{"id":491,"date":"2026-07-17T00:02:26","date_gmt":"2026-07-17T00:02:26","guid":{"rendered":"https:\/\/aimoneylab.ai\/?p=491"},"modified":"2026-07-17T00:02:26","modified_gmt":"2026-07-17T00:02:26","slug":"battlefield-6-is-getting-a-feature-not-seen-in-21-years-and-a-top-gun-crossover","status":"publish","type":"post","link":"https:\/\/aimoneylab.ai\/?p=491","title":{"rendered":"Battlefield 6 Is Getting A Feature Not Seen In 21 Years And A Top Gun Crossover"},"content":{"rendered":"<div>\n<p class=\"wp-block-paragraph\">Battlefield 6&#8217;s next big update, 1.4.1.0, is launching on July 21, introducing Season 4 : Pacific Front and a naval warfare system. The update also brings back a feature that Battlefield hasn&#8217;t had since 2005&#8217;s Battlefield 2, and it looks like a Top Gun crossover is coming as well.<\/p>\n<p class=\"wp-block-paragraph\">The old feature that&#8217;s coming back is <a href=\"https:\/\/www.reddit.com\/r\/Battlefield6\/comments\/1uwbhqp\/new_two_seater_jets_woooo\/\" data-type=\"link\" data-id=\"https:\/\/www.reddit.com\/r\/Battlefield6\/comments\/1uwbhqp\/new_two_seater_jets_woooo\/\" target=\"_blank\" rel=\"noopener\">two-seater, fixed-wing jets<\/a>. No Battlefield game since Battlefield 2 has had those, <a href=\"https:\/\/www.eurogamer.net\/battlefield-6-season-4-reveal-trailer-new-jets-top-gun-tease\" data-type=\"link\" data-id=\"https:\/\/www.eurogamer.net\/battlefield-6-season-4-reveal-trailer-new-jets-top-gun-tease\" target=\"_blank\" rel=\"noopener\">according to Eurogamer<\/a>, but they are finally coming back, or at least that&#8217;s what fans are surmising based on the Season 4 announcement trailer.<\/p>\n<p class=\"wp-block-paragraph\">As for the Top Gun crossover, at the end of the trailer, it&#8217;s plainly obvious that EA is teasing this with Harold Faltermeyer&#8217;s Top Gun music and general Top Gun imagery.<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"jetpack-video-wrapper\"><iframe loading=\"lazy\" title=\"Battlefield 6 Season 4 Naval Official Gameplay Trailer\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/Uc3cxBPwaLU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p class=\"wp-block-paragraph\">As for what is explicitly confirmed for Season 4, players can expect a new map, Tsuru Reef, which takes place in a massive Pacific archipelago with land, naval, and air warfare possibilities. That&#8217;s fitting because Season 4 introduces naval combat to the game, along with a wave system that makes your boat rock up and down to alter sightlines and make combat more challenging. <\/p>\n<p class=\"wp-block-paragraph\">Another map, the fan-favorite Wake Island, is making a return in Battlefield 6&#8217;s new Season 4 as well, but not at launch.<\/p>\n<p class=\"wp-block-paragraph\">The new vehicles in Season 4 are the four-seat RCV-90 patrol boat and the 7.7m NSW RHIB: a fast, four-seat boat featuring a mounted machine gun. There are new weapons as well, including the BROD 3, EF88, and VSMM, along with more attachments. <\/p>\n<p class=\"wp-block-paragraph\">Season 4 launches on July 21. You can see the <a href=\"https:\/\/www.ea.com\/games\/battlefield\/battlefield-6\/news\/battlefield-6-game-update-1-4-1-0\" data-type=\"link\" data-id=\"https:\/\/www.ea.com\/games\/battlefield\/battlefield-6\/news\/battlefield-6-game-update-1-4-1-0\" target=\"_blank\" rel=\"noopener\">full patch notes<\/a> below.<\/p>\n<h2 id=\"h-battlefield-6-season-4-patch-notes\" class=\"wp-block-heading\">Battlefield 6 Season 4 patch notes<\/h2>\n<p class=\"wp-block-paragraph\"><strong>PLAYER:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting.<\/li>\n<li>Sliding no longer retriggers when the crouch hold input remains held after an initial slide.<\/li>\n<li>Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground.<\/li>\n<li>Soldier visual effects while swimming and resurfacing have been updated<\/li>\n<li>Spawning on a squad mate in crouch stance now deploys you in crouch stance as well.<\/li>\n<li>The soldier no longer slowly blends into position after mounting an object in the world.<\/li>\n<li>Weapon attachments are now less likely to appear floating when using soldier skins.<\/li>\n<li>Zipline and flash effect animations now behave as intended while spectated in first-person.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>Swimming<\/strong>\u00a0has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water.<\/p>\n<ul class=\"wp-block-list\">\n<li>Aim assist now fully supports enemy targets while they are swimming.<\/li>\n<li>Fall damage is now slightly reduced when falling into shallow water.<\/li>\n<li>Parachutes now deploy as expected when nearing the water surface.<\/li>\n<li>Players can now drag and revive squad mates in water.<\/li>\n<li>Players can now spawn on squad mates who are swimming in deep water.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>VEHICLES:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Helicopter rotor wash now affects vegetation more realistically.<\/li>\n<li>Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes.<\/li>\n<li>The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved.<\/li>\n<li>Vehicle zoom behaviour now correctly follows the player\u2019s \u201cToggle Zoom\u201d setting after spawning.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>GADGETS:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher\u2019s optic to disappear.<\/li>\n<li>Launchers that discard their tubes now continue to reload even if they are no longer the active weapon.<\/li>\n<li>RPG detonations underwater no longer create dirt impact effects.<\/li>\n<li>The EOD Bot Arm and the Sledgehammer can no longer be used while swimming.<\/li>\n<li>The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs.<\/li>\n<li>The Sledgehammer can no longer be used for quick swings while swimming.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>WEAPONS:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3.<\/li>\n<li>Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater.<\/li>\n<li>SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>MAPS &amp; MODES:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck.<\/li>\n<li>Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb.<\/li>\n<li>Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>UI &amp; HUD:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Battle Pass points and path text no longer overlap on the End of Round screen.<\/li>\n<li>Bomb Carriers in Obliteration no longer receive a \u201cBomb Dropped\u201d notification instead of \u201cTerminated\u201d after being eliminated or when the bomb times out.<\/li>\n<li>Category icons now appear correctly in the Challenges menu during gameplay.<\/li>\n<li>Challenge reward icons now appear correctly when unlocked during gameplay.<\/li>\n<li>Corrected a typo in the description for the \u201cMercy Stroke\u201d weapon package.<\/li>\n<li>Improved the readability of the Anti-cheat watermark.<\/li>\n<li>Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive.<\/li>\n<li>Increased the size of the bomb icon in the Obliteration game mode HUD.<\/li>\n<li>Interior map details now appear correctly on the minimap.<\/li>\n<li>Kill indicators now expand outwards and fade out faster, reducing how long they remain in view.<\/li>\n<li>Magazine attachment indicator alignment has been improved when customising the M\/60.<\/li>\n<li>Magazine attachment indicator alignment has been improved when customising the SL9.<\/li>\n<li>Main menu tiles now remain visible as intended when returning to the menu after a match.<\/li>\n<li>Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped.<\/li>\n<li>Muzzle attachment UI alignment has been improved when customising the Vz.61.<\/li>\n<li>PP-19 weapon tags now appear correctly in the front end.<\/li>\n<li>Resolved an occasional client-side crash that could occur when the tutorial system updated.<\/li>\n<li>Responding to \u201cQuick Message\u201d notifications no longer also triggers in-game actions.<\/li>\n<li>Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay.<\/li>\n<li>Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen.<\/li>\n<li>Reward icons now appear correctly in in-game challenge completion notifications.<\/li>\n<li>Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page.<\/li>\n<li>Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights.<\/li>\n<li>Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it.<\/li>\n<li>The \u201cBackwoods Battler\u201d character skin now displays the correct icon artwork.<\/li>\n<li>The \u201cChemical Agent\u201d character skin now displays the correct icon artwork.<\/li>\n<li>The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time.<\/li>\n<li>The Challenges button has been removed from the in-game attachment screen to prevent UI overlap.<\/li>\n<li>The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate.<\/li>\n<li>The filter selection on the Season Stats page no longer resets when switching between seasons.<\/li>\n<li>The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying.<\/li>\n<li>The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen.<\/li>\n<li>Tutorial prompts no longer remain on screen after redeploying or being eliminated.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>SETTINGS:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Add support for NVIDIA DLSS Multi Frame Generation x5, x6.<\/li>\n<li>Add support for NVIDIA DLSS Dynamic Multi Frame Generation.<\/li>\n<li>Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation.<\/li>\n<li>Corrected an issue where setting Primary Mouse Button to \u201cRight\u201d in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game.<\/li>\n<li>The \u201cGame Settings\u201d page no longer appears blank when accessed through the \u201cVoice Chat\u201d section.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>PORTAL:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>A \u201cDefault Combat Area\u201d is no longer added automatically when a Spatial Editor experience already contains Sectors.<\/li>\n<li>Added a warning that \u201cPlayers Required to Start Lobby Timer\u201d is linked to \u201cMax Player Count\u201d for Battle Royale experiences.<\/li>\n<li>Added missing help text for Impulse blocks in the Rules Editor.<\/li>\n<li>Added support for the \u201cIsClosed\u201d property on Waypoint Paths.<\/li>\n<li>Added the \u201cGetPlayer\u201d and \u201cGetVehicle\u201d functions.<\/li>\n<li>Additional Season 3 weapons, attachments, and gadget have been added to Portal.<\/li>\n<li>Andy\u2019s Custom Breakthrough Template has been added to the SDK.<\/li>\n<li>Corrected errors that could occur when publishing the Moving Platform Example.<\/li>\n<li>\u201cCreate Custom Mode\u201d now generates the files needed for \u201cImport from File\u201d.<\/li>\n<li>\u201cGetPlayerVehicleSeat\u201d and \u201cGetVehicleFromPlayer\u201d now both return undefined when the player is not in a vehicle.<\/li>\n<li>HQ team colours now display correctly.<\/li>\n<li>\u201cIsCurrentMap\u201d now works correctly for remotely hosted games.<\/li>\n<li>Multiple mutators in the \u201cTeams\u201d tab now display their correct names, descriptions, and dropdown options.<\/li>\n<li>\u201cSetUIWidgetAnchor\u201d and \u201cGetUIWidgetAnchor\u201d now use the correct enums.<\/li>\n<li>The \u201cForceBombDrop\u201d action can no longer be used when there is no bomb carrier.<\/li>\n<li>The \u201cmod.GetSpawner\u201d function now accepts arguments correctly.<\/li>\n<li>The M-COM \u201cRequires Carriable to Arm\u201d setting in the SDK now works correctly.<\/li>\n<li>The Railway to Golmud train capture point now follows the train correctly on the map.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>AUDIO:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration.<\/li>\n<li>Added female soldier voice-over lines for drowning and surfacing.<\/li>\n<li>Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration.<\/li>\n<li>Added new Season 4 Battle Pass radio station music.<\/li>\n<li>Added new soldier voice-over lines after breaching and resurfacing from underwater.<\/li>\n<li>Commander voice-over now plays as intended during Overtime in Obliteration.<\/li>\n<li>Corrected a phasing issue with stationary launcher audio while aiming down sights.<\/li>\n<li>Improved audio responsiveness for sea vehicles moving through waves.<\/li>\n<li>Improved audio responsiveness for stationary turret movement.<\/li>\n<li>Third-person death efforts from underwater soldiers can no longer be heard by other players.<\/li>\n<li>Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>AI:<\/strong><\/p>\n<p class=\"wp-block-paragraph\">With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles.<\/p>\n<ul class=\"wp-block-list\">\n<li>Bots can now swim and will move towards shore after ending up in water.<\/li>\n<li>Bots can now use boats to navigate to objectives.<\/li>\n<li>Bots can now use land vehicles to cross rivers and very shallow water.<\/li>\n<li>Bots no longer eliminate themselves after falling into certain pools on Eastwood.<\/li>\n<li>Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers.<\/li>\n<li>Bots no longer take all available boats at the start of new rounds, leaving boats available for players.<\/li>\n<li>Bots now abandon boats that become beached.<\/li>\n<li>Bots will now respond to \u201cRequest Pick-Up\u201d requests while navigating boats.<\/li>\n<\/ul>\n<h2 id=\"h-redsec\" class=\"wp-block-heading\">REDSEC<\/h2>\n<p class=\"wp-block-paragraph\"><strong>PLAYER:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning.<\/li>\n<li>\u201cSquad Wipe\u201d score events now trigger correctly after eliminating an enemy squad.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>UI &amp; HUD:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale.<\/li>\n<li>Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale.<\/li>\n<li>Selecting \u201cEdit Favourite Weapons\u201d in Battle Royale now opens the \u201cFavourite Weapons\u201d tab directly.<\/li>\n<li>Squad colours now display correctly on the Gauntlet End of Round screen.<\/li>\n<li>The Tactical Armory can now be pinged correctly in Battle Royale.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>AUDIO:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>The Handler briefing now plays as intended during the Battle Royale insertion cinematic.<\/li>\n<li>The Handler no longer warns players who are underground about parachuting enemies nearby.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>COMPETITIVE:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>\u201cEnd of Round\u201d now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity.<\/li>\n<li>\u201cEnd of Round\u201d RP progress now displays correctly when a player\u2019s RP value drops below zero.<\/li>\n<li>Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale.<\/li>\n<li>Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed.<\/li>\n<li>Updated \u201cEnd of Round\u201d RP tally animations to improve scoring clarity.<\/li>\n<li>Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>VEHICLES:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li>The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes.<\/li>\n<\/ul>\n<p class=\"wp-block-paragraph\"><strong>WEAPONS:<\/strong><\/p>\n<ul class=\"wp-block-list\">\n<li><strong>M320A1<\/strong><\/li>\n<li>Level 2 Grenadier Trait\n<ul class=\"wp-block-list\">\n<li>Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2.<\/li>\n<li>Reduced the M320A1 HE maximum ammunition increase from 5 to 4.<\/li>\n<\/ul>\n<\/li>\n<li>Level 3 Cluster Munitions Trait\n<ul class=\"wp-block-list\">\n<li>Reduced the number of submunitions created from 6 to 3.<\/li>\n<li>Reduced submunition maximum blast damage from 30 to 20.<\/li>\n<li>Reduced submunition blast radius from 2m to 1.5m.<\/li>\n<li>Reduced maximum damage distance from 0.6m to 0.3m.<\/li>\n<li>Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location.<\/li>\n<li>Adjusted submunition bounce behaviour to further reduce clustering after impact.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Battlefield 6&#8217;s next big update, 1.4.1.0, is launching on July 21, introducing Season 4 : Pacific Front and a naval warfare system. The update also brings back a feature that Battlefield hasn&#8217;t had since 2005&#8217;s Battlefield 2, and it looks like a Top Gun crossover is coming as well. The old feature that&#8217;s coming back [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[16,17],"tags":[],"class_list":["post-491","post","type-post","status-publish","format-standard","hentry","category-gaming","category-news"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=\/wp\/v2\/posts\/491","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=491"}],"version-history":[{"count":0,"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=\/wp\/v2\/posts\/491\/revisions"}],"wp:attachment":[{"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=491"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=491"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/aimoneylab.ai\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=491"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}