximum dispersion from 0.4 to 0.5 for the Coaxial .50 Cal Heavy Machine Gun and RWS .50 Cal Heavy Machine GunLight Rockets now require 7 (up from 4) hits against Scout Helicopters, 9 (up from 5) against Attack Helicopters, and 15 (up from 11) against Transport Helicopters.Soldiers’ feet no longer clip through the floorboard while seated in the Glider 96.Tank rear hits within 86-94 degrees now deal 2.5x damage, while turret and hull hits above 50 degrees deal side-hit damage.RWS .50 Cal Heavy Machine GunIncreased penetration damage.Increased projectile lifetime from 1.5 to 4 seconds.Increased rate of fire from 400 to 450 rounds per minute.Reduced projectile drag from 0.0035 to 0.002.Mobile Anti-AirAdjusted projectile lifetime across all ammunition types, resulting in a maximum range of approximately 800m, slightly increased from before.Corrected an issue where muzzle flashes could appear larger than intended in first-person when using certain ammunition types.Increased base turret rotation speed by 50%.Increased magnification when using first-person zoom in Mobile Anti-Air vehicles.Reduced projectile drag from 0.0025 to 0.0015 across all Mobile Anti-Air ammunition types.35mm High Velocity Anti-Air AmmunitionDamage adjustmentsDamage vs. Infantry now 25, up from 13Damage vs. Helicopters now 45, up from 26Damage vs. Jets now 62.5, up from 32.5Damage vs. ATP/Patrol Boat now 7.5, up from 4.55Damage vs. Armored Vehicle now 5, up from 4.55Damage vs. Light Vehicle now 31.25, up from 16.25Damage vs. Quad/Motorcycle now 125, up from 33.8Changed dispersion from 0.25-0.85 to 0.5.Increased heat generation per shot from 3.6% to 13%.Increased heat recovery from 0.5 to 0.833 heat per second.Increased projectile lifetime from 1.2 to 1.24 seconds.Increased projectile velocity from 1,175 m/s to 1,250 m/s.Reduced convergence distance from 300m to 90m.Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds.Multi-Purpose AA ShellDamage adjustmentsDamage vs. Infantry now 34, up from 13Damage vs. Helicopters now 61.2, down from 65Damage vs. Jets now 85, up from 65Damage vs. ATP/Patrol Boat now 10.2, up from 7.8Damage vs. Armored Vehicle now 6.8, down from 7.8Damage vs. Light Vehicle now 42.5, up from 16.25Damage vs. Quad/Motorcycle now 170, up from 33.8General Purpose Anti-Air Ammunition no longer fires in burst mode.Increased projectile velocity from 850 m/s to 1,175 m/s.Reduced convergence distance from 300m to 115m.Reduced dispersion from 0.7 to 0.4.Reduced projectile lifetime from 1.6 to 1.32 seconds.Anti-Armor AA ShellDamage adjustmentsDamage vs. Infantry now 50, up from 20Damage vs. Helicopters now 90, down from 100Damage vs. Jets now 125, up from 100Damage vs. ATP/Patrol Boat now 15, up from 12Damage vs. Armored Vehicle now 10, down from 12Damage vs. Light Vehicle now 62.5, up from 25Damage vs. Quad/Motorcycle now 250, up from 52Increased projectile velocity from 560 m/s to 900 m/s.Increased rate of fire from 240 to 480 rounds per minute.Reduced convergence distance from 300m to 150m.Reduced dispersion from 0.6 to 0.3 degrees.Reduced magazine capacity from 8 to 4 rounds.Reduced projectile lifetime from 2 to 1.73 seconds.Reduced reload time from 2.4 to 1.2 seconds.GDF-009 CannonDamage adjustmentsDamage vs. Infantry now 34, up from 30-22Damage vs. Helicopters now 61.2, down from 110Damage vs. Jets now 85, down from 110Damage vs. ATP/Patrol Boat now 10.2, down from 13.2Damage vs. Armored Vehicle now 6.8, down from 13.2Damage vs. Light Vehicle now 42.5, up from 27.5Damage vs. Quad/Motorcycle now 170, up from 57.2Changed dispersion from 0.25-0.85 to 0.4 degrees.Increased heat generation per shot from 4.2% to 8.4%.Increased heat recovery from 0.5 to 1 overheat heat reduction per second.Increased projectile lifetime from 1.2 to 1.32 seconds.Increased rate of fire from 720 to 1,100 rounds per minute.Removed the overheat penalty, reduced from 0.5 seconds to 0 seconds. GADGETS:Air-Defense Launchers now appear in the correct position inside Armored Transports.Demolition Charges now deal the intended blast damage.Soldiers now display a hit reaction when damaged by a PowerPulse Defibrillator.The LTLM II Laser designation duration has been reduced from 9 to 2 seconds.The SLM-93A Spire Air-Defense Launcher can no longer be fired without aiming down sights.PTKM-1R Acoustic Sensor AV MineThe mine no longer activates against neutral vehicles.The mine now target transport ground vehicles, with a small amount of dispersion.Dev note: We’re making this change to allow drivers a better opportunity to avoid the projectile once its mine has been triggered. The mine now arms correctly after the 3-second intended delay following deployment.M15 Anti-Vehicle MinesMines can now be deployed while prone and looking down.Mines no longer appear to float above terrain.Mines now trigger on transport vehicles only through direct wheel contact, while retaining proximity and speed-based activation against armoured vehicles.The mine placement preview is now visible when looking forward.Field Dummy No.25 Sniper DecoyThe decoy no longer produces blood effects when damaged.The decoy now deploys correctly and no longer falls through terrain or static objects.The decoy now displays its 2D and 3D Spot icons correctly. WEAPONS:SVDMRecoil Direction on the SVDM changed from 4° to 20°Recoil Decrease Time Exponent on the SVDM and M39EMR increased from 0.75 to 1.1 Dev note: While overall DMR balance is in a good place, the SVDM and M39EMR were a bit more controllable than desired when fired at their max RPMs for prolonged periods. These changes negligibly affect intended methodical use, but will be more noticeable over rapid, sustained fire. We do not want to gut these weapon's effectiveness in any mode, but we do want to ensure they are being used precisely as their weapon archetype infers. Reduced recoil compensation for gamepad input from 11% to 5%.The Canted Iron Sight no longer clips into the NFX 8.00X optic on the GRT-CPS.The Match Trigger now functions correctly on the SG 553R in semi-automatic fire mode.The SU-230 LPVO no longer incorrectly reduces visual recoil on the following weapons: M433, GRT-BC, M123K, M250, M121A2, M417A2.Updated several melee quick attacks to prevent bullpup rifles from obscuring visibility.Updated the M87A1 pose animations when using the Folded Stubby Grip to prevent the soldier’s fingers from intersecting with the grip. PROGRESSION:Added a Season 4 catch-up challenge for the BROD 3.Added a Season 4 catch-up challenge for the Interdictor.Added a Season 4 catch-up challenge for the VSSM. UI & HUD:“Passive” and “Trait” icons now display correctly for all classes.Adjusted objective camera positioning in Multiplayer Spectator Mode.Bomb objectives can no longer be pinged through the CommoRose in Obliteration and Tactical Obliteration. Bomb objectives remain highlighted as priority objectives, improving CommoRose readability and selection.Button prompts no longer appear incorrectly while spectating in first-person.Certain “Season 4 Hardware Challenge” reward icons now display correctly during gameplay.Chat text now displays clearly instead of appearing blurred.Class sub-tabs now remain visible on the Deploy Screen.Closing an open dropdown with the “Back” button no longer exits the main screen.Disconnected players are now identified correctly in the “World Log”.Disconnected players are now identified correctly in the squad list.Dog Tag notifications now appear correctly after performing a melee takedown.Improved character texture loading across Loadouts and the Battle Pass.Improved third-person Spectator Mode camera transitions so the camera reaches its target position and rotation more quickly.Muzzle attachment lines now align correctly with suppressors on the PW5A3 when customizing.Pressing Esc now closes the “Quit Game” prompt on PC.Pressing Esc to close badge or statistics pop-ups now returns players to the correct screen instead of backing out to the Profile.Selecting a Class Badge in Loadouts now opens the correct Challenges category.Spectator Mode now remembers the last-used camera view when switching between players.Spectators can now view the scoreboard and End of Round data correctly.Store tiles now display the correct background images.Taclight Aimed now appears correctly aligned in its thumbnail when equipped as a left accessory.The “Full XP” tag no longer appears incorrectly when playing in certain languages.The “Inbox” button no longer overlaps the “Invite a Friend” button while in a party.The “Last Game Played” tile now refreshes more quickly when returning to the main menu.The “Mark All Seen” confirmation no longer appears after selecting “Never Show This Message Again”.The 1P86 LPVO, MGO 3.50X, and QMK 3.00X scopes now appear correctly on the NVO-228E.The attachment indicator now aligns correctly when customising the KORD with the Compensated Brake.The attach...
Auto-posted from the developer's official Steam announcement.