Battlefield 6 - Community Update - Nightfall Debrief and What’s Next
Hey everyone,Since launching on March 17, Nightfall has brought a darker, more intense atmosphere to the battlefield, and it’s been great seeing so many of you adapt to its different style of combat while others have been taking the dirt bikes for a ride with some crazy flips and bold landings. We wanted to share some of the key themes we’re seeing so far, as well as looking ahead at what’s planned for Phase 3, Hunter/ Prey.Hagental Base has been a standout addition for many of you. We’ve seen strong feedback around its layout, atmosphere, and how it plays, with particular praise for its visual direction and how it supports close-quarters combat.The Night Vision experience has also been well received, with many of you highlighting how it changes the way you move, communicate, and approach engagements. It’s been great to see squads adapting to the lower-visibility environment and leaning into a more deliberate playstyle.We’ve seen strong interest in experiences like Nightfall sticking around beyond their initial play window. With the next phase of the season, both the VL-7 Smoke and Night Mode will be added to Portal, giving players another way to continue experimenting with these modifiers beyond their featured time frame. We’ll continue evaluating how Limited-Time Modes are received and where they may make sense to return, evolve, or live on in other ways across Battlefield.Hunter/ PreyHunter/ Prey goes live on April 14 and marks the final phase of Season 2.This update introduces more progression improvements, refines squad communication systems, and makes targeted adjustments to Battle Royale pacing and resource flow. It also restores VL-7 Smoke to Gauntlet as a permanent mission modifier.Progression UpdatesProgression has been one of the most consistent areas of feedback since launch. Since the start of Season 2, we’ve further streamlined challenges, accelerated Battle Pass progression through XP, added more XP Boost rewards to early Career ranks, moved camo unlocks earlier, reduced all Mastery XP requirements, and introduced a new XP curve that speeds up overall progression. We’ve also made improvements across challenges, tracking, and end-of-round progression to make the experience more reliable.With Hunter/ Prey, we’re continuing that work with additional updates across weapons, vehicles, Career ranks, and REDSEC progression.Vehicle and Weapon ProgressionYou will earn Mastery XP by using weapons or vehicles, along with eliminations.Career ProgressionXP earn rates across Multiplayer modes will be adjusted slightly to keep progression more consistent between playlists.REDSEC ProgressionREDSEC modes will reward time spent in matches more heavily, instead of focusing primarily on final placement.Career XP earned in REDSEC will better align with Multiplayer progression pacing.In Battle Royale, kills and damage assists will provide 50% higher scores, resulting in more Weapon XP per match.As always, we will continue to monitor data and feedback as these changes roll out.Ping System ImprovementsWith Hunter/ Prey, we’re addressing several issues that affected spotting and ping reliability across Battle Royale and Multiplayer.Long-range spotting for vehicles and drones should work more consistently, and enemy soldiers will be prioritized more reliably over nearby interactable objects. We’re also resolving issues that affected pings disappearing when pinging from certain vehicles.With Battle Royale specifically, we are improving how certain items respond when pinged and addressing cases where pings would persist incorrectly after equipment changes. That means pings on loot should register more consistently, update properly when items are picked up, and clear correctly when canceled. This includes pings on the big map.These updates are focused on restoring confidence in squad communication and ensuring that when you ping something, it behaves the way you expect, whether you are marking from a vehicle, marking a route forward, highlighting loot, or calling attention to an objective your squad needs to secure.We’re continuing to evaluate how the ping system performs across the wider game. Communication is core to Battlefield squad play, and we’ll keep refining clarity, responsiveness, and consistency beyond this update.REDSEC ChangesBattle RoyaleWe’re improving early and mid-game flow based on feedback, with the intention to reduce downtime, improve pacing, and encourage more dynamic and balanced gameplay.Ammo Drops will contain increased ammunition quantities and include armor plates. MRAPVs and Safes will also provide additional armor plates in place of grenades.We’re also introducing a new Armor Drop Strike Package. When deployed, it provides 12 armor plate pickups, each one granting 2 plates, for a total of 24. This gives squads another strategic option when preparing for extended engagements.Chest opening animations are being sped up slightly to help maintain looting momentum. We’ll be monitoring how this feel
Hey everyone,
Since launching on March 17, Nightfall has brought a darker, more intense atmosphere to the battlefield, and it’s been great seeing so many of you adapt to its different style of combat while others have been taking the dirt bikes for a ride with some crazy flips and bold landings. We wanted to share some of the key themes we’re seeing so far, as well as looking ahead at what’s planned for Phase 3, Hunter/ Prey.
Hagental Base has been a standout addition for many of you. We’ve seen strong feedback around its layout, atmosphere, and how it plays, with particular praise for its visual direction and how it supports close-quarters combat.
The Night Vision experience has also been well received, with many of you highlighting how it changes the way you move, communicate, and approach engagements. It’s been great to see squads adapting to the lower-visibility environment and leaning into a more deliberate playstyle.
We’ve seen strong interest in experiences like Nightfall sticking around beyond their initial play window. With the next phase of the season, both the VL-7 Smoke and Night Mode will be added to Portal, giving players another way to continue experimenting with these modifiers beyond their featured time frame. We’ll continue evaluating how Limited-Time Modes are received and where they may make sense to return, evolve, or live on in other ways across Battlefield.
Hunter/ Prey goes live on April 14 and marks the final phase of Season 2.
This update introduces more progression improvements, refines squad communication systems, and makes targeted adjustments to Battle Royale pacing and resource flow. It also restores VL-7 Smoke to Gauntlet as a permanent mission modifier.
Progression has been one of the most consistent areas of feedback since launch. Since the start of Season 2, we’ve further streamlined challenges, accelerated Battle Pass progression through XP, added more XP Boost rewards to early Career ranks, moved camo unlocks earlier, reduced all Mastery XP requirements, and introduced a new XP curve that speeds up overall progression. We’ve also made improvements across challenges, tracking, and end-of-round progression to make the experience more reliable.
With Hunter/ Prey, we’re continuing that work with additional updates across weapons, vehicles, Career ranks, and REDSEC progression.
You will earn Mastery XP by using weapons or vehicles, along with eliminations.
XP earn rates across Multiplayer modes will be adjusted slightly to keep progression more consistent between playlists.
REDSEC modes will reward time spent in matches more heavily, instead of focusing primarily on final placement.
Career XP earned in REDSEC will better align with Multiplayer progression pacing.
In Battle Royale, kills and damage assists will provide 50% higher scores, resulting in more Weapon XP per match.
As always, we will continue to monitor data and feedback as these changes roll out.
With Hunter/ Prey, we’re addressing several issues that affected spotting and ping reliability across Battle Royale and Multiplayer.
Long-range spotting for vehicles and drones should work more consistently, and enemy soldiers will be prioritized more reliably over nearby interactable objects. We’re also resolving issues that affected pings disappearing when pinging from certain vehicles.
With Battle Royale specifically, we are improving how certain items respond when pinged and addressing cases where pings would persist incorrectly after equipment changes. That means pings on loot should register more consistently, update properly when items are picked up, and clear correctly when canceled. This includes pings on the big map.
These updates are focused on restoring confidence in squad communication and ensuring that when you ping something, it behaves the way you expect, whether you are marking from a vehicle, marking a route forward, highlighting loot, or calling attention to an objective your squad needs to secure.
We’re continuing to evaluate how the ping system performs across the wider game. Communication is core to Battlefield squad play, and we’ll keep refining clarity, responsiveness, and consistency beyond this update.
We’re improving early and mid-game flow based on feedback, with the intention to reduce downtime, improve pacing, and encourage more dynamic and balanced gameplay.
Ammo Drops will contain increased ammunition quantities and include armor plates. MRAPVs and Safes will also provide additional armor plates in place of grenades.
We’re also introducing a new Armor Drop Strike Package. When deployed, it provides 12 armor plate pickups, each one granting 2 plates, for a total of 24. This gives squads another strategic option when preparing for extended engagements.
Chest opening animations are being sped up slightly to help maintain looting momentum. We’ll be monitoring how this feels in live matches and may adjust further based on feedback.
We are also bringing the Traverser Mark 2, also known as the Armored Transport, back to Battle Royale in the next update, but with its weapons removed. We saw the impact its armor and turret could have on match flow, and this change is intended to bring it back in a way that better fits the mode.
Additionally, for Battle Royale only, the Sledgehammer’s damage against destructible walls and objects has been increased. If you prefer to create your own entry points rather than use the front door, you’ll now have more freedom to reshape the environment.
The VL-7 Smoke will return as a permanent mission modifier within Gauntlet, appearing randomly across select combat areas and enabling gas masks as part of the tactical layer. While it is currently disabled during Nightfall to align with the mode’s theme, it will return with Hunter/ Prey.
During Nightfall, we also released a Limited-Time Mode called Gauntlet: Nightfall. This mode features six teams of three fighting through three rounds - Vendetta, Contract, and Heist - set in a dark, NVG-enabled version of Hagental Base. This variant emphasizes visibility management, coordination, and controlled aggression in low-light combat.
During Season 1, you’ve joined over 190 million Gauntlet matches. Along the way, you confirmed over 9.2 million Vendetta kills, detonated more than 13.8 million Wreckage bombs, completed over 23.3 million Decryption calibrations, and stole more than 2.25 million Heist cases. Whether you are dropping into Gauntlet for the first time or already know your way through its challenges, we cannot wait to see you keep pushing your skills even further.
Over the weekend of March 6th through 9th, we ran a limited-time Battle Royale Solos test within Battlefield Labs in the live game. Our goal was simple: get Solos into players’ hands, observe how matches play at scale, and gather real feedback on pacing, class dynamics, vehicles, and overall match feel.
Solos has been one of the most requested ways to play Battle Royale, and this test made it clear that many of you still see it as your preferred way to jump into a match, especially when friends are not online. We also saw strong feedback that this mode helped players learn at their own pace without the ups and downs of being teamed up with randoms.
During the test, we were able to collect valuable and specific feedback across several areas. The most commonly discussed points raised by our players were Recon pressure, vehicle impact, and pacing.
Recon tools, particularly drones, were frequently mentioned as being highly valuable due to their strong situational awareness. We observed a large number of players choosing the Recon class during the test, making it a clear meta choice. We will be reviewing how class balance and gadget behavior affect solo play specifically.
Vehicles also generated mixed feedback from the weekend, especially combat vehicles. Some players enjoyed the added chaos they introduced, while others felt they could swing fights too heavily when there isn’t a squad available to coordinate counters. We’re continuing to evaluate the role of combat vehicles in Solos specifically, including how they influence fairness, counterplay, and overall match flow. We will share information as that work continues.
We also saw how Solos naturally changed how players approach engagements and movement throughout a match. Without the additional support from squadmates, decision-making became more independent, and pacing evolved differently across each phase of the game. We’re reviewing how systems such as player count, early match flow, and circle behavior shape that experience, and how we can best support a variety of playstyles.
Beyond those topics, we’re also exploring how broader systems interact in Solos mode. This includes reviewing how mission rewards and progression incentives influence player behavior and how resource availability impacts decision-making throughout different phases of the game.
Battlefield Labs continues to be an important tool for us to experiment with ideas like these and gather feedback before making larger changes. We’re continuing to evaluate the areas highlighted during this test, make adjustments where needed, and use those learnings to help determine when Battle Royale Solos returns.
Today, we’re excited to share a brand-new update to Portal, available on April 14th with the Hunter/ Prey update.
Introducing Portal Gadget for Battlefield 6 and REDSEC custom experiences.
Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world.
Until now, there hasn’t been an intuitive way for players to activate custom logic whenever they choose. There’s no true “Portal button,” and most inputs are already tied to core gameplay or limited to specific contexts. This has led creators to rely on fixed Interact Points, force players into specific locations, or use clunky workarounds like “crouch to confirm,” a solution that’s been all too common in 2042.
Portal Gadget changes that.
Designed specifically for Portal, the gadget can be added to a player’s inventory via script, giving creators full control over when and how it’s introduced. Players equip it just like any standard gadget, but instead of performing a traditional in-game action, it becomes a powerful trigger for custom events.
With TypeScript, creators can spawn or equip the gadget, bind custom gameplay scripts to its inputs and events, and activate those behaviors seamlessly during gameplay. Behind the scenes, it connects directly to your Portal Experience Logic Script, allowing you to define exactly what happens when and where it’s used.
No more workarounds. No more compromises. Portal Gadget unlocks more intentional, responsive interactions, making it easier than ever to build dynamic, immersive experiences that behave exactly how you want them to.
As a quick reminder, be sure to check out the attached README and PortalGadgetExample in the SDK when the Portal Gadget is released. It covers everything you need to get started, including available events, how to grant the gadget, and other technical details.
Battlefield Portal continues to be one of the most active spaces for new experiences across Battlefield 6, with a growing mix of community-made creations and featured events. There are more ways to jump in and play than ever before, and we wanted to highlight a few of the experiences available now.
Jungle Breach Breakthrough
Created by: mfnboomstick
Experience Code: ZP54S
Battle through a dense jungle canyon near an outdated section of the U.S. border wall, where tight lanes, layered cover, and constant close-quarters pressure turn every push into a hard-fought advance.
Jungle Breach Conquest
Created by: mfnboomstick
Experience Code: ZKVRR
Fight for control of key objectives near an overgrown and under-patrolled section of border wall, where the U.S. military and Pax Armata clash across a battlefield that mixes dense terrain with exposed contested ground.
Winter Offensive - Conquest
Created by: andy6170
Experience Code: ZSEKG
Step into a snow-covered version of Conquest with Winter Offensive, a custom experience that brings frosted battlefields, colder conditions, and a different visual atmosphere to large-scale warfare.
Fort Lyndon Conquest
Created by: kurtinthegrind, andy6170, and Byarlant
Experience Code: ZD7HY
Take on a large-scale Conquest battle across Fort Lyndon, featuring vehicles, urban fighting, air combat, and naval engagements spread across multiple parts of the map. This experience is available to all players, including those who only have Battlefield REDSEC.
BattleGolf
Created by: Nodone_00
Experience Code: ZT9HB
Trade the battlefield for the fairway in BattleGolf, a playful Portal experience where up to four players can grab their clubs, line up their shots, and take on the course in a completely different kind of competition.
Thank you for continuing to share your feedback, clips, reports and discussions with us. Whether you’ve been jumping into Nightfall, taking part in Battlefield Labs, or diving into REDSEC, your input continues to help shape how we move forward.
We’re continuing to look ahead at what’s next beyond this season, including the arrival of Golmud Railway. We’ve also been testing vehicle control updates and broader vehicle improvements in Battlefield Labs, and early signs suggest they’re steering in the right direction. We’re looking forward to sharing more on both in a future update.
If you have any bugs to report, please share them on our EA forums. You can also join the conversation and connect with us on the Battlefield Discord, and find additional information, guides, and seasonal stat reports on our website.
See you on the Battlefield.
//The Battlefield Team
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.
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