Excitement is building as Battlefield Studios rolls out its latest update, 1.1.3.0, for Battlefield 6, just ahead of the Winter Offensive update set for December 9. This comprehensive patch offers a plethora of enhancements, including audio improvements, soldier visibility adjustments, and significant map tweaks, providing players with a refined gaming experience.
The new patch notes detail the third major update for Season 1, capturing the promises made by BF Studios earlier this week. The changes address various elements within Battlefield 6 and its REDSEC counterpart, indicating a commitment to ongoing improvement.
The eagerly anticipated update tackles the hit registration issue that has been a hot topic among players. The 1.1.3.0 patch aims to make bullet impacts more predictable and damage feedback clearer with improvements to quick aim, pre-zoom firing, and close-quarters engagements.
Enhancements in Gameplay and Features
The Winter Offensive update focuses on refining weapon handling, enhancing character animations for better visibility, and improving gadget reliability. Vehicle enthusiasts will appreciate the adjustments made to Sectors and vehicles across seven Breakthrough maps, including Manhattan Bridge, Mirak Valley, and New Sobek City.
Players will find audio tweaks noticeable, with enhanced clarity in infantry sounds over varying distances. Performance and memory improvements aim to reduce audio dropouts, ensuring consistent sound during intense gameplay.
In addition to these changes, the update introduces new weapons, limited-time winter events, and a mini–Winter Offensive-themed battle pass bonus path. Key highlights include the Ice Lock Empire State map, Ice Lock multiplayer and Gauntlet modes, and the Ice Climbing Axe melee weapon.
What the Update Brings
Update 1.1.3.0 features a wide array of fixes and quality-of-life improvements, enhancing UI, HUD, and controller aiming options. Map-specific updates aim to stabilize objective play and reduce matchmaking frustrations towards the end of rounds.
With efforts to minimize instances of player settings being reset, the update aims for a smoother transition as the game evolves. Players’ feedback remains crucial in refining Battlefield 6’s overall experience.
New Content: Winter Offensive
- New Time-Limited Map: Ice Lock Empire State. Experience the winter-clad version of Empire State with its frozen streets and seasonal visuals.
- New Time-Limited Multiplayer and Gauntlet Mode: Engage in event-themed modes with “Freeze” mechanics on Ice Lock Empire State.
- New Melee Weapon: the Ice Climbing Axe. Available through the Winter Offensive Bonus Path.
- Portal updates: Utilize Ice Lock Empire State in supported Portal experiences during the event.
- Battle Pass: Winter Offensive Bonus Path: An 11-tier reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe.
Major Updates for 1.1.3.0
- Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment.
- Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas.
- Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights.
- Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback.
- Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers.
- Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback.
- Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds.
AREAS OF IMPROVEMENTS
AUDIO
The update brings a slew of audio improvements, focusing on clarity and consistency. With dedicated tuning to footsteps, players will find movement cues clearer and more discernible over different distances.
Addressing performance and memory challenges, the update ensures that crucial sounds, like combat and movement, maintain their consistency even under heavy load, marking progress toward a stable and predictable audio experience.
CHANGELOG
PLAYER:
- Fixed a clipping issue when dragging a soldier on an inclined surface when being prone.
- Fixed a clipping issue with character shoulders when jumping.
- Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived.
- Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles.
- Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed.
- Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget.
- Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments.
- Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone.
- Fixed an issue causing soldier movement to feel slow while walking on uneven terrain.
- Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows.
- Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear.
- Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped.
- Fixed an issue that caused the player to continue controlling their soldier after dying in water.
- Fixed an issue that could cause the player to become stuck when entering water while crouching.
- Fixed an issue that could prevent melee damage from being dealt to soldiers in water.
- Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats.
- Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds.
- Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations.
- Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player.
- Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks.
- Fixed an issue where hands clipped into ladders when in first-person view.
- Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected.
- Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot.
- Fixed an issue where landing on a vehicle prevented the player from taking any fall damage.
- Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles.
- Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder.
- Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim.
- Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect when illuminated by a flashlight.
- Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle.
- Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun.
- Fixed first-person stair locomotion animations starting with a delay when moving on stairs.
- Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments.
- Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions.
- Improved hit registration reliability when multiple players were within close proximity.
- Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil.
- Improved melee animation when attacking while prone.
- Improved movement responsiveness at the start and end of drag and revive interactions.
- Improved soldier animation smoothness when entering and exiting prone.
- Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity.
- Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation.
- Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility.
VEHICLES:
- Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers.
- Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player.
- Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats.
- Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations.
- Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment.
- Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.
WEAPONS:
- Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle.
- Fixed a rare visual glitch that could cause scopes to be displayed incorrectly.
- Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended.
- Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended.
- Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking.
- Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur.
- Fixed an issue where target dummies in the firing range remained down after being shot.
- Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types.
- Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit.
- Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values.
- Fixed the “peekaboo” timing bug affecting target dummies on the firing range.
- Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.
- Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
- Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion.
- Tweaked haptic feedback for weapon reloads on PS5 controllers.
- Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT).
GADGETS:
- Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance.
- Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry.
- Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped.
- Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map.
- Fixed an issue where Throwing Knife animations lasted longer than intended.
- Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed.
- Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres.
LWCMS Portable Mortar
- Fixed an issue where an incorrect shell type was used during firing and reload animations.
- Fixed an issue where firing a Smoke Shell did not shake the camera or tube.
- Fixed an issue where Smoke Shell clouds were smaller than intended.
- Fixed an issue where the fire rate was lower than intended.
- Fixed an issue where the Smoke Shell always regenerated via Supply Crates.
- Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate.
- Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds.
Supply Pouch
- Fixed an issue where the Supply Pouch instantly regenerated health on deployment.
- Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour.
- Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time.
- Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition.
MAPS & MODES:
- Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions.
- Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter.
- Fixed an issue where deaths were not tracked correctly in Strikepoint.
- Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley.
- Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands.
- Made improvements to reduce cases of players matching into games that were near the end of a round.
- The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds.
- Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback.
- Updated spawning behaviour for Battle Pickups:
- In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled.
- In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team.
Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps.
Manhattan Bridge
- Removed Defender vehicles in Sector 2 and Sector 3.
- Added an additional Attacker IFV in Sector 3.
- Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress.
Mirak Valley
- Removed Defender vehicles in all sectors.
- Adjusted Attacker vehicle counts:
- Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.
- Sector 2: Added 1 Attacker IFV.
- Sector 3: Added 1 Attacker IFVs.
- Updated capture volumes across all sectors to make attacking easier.
New Sobek City
- Sector 2: Added 1 Defender tank and one Defender IFV.
- Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport.
- Updated capture volumes in both sectors to improve attacker flow.
Operation Firestorm
- Sector 2: Adjusted Defender armour (added and removed tank spawns).
- Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank.
- Updated capture zones across affected sectors to support attacker momentum.
Liberation Peak
- Sector 3: Removed Defender tank.
- Sector 5: Added 2 Attacker IFVs; removed the Defender transport.
- Updated capture volumes to improve attacker advancement.
Siege of Cairo