Stability and polish patch, no balance changes — fixes the endless loading screen when quitting at End of Round, a Spectator mode crash, the minimap now shows while downed, and APHEI Cannon can no longer damage the carrier in Carrier Strike.
Season 4 Phase 3 "Tidal Strike" update — Interdictor retune, naval/heli balance, AA lock-on warning removed, reticle overhaul across all optics, Tsuru Reef Breakthrough rework, and Custom Lobbies expanded to most modes.
Weapons
ChangedInterdictorSniper RifleDamage floor raised, limbs match chest, sweet spot flattened
Minimum damage increased from 62 to 80
Limb damage now matches chest damage
Sweet spot damage decreased from 150 to 100
Sweet spot range adjusted to 120m to 160m
Damage against armor in REDSEC increased to 100 regardless of hit location or distance
Dev comment: increases the effectiveness and consistency of two-hit kills
BuffSLM-93A SpireLauncherPilots no longer get a lock-on directional warning
Lock-on directional indicator for air vehicles has been removed
Dev comment: pilots must now break off attacks earlier or watch for the missile trail rather than reacting to a directional warning
Buff9K38 IGLALauncherPilots no longer get a lock-on directional warning
Lock-on directional indicator for air vehicles has been removed
Dev comment: pilots must now break off attacks earlier or watch for the missile trail rather than reacting to a directional warning
NewDiver's KnifeMeleeNew Royal Navy dive knife, Deep Six event reward
New melee weapon originally carried by Royal Navy divers
Ultimate reward for completing the full Deep Six Collection Event (September 15 – October 12)
Gadgets
BuffDefibrillatorMedicalNo longer wastes a charge on stance change
The defibrillators no longer fire a charge upon stance change
Vehicles
BuffRCB-90 Patrol BoatBoatHealth up 800 to 1000, steering less oversteery
Health increased from 800 to 1000
Improved steering responsiveness
NerfAH-6 Little BirdAttack HelicopterMinigun overheats faster, halved damage to boats and ATPs
Minigun overheat per bullet increased by ~33%, overheating ~1.5 seconds faster
Decreased Minigun damage to RCB-90 Patrol Boats and ATPs by 50%
NerfTransport HelicoptersTransport HelicopterNow take damage from small arms fire
Transport Helicopters can now correctly take damage from small arms fire
Quality-of-life and bug-fix patch across multiplayer and REDSEC — custom lobby reliability, stability, and UI cleanups. Only two real balance tweaks: helicopter miniguns versus swimmers and the EOD Bot Arm melee retune.
Weapons
ChangedEOD Bot ArmMeleeNow a light melee weapon, loses heavy destruction
The EOD Bot Arm has been adjusted to function as a light melee weapon, providing the faster run speed benefit without the destruction capability of heavy melee weapons.
Vehicles
BuffHelicopter MinigunsHelicopterMiniguns now damage soldiers in water
Helicopter miniguns can now damage enemy soldiers who are in the water.
Season 4 Phase 2 "Top Gun" content patch — two new two-seat fighter jets, the Interdictor sniper, Wake Island's return and an expanded Tsuru Reef. Balance work is light: countermeasures got more reliable, VSSM limb damage was retuned, and non-Recon sniper ADS was smoothed.
Weapons
NewInterdictorSniper RifleNew longest-range sniper rifle, unlocked via Battle Pass
Interdictor: Take aim with the longest-range sniper rifle in Battlefield 6. Designed for extreme-distance engagements, the Interdictor gives skilled marksmen the precision needed to eliminate exposed targets, including aviators in aircraft cockpits.
The Interdictor can be unlocked through the Battle Pass.
Sniper Rifles used by non-Recon classes now transition into aim down sights more smoothly and apply the intended aim offset immediately, reducing jitter while preserving the intended quickscoping penalty compared with Recon.
Vehicles
NewF/A-81F Super SpectreFighter JetNew two-seat Top Gun fighter jet
F/A-81F Super Spectre: Bring your wingman into battle with this two-seat Top Gun fighter jet. Built for aerial superiority and precision strikes, the Super Spectre allows pilots and co-pilots to work together to dominate the skies and attack targets below.
Added to the Portal SDK.
NewF-74A SeacatFighter JetNew two-seat jet with variable-sweep wings
F-74A Seacat: Adapt to every flight and every fight with this two-seat Top Gun fighter jet. Its variable-sweep wings adjust during flight, giving pilots a distinctive aircraft built for speed, maneuverability, and aerial combat.
Added to the Portal SDK.
BuffCountermeasuresCountermeasureMissiles now react faster to deployed countermeasures
Missiles now react more quickly to countermeasures deployed by their target, improving the consistency of countermeasure effectiveness.
ChangedJet Landing GearJetLanding gear physics improved for ground handling
All Jet landing gear physics have been improved, providing better control during take-off, landing, and taxiing.
NerfRCB-90 Patrol BoatBoatAim-Guided Missile now divertable; boat laser-designatable
The RCB-90 Patrol Boat's Aim-Guided Missile can now correctly be diverted by flares once it enters its self-guidance phase.
The RCB-90 Patrol Boat's Aim-Guided Missile now provides the intended lock-on warning when targeting an enemy.
The RCB-90 Patrol Boat can now be laser designated as intended.
Bug-fix patch, no balance changes — smoother suppressed sniper aim for non-Recon classes, faster HUD/soldier load-in on deploy, Thermal Smoke now works on slopes, and NVIDIA driver crash fixes.
BuffRPG-7V2LauncherDamage increased vs tanks and helicopters
Damage vs tanks: 173-460 → 188-500.
Damage vs helicopters: 1035 → 1125.
NewEOD Bot ArmMeleeNew improvised melee weapon
Added the EOD Bot Arm as a new melee weapon.
NerfBullet DragBallisticsIncreased +40% on all weapons, +100% with Match Grade
Bullet drag increased by 40% across all weapons.
Bullet drag increased by 100% when using Match Grade ammo.
ChangedMuzzle VelocityBallisticsReduced on ~50 weapons; KV9 the only increase
ES 5.7: 650 → 510 m/s (-21.54%).
LMR27: 880 → 800 m/s (-9.09%).
SCW-10: 428 → 398 m/s (-7.01%).
SG 553R: 519 → 483 m/s (-6.94%).
TR7: 648 → 604 m/s (-6.79%).
NVO-228E: 671 → 626 m/s (-6.71%).
M417A2: 600 → 560 m/s (-6.67%).
M121 A2: 600 → 560 m/s (-6.67%).
CZ3A1: 360 → 336 m/s (-6.67%).
M240L: 630 → 590 m/s (-6.35%).
M4A1: 630 → 590 m/s (-6.35%).
VCR-2: 704 → 660 m/s (-6.25%).
SOR-300SC: 563 → 528 m/s (-6.22%).
GRT-BC: 599 → 563 m/s (-6.01%).
RPKM: 670 → 630 m/s (-5.97%).
M123K: 670 → 630 m/s (-5.97%).
M433: 670 → 630 m/s (-5.97%).
SGX: 402 → 378 m/s (-5.97%).
QBZ-192: 644 → 608 m/s (-5.59%).
DRS-IAR: 720 → 680 m/s (-5.56%).
M/60: 720 → 680 m/s (-5.56%).
AK4D: 720 → 680 m/s (-5.56%).
PW5A3: 432 → 408 m/s (-5.56%).
M16A4: 720 → 680 m/s (-5.56%).
SVK-8.6: 720 → 680 m/s (-5.56%).
PSR: 720 → 680 m/s (-5.56%).
SV-98: 720 → 680 m/s (-5.56%).
L115: 703 → 664 m/s (-5.55%).
L110: 780 → 740 m/s (-5.13%).
B36A4: 780 → 740 m/s (-5.13%).
M277: 624 → 592 m/s (-5.13%).
PP-19: 468 → 444 m/s (-5.13%).
M39 EMR: 800 → 760 m/s (-5.00%).
SVDM: 800 → 760 m/s (-5.00%).
GRT-CPS: 800 → 760 m/s (-5.00%).
M2010 ESR: 800 → 760 m/s (-5.00%).
Mini Scout: 800 → 760 m/s (-5.00%).
M250: 760 → 724 m/s (-4.74%).
Kord 6P67: 760 → 724 m/s (-4.74%).
USG-90: 570 → 543 m/s (-4.74%).
SL9: 510 → 486 m/s (-4.71%).
L85A3: 814 → 778 m/s (-4.42%).
UMG-40: 488 → 467 m/s (-4.30%).
SOR-556Mk2: 800 → 768 m/s (-4.00%).
PW7A2: 600 → 576 m/s (-4.00%).
VZ.61: 326 → 313 m/s (-3.99%).
AK-205: 737 → 708 m/s (-3.93%).
KTS100MK8: 840 → 808 m/s (-3.81%).
RPK-74M: 840 → 808 m/s (-3.81%).
KV9: 348 → 362 m/s (+4.02%) — only weapon increased.
BuffRecoil VariationGunplayReduced across ~39 weapons; less erratic, more predictable
TR-7: 47.1° → 40.8° (-13.4%).
AK4D: 25.4° → 20.0° (-21.3%).
NVO-228E: 36.8° → 28.9° (-21.5%).
VCR-2: 64.9° → 50.3° (-22.5%).
M433: 50.9° → 41.4° (-18.7%).
M16A4: 46.4° → 37.5° (-19.2%).
B36A4: 37.4° → 28.0° (-25.1%).
L85A3: 29.4° → 22.8° (-22.4%).
SOR-556 MK2: 17.3° → 12.7° (-26.6%).
KORD 6P67: 35.3° → 28.9° (-18.1%).
M417A2: 19.8° → 15.4° (-22.2%).
SG 553R: 43.3° → 35.8° (-17.3%).
SOR-300SC: 19.2° → 15.8° (-17.7%).
M277: 39.4° → 34.4° (-12.7%).
M4A1: 37.9° → 30.7° (-19.0%).
GRT-BC: 31.2° → 26.1° (-16.3%).
QBZ-192: 23.5° → 19.9° (-15.3%).
AK-205: 7.8° → 7.4° (-5.1%).
RPKM: 22.7° → 17.5° (-22.9%).
DRS-IAR: 35.2° → 29.3° (-16.8%).
KTS100 MK8: 10.9° → 9.5° (-12.8%).
RPK-74M: 18.9° → 16.1° (-14.8%).
M121 A2: 39.5° → 31.8° (-19.5%).
M240L: 41.8° → 34.5° (-17.5%).
M/60: 38.8° → 29.9° (-22.9%).
M250: 39.7° → 35.9° (-9.6%).
M123K: 55.9° → 47.7° (-14.7%).
L110: 39.4° → 31.0° (-21.3%).
SCW-10: 35.0° → 33.5° (-4.3%).
UMG-40: 17.4° → 13.0° (-25.3%).
KV9: 57.6° → 50.0° (-13.2%).
CZ3A1: 59.1° → 50.8° (-14.0%).
SGX: 39.8° → 31.7° (-20.4%).
PW5A3: 33.2° → 28.3° (-14.8%).
PP-19: 21.4° → 18.0° (-15.9%).
SL9: 16.2° → 13.0° (-19.8%).
USG-90: 42.8° → 35.5° (-17.1%).
PW7A2: 33.3° → 27.8° (-16.5%).
VZ. 61: 20.8° → 18.4° (-11.5%).
ChangedWeapon DispersionGunplayAvg +14%; up to +22% high-damage, down to -48% low-damage
Average dispersion growth increased by 14%.
Up to +22% dispersion for high damage-output weapons.
Up to -48% dispersion for low damage-output weapons.
ChangedAutomatic Weapon Damage MultipliersGunplayHeadshots buffed; stomach/limbs and chest-vs-armor nerfed
Head: 1.34x/1.5x/1.75x → 1.4x/1.57x/1.8x.
Chest vs armor: 1x → 0.84x.
Stomach: 1x → 0.84x.
Limbs: 1x → 0.84x.
NerfDMR Damage MultipliersGunplayStomach/limbs and chest-vs-armor reduced
Chest vs armor: 1x → 0.91x.
Stomach: 1x → 0.91x.
Limbs: 1x → 0.91x.
NerfSniper Rifle Damage MultipliersGunplayStomach/limbs and chest-vs-armor reduced
Chest vs armor: 0.8x → 0.67x.
Stomach: 0.8x → 0.67x.
Limbs: 0.8x → 0.67x.
NerfL115Sniper RifleSweet spot range narrowed
Sweet spot range: 120-175m → 100-133m.
NerfM2010 ESRSniper RifleSweet spot range narrowed
Sweet spot range: 75-120m → 75-100m.
NerfPSRSniper RifleSweet spot range narrowed
Sweet spot range: 100-150m → 90-120m.
NerfSV-98Sniper RifleSweet spot range narrowed
Sweet spot range: 54-90m → 54-75m.
Gadgets
BuffGPDIS Grenade Intercept SystemDeployableNo longer self-destructs after blocking one grenade
Now reusable — no longer destroys itself after blocking a single grenade.
ChangedM84 FlashbangThrowableNo longer deals damage to gadgets
M84 Flashbangs no longer deal damage to gadgets.
NerfTRCRv2 Tracer DartsRecon GadgetNow disabled by countermeasures or a nearby Handheld Jammer
Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby.
Vehicles
BuffAttack Helicopter Heavy RocketAttack HelicopterDamage increased vs tanks, helicopters, and jets
Damage vs tanks: 94-250 → 120-320.
Damage vs helicopters: 300 → 356.
Damage vs jets: 450 → 520.
NerfMBT 120mm APFSDS RoundsMain Battle TankDamage reduced vs tanks, helicopters, and jets
Damage vs tanks: 282-750 → 244-650.
Damage vs helicopters: 600 → 520.
Damage vs jets: 750 → 650.
BuffMBT 120mm HEAT-MP-T RoundsMain Battle TankBlast and lethal radius increased
Total blast radius: 4m → 5m.
Lethal radius: 1m → 1.25m.
BuffMBT Aim-Guided ShellMain Battle TankDamage increased vs tanks and helicopters
Damage vs tanks: 235-625 → 244-650.
Damage vs helicopters: 700 → 720.
BuffIFV AP ShellInfantry Fighting VehicleFaster velocity & fire rate; now pierces PIS
Initial velocity: 375 → 445 m/s.
Rate of fire: 120 → 160 RPM.
Now pierces the Projectile Intercept System.
BuffIFV Lock-Guided MissileInfantry Fighting VehicleDamage increased vs tanks and helicopters
Damage vs tanks: 390 → 450.
Damage vs helicopters: 845 → 975.
BuffArmour Piercing Anti-Air AmmunitionAnti-AirDamage vs aircraft increased
Damage vs aircraft: 160 → 200.
BuffGeneral Purpose Anti-Air AmmunitionAnti-AirDamage vs aircraft increased
ChangedRPG-7V2LauncherTrajectory reworked; zeroing range 100m → 22m
Reworked the trajectory of the RPG-7V2 projectile. Zeroing range reduced from 100m to 22m.
NewPP-19SMGNew SMG; dependable close-range option
An iconic Battlefield SMG reborn — a modest but dependable close-range option.
BuffMAS 148 GlaiveLauncherMore reliable guidance and low-altitude tracking
Missile guidance is now more reliable, including improved tracking at low altitudes; continues toward the target's last known position if tracking is lost.
Health reduced from 250 to 50; replenish time increased from 10s to 30s.
Can no longer be equipped with, or placed near, the Missile Intercept System.
ChangedCSB IV EOD BotGadgetMines can't be placed within 5m of other mines
EOD Bot mines can no longer be placed within 5m of another EOD Bot mine, M15 AV Mine, or M4A1 SLAM.
ChangedXFGM-6D Recon DroneRecon GadgetTargeting now matches Hardware Suppression behaviour
Targeting logic now follows the DGMK4 Hardware Suppression System: close targets can be destroyed through walls, distant targets require line of sight.
BuffTRCRv2 Tracer Darts & Incendiary AirburstGadgetCan now be fired while combat diving
Tracer Darts and Incendiary Airburst gadgets can now be fired while combat diving.
BuffVehicle Supply StationsSupplyNow resupply Mobile Anti-Air missiles
Vehicle Supply Stations now also resupply missiles for the Mobile Anti-Air.
Added Shotgun Speedloaders as a magazine attachment.
NerfAutomatic WeaponsGeneralRecoil increased for high-DPS autos
Increased recoil for high-DPS automatic weapons, reducing their long and mid range capabilities. Most affected: SG553R, SCW-10, KV9, CZ3A1, SGX, TR-7, M4A1, M121 A2, VCR-2, M433, PW5A3, M123K, and GRT-BC.
Recoil for all automatic weapons slightly increased to compensate for recoil-compensation bug fixes in Game Update 1.2.1.0.
ChangedM136 ATLauncher207-550 vs tanks, 1000 heli, 1000 jet
Damage updated to 207-550 vs tanks, 1000 vs helicopters, 1000 vs jets.
ChangedRPGLauncher173-460 vs tanks, 1035 heli, 1000 jet
Damage updated to 173-460 vs tanks, 1035 vs helicopters, 1000 vs jets.
BuffMBT-LAWLauncher240/520/800 damage; much faster missile
Damage updated to 240 vs tanks, 520 vs helicopters, 800 vs jets.
Minor bug-fix and stability patch, no balance changes — fixed hands blocking scope views, Steam friends failing to join, and loot disappearing in REDSEC.
Quality-of-life and stability patch, no balance changes — fixed a crash when reviving with masks equipped, Battle Pass reward display issues, and slow menu loading.
The Season 1 launch patch. Headline gameplay work is the weapon-dispersion rework and the new non-Recon sniper handling penalty; the rest is a large movement/animation, visibility and audio overhaul plus character hitbox realignment (out of scope here). Season 1 Battle Pass content was not itemised in this article.
Weapons
ChangedWeapon DispersionGunplayDispersion reworked to track each weapon's damage profile
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.
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.
ChangedSniper Rifles (non-Recon)GunplaySpread penalty swapped for sway during zoom transition
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.
BuffAutomatic WeaponsGunplayReticle settles faster, improving burst fire
Improved reticle settling for automatic weapons to make burst firing more efficient.
NerfSledgehammerMeleeBuildings take more hits to destroy
Buildings now take more hits to be destroyed by a Sledgehammer.
Balanced sledgehammer damage against world objects for better consistency.
Gadgets
NerfAT GrenadesThrowableCrater size reduced from medium to small
AT grenades now create a small sized crater instead of a medium one.
ChangedDeployable GadgetsDeployableNo longer destroyed or removed from debris piles
Deployable gadgets are not destroyed/removed from debris piles
The launch patch, folding in Open Beta and Battlefield Labs feedback. Broad rebalance of launchers, recon gadgets and gunplay. Out of scope here: the movement rework (reduced slide-to-jump momentum, lower jump height), revised Rush/Breakthrough layouts, and the game-wide audio and netcode overhaul.
Weapons
ChangedRecoilGunplayGeneral recoil adjustments across multiple weapons
General recoil adjustments across multiple weapons.
Weapon handling has been rebalanced through general recoil tuning and adjustments to ensure more consistent gunplay.
ChangedWeapon AccuracyGunplaySteadier ADS while moving, worse mid-air and sliding
Weapon accuracy adjusted to be more stable when aiming down sights while moving, but less accurate when firing mid-jump.
Increased weapon inaccuracy when firing while jumping or sliding.
NerfAutomatic WeaponsGunplayIncreased bullet spread when firing in ADS
Increased bullet spread when firing automatic weapons while aiming down sights.
BuffBolt-Action RiflesSniper RifleFirst-shot boost now applies to every shot
Bolt-action rifles: first-shot boost now applies to every fired shot.
NerfM87A1ShotgunMore pellets required to secure a kill
M87A1 shotgun now requires more pellets to secure a kill, rewarding more accurate hits.
ChangedRocket LaunchersLauncherAnti-infantry blast cut; arming time removed
Reduced Rocket Launchers' blast damage against infantry to discourage ground-blasting.
Rocket Launcher explosions now correctly check for walls and cover before applying damage.
Removed arming time on rockets, allowing players to fire at floors/ceilings indoors to open up destruction.
Fixed an issue where Rocket Launcher backblast dealt too much damage to infantry.
ChangedAT4LauncherNow uses aim-guided missiles
AT4 now uses aim-guided missiles.
NerfRPG-7V2LauncherMore ADS dispersion to discourage quick-scoping
Increased dispersion when aiming down sights to discourage quick-scoping.
Adjusted sight and reticle for better aiming.
Fixed projectiles hitting nearby cover incorrectly when aimed just above it.
ChangedMBT-LAWLauncherAuto-guided, now Engineer default, hip-fire removed
MBT-LAW is now the default rocket launcher for the Engineer class.
Now uses auto-guided missiles.
Missiles now follow a more accurate trajectory.
Can no longer be hip-fired.
Blast damage now correctly applies to vehicles.
Sight and reticle updated for a clearer aiming experience.
ChangedMAS 148 GlaiveLauncherLocks stationary weapons; 40m minimum lock range
Can now lock on to stationary weapons and vehicles (AA, TOW, heavy MG).
Lock-on distance changed and now cannot lock onto targets closer than 40m.
Missile trajectory updated to better reflect real-world behavior.
Two zoom levels introduced.
Blast damage now correctly applies to vehicles.
LEDs now correctly show lock progress, thermal setting, and zoom level.
Field of view now transitions more smoothly when zooming.
NerfSLM-93A SpireLauncherCan no longer lock aircraft below radar level
Gadget can no longer lock on to air vehicles below radar level.
Fixed an issue where missiles sometimes did not deal damage.
ChangedM320A1LauncherHE vehicle damage tweaked; ammo type now displayed
M320A1 HE vehicle damage tweaked.
M320 grenade launchers now show ammo type and count on the display.
Gadgets
NerfThermobaric GrenadeThrowableConcussive effect cut from 2.5s to 1s
Thermobaric grenade concussive effect reduced from 2.5s to 1s.
ChangedAirburst IncendiaryGadgetLess structural damage; smoke now blocks lock-ons
The projectiles deal less structural damage (more hits required to destroy facades).
The projectile now detonates on collision.
Smoke from the Airburst Incendiary now blocks spotting and lock-ons for soldiers and vehicles.
Blast and shockwave radius are now aligned with destruction values.
Gadget now cannot be aimed down sights while reloading.
The projectile now credits the correct damage owner in kill feed and cards.
ChangedRepair ToolEquipmentOverheats faster; can now damage enemy gadgets
Repair Tool now overheats slightly faster to prevent vehicles from becoming too durable.
Repair Tool and Defibrillators can now damage enemy gadgets.
NerfDefibrillatorMedicalDamage reduced on quick and charged zaps
Defibrillator damage reduced on both quick zaps and charged zaps.
Repair Tool and Defibrillators can now damage enemy gadgets.
BuffAssault LadderDeployableRamp deployment angle raised to 54° (was 45°)
Assault Ladder ramp deployment angle increased to 54° (was 45°).
Adjusted gameplay volumes so only the Assault Ladder is blocked from deployment; all other gadgets can still be placed.
BuffAT-MineMineThrowing arc inherits soldier speed, aligns to surface
Improved the throwing arc of the AT-Mine, it now inherits the speed of the soldier throwing it and better aligns to the surface it lands on.
NerfDeploy BeaconDeployableOne spawn per player, four per squad, then self-destructs
Now allows only one spawn per player (4 per squad total) before self-destruct.
Enemy Deploy Beacons now display an icon on the minimap when pinged.
Can now be deployed at a soldier's feet if the original location is blocked.
BuffT-UGSSensorNo longer destroyed when its owner dies
Will no longer be destroyed when their owner dies.
Can now be deployed at a soldier's feet if the original location is blocked.
ChangedXFGM-6D Recon DroneRecon GadgetFaster with C4 at the cost of battery drain
Now flies faster when carrying C4, but battery drains faster as a trade-off.
No longer receives unwanted force when carrying C4, making flight smoother.
Movement improved for a more realistic feel.
The Drone now self-destructs after 3 seconds when flown out of bounds.
ChangedLTLM II Laser DesignatorGadgetMore forgiving spotting; can't paint environment
Spotting angle and maximum spotting distance in binocular mode have been made more forgiving.
Can no longer laser paint the environment.
Now removes laser paint marks when a vehicle enters thermal smoke.
Now correctly spots vehicles when laser painting them.
Zoom now activates instantly and returns to your previous zoom level.
ChangedSupply PouchSupplyNo vehicle healing; grants one extra C4 as overstock
No longer restores health to vehicles.
Now resupplies as intended and grants one additional C4 as overstock.
Can no longer be picked up once deployed.
No longer pushes players into map geometry.
Now follows the same ping rules as repair stations (VO, ping log, icon).
NerfRemote-Entry GadgetsGeneralCannot be equipped with no ammo and nothing deployed
Remote-entry gadgets (XFGM-6D, CSB IV Bot, LTLM II) can no longer be equipped if you're out of ammo and have no active gadget deployed.
Vehicles
BuffHelicoptersHelicopterMore power and responsiveness, better RPG dodging
Helicopters have been given more power and responsiveness, making them easier to fly, adjust mid-flight, and survive attack runs, including better chances to dodge incoming RPGs.