// PC GAMER — GAMING
Battlefield 6 is overhauling its gunplay next week, and it's adding one thing we've all asked for years on end
Battlefield Studios has announced a series of updates looking at every aspect of combat.
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EA's had a hard time juggling Battlefield 6 since launch. It was a record-breaking release for the series, but it quickly dropped off amid frustrations over map design, gunplay, and its seasonal structure.
Six months later, the team was hit with layoffs. Since then, we've been living in the 'we've heard your feedback' era, with Battlefield Studios promising seven new maps in 2026, including the remakes of your old favourites. While the playerbase seemingly hasn't recovered (at least looking at Steam concurrents), the community has perked up.
And the developers have just announced one of the biggest changes yet: overhauls to gunplay coming in update 1.3.3 on Tuesday, June 30. It's looking to address all of the complaints we've had with Battlefield 6 since launch. "Growing a game like this means more than just adding content: it’s about revisiting your initial vision and having honest conversations about how it should change," the blog reads.
Firstly, all of your weapons will feel different. Random bullet deviation is officially out (well, "significantly" reduced), and more predictable recoil patterns unique to each gun are being introduced instead. Guns will also have a greater spread while holding the trigger down to encourage burst and tap firing, and bullet velocity is being decreased.
It's exactly what I wanted back at launch, and should make each weapon much more distinct, especially at range—right now, lots of them kinda blur together, or there's one weapon that's the obvious choice.
My favourite change is the introduction of limb damage to the series at long last. Limb and lower torso shots will deal less damage, generally increasing the shots to kill in most firefights. However, headshot multipliers are going to be increased to compensate. So, you'll be more rewarded for hitting enemies in their centre of mass, and especially in the head.
Of course, this will be more felt at longer ranges, demanding more precision while close-range time-to-kill remains almost unchanged.
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