Battlefield 2042 update 2.2 to Season 2 Master of Arms

Hi everyone,

Battlefield 2042 | We’re about to enter the second major update to the game in Season 2: Master of Arms. We hope that you continue to delight in everything that has been released to date in the Season.

Here’s a brief overview of the major enhancements and modifications that are in this Update:

  • A revamped version of Orbital featuring a better game flow with more protection and assets, and terrain enhancements
  • Three new Vault Weapons are added to into the All-Out Warfare arsenal; the ACW-R, the AKS-74u and the MP412. REX
  • Premium Battle Pass players will have the option of keeping their servers accessible within the server browser with the Persistent Servers feature even when they’re not
  • Laser Sight on weapons has been upgraded with upgraded visuals and is more responsive and fluid to movements

With a brand new map that has been reworked and three new Vault weapons that are available to use, along with a range of tweaks and modifications we’re eagerly receiving your feedback after you’ve played.

//The Battlefield Team

Stay informed

Follow us on our Twitter account @BattlefieldComm Twitter page to keep up-to-date with the rollout the latest updates. You can also keep up by keeping track of known issues as well as any further game updates we’re making through the Battlefield forum.

Battlefield 2042


Orbital Map Improvements

Orbital is now more exciting and has an improved environment. In Conquest the game, we’ve altered two of the prior flags (Checkpoint and Radar) to headquarters. They’re placed so where there’s multiple options for flags that are within range, which can result in a more efficient combat flow and a shorter the time to traverse.

We have put a brand new flag that is placed on top of the ridge that runs between and the Launch Site, and the Cryogenic Plant. This will also help counteract the elimination of two Checkpoint or Radar flags, and aids in maintaining a smooth game flow by reducing the traversal distance. The new flag is also connected to the tunnel for transport vehicles beneath it, providing additional options to infantry who are caught in the crossfire between enemy vehicles within the tunnel.

For the implementation of these enhancements and visuals, we based our efforts on three primary areas that included war-torn, a military and natural feel throughout the map. To combat the military we strengthened industrial areas by adding structures that required protection and can be able to see across the map. It is also evident that the war has gotten more intense in Orbital by way of an earlier attack by a group of tanks that failed in attacking the Rocket. There are signs of the attack that stretch all up to the crawlerway. Additionally, there are a few damaged tanks and craters across the area, with evidence of destruction in the areas they’ve crossed.

Radar Station

The Radar Station is now a strengthened military presence with updated graphics and vehicle assets, along with evidence of destruction from an earlier tank convoy attack. It’s now more of a linear Breakthrough Sector and each radio dome sporting a flag.


The Crawlerway is getting a massive upgrade, which includes areas protected by the military presence as well as large destroyed craters that cover the space that was previously unoccupied. There are military zones within the flags and between them, as well as further protection added to the tunnel beneath the Crawlerway. This is the war-ravaged area, with clear indications of war that is progressing.

Launch Pad

The Launch Pad has been reinforced to provide a solid base providing more possibilities to try out in every game mode. The natural surroundings surrounding and between the Crawlerway along with Launch Pad Launch Pad have also received an upgrade with more natural vegetation such as vegetation and rocks.

Entry Checkpoint (New flag)

On Conquest there’s a new flag that is on at the top of Conquest’s ridge. It’s a high-action site since it connects with the Launch Site with the Cryogenic Plant as well as being the opposite to both teams operating from the headquarters. The tunnel’s connections are also constructed, providing more security and options for infantrymen to get through the tunnel and to the flag.

Cryogenic Plant

The Cryogenic plant is now sporting an enhanced military-themed design. It’s feeling more secure and is a an element of the war that has taken over the landscape. The map also features new protection and improved combat areas for infantry while preserving possibilities for vehicles across the area.

Persistent Servers

A popular Community feature included in Battlefield 2042 is the option hosting persistent servers to allow you to grow and create your own communities. We’re excited to announce the launch of this feature as a brand new option to host Servers in the Battlefield Portal as part of this update.

We’ve designed persistent Servers to allow Creators and community Leaders to build their own communities in the Battlefield Portal. This is your very own area where you can gather. You determine the rules.

Today, we’ll present an overview of the capabilities of persistent servers. We’ll make it clear the way it works once it is made available in game.

What exactly is a persistent Server?

Presently the moment you host a server in Battlefield Portal, it only remains visible in the Server Browser for the duration that the players are active on it. When the server is empty the server shuts down and ceases to be accessible in the Server Browser.

Persistent Server means that your server remains visible in the Server Browser even if there aren’t active players. This lets communities remain connected across their preferred servers, without having waiting for the server owner to log on and enable the Server.

Anyone has access persistent servers?

Beginning with Update 2.2 the owners who have purchased Premium Battle Pass Premium Battle Pass can select the option of a persistent server when hosting a server.

Which Servers are you able to host?

Premium Battle Pass owners can host one live Server for each account.

How many years will persistent servers be in the public eye?

The goal of Persistent Servers is to support active communities while making it simple to locate Active Servers that you can play. That means a persistent Server remains present in our Server Browser for as long as 7 days following the time of last activity by players within the Server. It is possible to alter the value of this parameter if we find an opportunity to enhance the user experience.

What are the features of persistent servers?

The functionality to host servers within Battlefield Portal remains unchanged. So, if you host the Server you’ll be able to access to:

  • Facilitating Cross-Play
  • Players can follow the Server
  • Set up an inviting and matching message
  • Passwords that protect a Server
  • Host features for Admin

We’re looking forward to hearing your feedback and thoughts when we launch this feature. We’re eager to see you design and create new communities for your community within Battlefield Portal.

The New Weapons for Vault

ACW-R Battlefield 3

A compact, feature-heavy, lightweight platform for rifles that reduces recoil. round. It’s stable in all weather conditions , from humid sandy jungles to grittier deserts.

Lock Assignments

  • 100 Kills , Assists the ACW-R or the M5A3
  • 20 Headshot Kills using Assault Rifles

AKS-74u Battlefield: Bad Company 2 Battlefield: Bad Company 2 Battlefield 3

A compact and mobile platform that is a winner when it comes to CQB situations. 30 rounds of magazine and high rates of fire can allow you to say goodbye to your rivals. Make sure you keep it under control.

Lock Assignments

  • 100 Kills and Aids AM40 or AKS-74u
  • 8 kills using 8 kills with Rifles from 25m or less round

MP412 REX Battlefield: Bad Company 2 Battlefield 3 Battlefield 3

The “revolver to export” chambers the .357 round, which has a 6 round capacity and a high damage. It is a revolver however, it’s capacity is limited and takes longer to load.

Lock Assignments

  • 60 Kills , Assists the MP-412 REX or the M44
  • 10 Headshot Kills Using Secondary Weapons



  • In-game Blocked Players list now updates in real time when blocking or unblocking a player on the same platform.
  • The VOIP UI for Squad is no longer displayed in the Home Menu upon starting the game.
  • If you are a part of the Portal Featured Experience, the map icon is visible in the load screen at the lower-left corner of the screen.
  • We have fixed a bug that would show an identical Welcome Screen several times during the boot process of the game.
  • If you join a friend for Conquest or All-Out Warfare, the bottom left corner of the loading screen correctly says US/RU, not No-Pat Conquest
  • Certain menu buttons on PCs as well as screens are changed to not show “(F) Modify Settings” If pressing that button has no effect.
  • Background lights that are red should no longer be clipping through models of players on the Home Screen
  • PS5 The activity menu of PlayStation 5 now correctly show the exact game activity instead of always saying Conquest
  • The “5 Assists and Kills” The assignment is to unlock a cosmetic Crawford and Lis Now, Assists are tracked correctly
  • “Hellbent” Player Card Tag “Hellbent” Player Card Tag has been updated to track Season 2 missions correctly. This fix is retroactive.
  • The description for Crawfords Mounted Vulcan in the Mastery requirements has been changed. Turret Assists are now also moving forward in this regard.
  • Correction of an issue on The Statistics page not properly recording damage caused by Season 2 weapons.
  • Unobtainable Seasonal badges that are not available for expiring Seasons are not available anymore on the screen for Upcoming rewards
  • Fixing an issue caused by Battle Pass rank ups being lost when a player is ranked up too fast.
  • It was added the ability to add Backgrounds for Player Cards on Battle Pass screens. Battle Pass screens
  • Fixing an issue that was causing the Battle Pass Mastery Badge tracking slow. The badge should now follow accurately as progress is made.
  • Fixed a problem where the XP bar moves backwards on the XP summary screen.


  • Improved and fixed C5’s Audio. Audio of C5
  • Dismantled a broken Voice Line after capturing E2 on Renewal
  • General Audio tweaks were added as well as mixing on Orbital
  • Sound added to the an exploding wreck located on Orbital
  • Audio improvements were made to Ranger’s footstep patterns while they’re not on screen.
  • Corrected an audio issue that was affecting Ranger’s footsteps as they standstill.


  • Correction of a minor issue in which a backslash symbol was found inside the World Log while AI resupplies and heals, or revives revives
  • Correction of an issue that grenades were not showing any indicator unless confronted with an opponent grenade. Sometimes, problems hit you directly in the face.
  • Fixes an issue in which there was an issue where the “No Ammo” message is displayed when throwing the last available grenade
  • The incorrect name has been removed for the FXM-33 in the Screen of Collection
  • Fixed a glitch in which the left arm was not visible when using the Med-Pen when the running a traversal sprint
  • Repair Tool was fixed for an issue that Repair Tool was shaking. Repair Tool was shaking during the repair or damage animation
  • The Recoilless M5, SOFLAM, FXM-33 AA Missile and Javelin are now able to lock onto neutral or empty vehicles.


  • Stranded is now part of the Custom Conquest Game Mode
  • MCOMs have been added into TDM, FFA, VTDM as well as Custom Conquest Game Modes

Rules Editor

MCOM blocks that are releated are now available in the rules editor. By using these new blocks you can monitor and manipulate MCOMs in order to improve games modes

  • MCOM Goals
  • MCOMDefused block
  • MCOMDestroyed block
  • MCOMArmed block
  • Block AllMCOM
  • Block SetFuseTime
  • Add MCOM goal to block EnableObjective
  • Addition of MCOM goal to the Teleportation block
  • Addition of MCOM purpose to SetTeamOwner block
  • Addition of MCOM goal to TeamOwner block
  • The MCOM objective was added to the IsActive block. MCOM goal to the block IsActive
  • Block RemainingFuseTime
  • Blocks that are not being defused
  • Block IsDefused
  • Block that is arming
  • IsArmed block

Additional blocks have been added to the Editor of Rules:

  • GetCapturePointPosition block
  • Block to enable Capturing
  • Block of IsType
  • OnPlayerDamaged block
  • OnPlayerEarnKillAssist block
  • Block for Repairing Vehicles
  • Blocks Vehicle Damage


  • FriendlyFireDamageReflection mutator has been added. If you use this Mutator it will cause all damage to friends will reflect back to the player following two friendly fires have been killed.


  • A problem was resolved that prevented moving in any direction when using the parachute
  • Soldiers aren’t in a position to stand in the way of Flying Drones. Drones aren’t designed to surf and you need to be aware of that.
  • Soldiers are no longer able to spin for a short time after leaving vehicles
  • Fixed an issue in which the animations that reloaded wouldn’t always play the way they were intended after being revived.
  • A bug was fixed where the slow motion of a person who is prone can stop the animations playing
  • The physics and animation stances of soldiers were often out of in sync. This made it possible for them to move into areas in which there was not enough space for a person to stand.
  • Corrected several instances in which input wouldn’t work when parachuting.
  • Soldiers stop more quickly in the beginning of a revive, even when sliding. This should stop sliding off the line when you begin the revive
  • Corrections to several cases where the vaulting animation wouldn’t occur on steep slopes.
  • You cannot continue to be a member of a squad who is in close proximity to an enemy vehicle
  • It’s not possible anymore revive team members through glass windows for Renewal and Exposure



  • Fixed a glitch where playing Angel and sitting inside the MD540 Nightbird passenger seat prevented the player from dropping the Supply Crate


  • Correction of an issue in which moving beyond the Sentry Gun’s range of the SG-36 ceases its firing animation when that the Sentry Gun is moving


  • Fixed a problem where “Enter Drone” prompt appears on the screen, even when the player is not using Casper’s tablet
  • Fixing an issue that caused missing the EMP weapon icon being missing when disabling Caspers’ Recon Drone


  • Fixed a glitch where you might be removed from the game and your squadmates wouldn’t be able to spawn onto you while using the Mounted Vulcan
  • Fixed an animation glitch when you pick off the Mounted Vulcan
  • Fix an issue where there was an issue where the “No Ammunition” prompt pops up upon launching the Mounted Vulcan
  • Corrected an issue in which sound of the Mounted Vulcan firing sound becomes stuck when Alt-tabbed
  • This Mounted Vulcan can now be repaired


  • Fixed a bug that caused bashing an automobile with Dozer’s SOB-8 Ballistic Shield and entering it at the same time could disrupt 1P animations
  • Friendly players are unable to traverse the Dozer when his Shield is in use


  • Resolved a self-heal animation that was broken by making use of the S21 Syrette Pistol


  • Fixed an issue in which the Irish’s “Veteran” Trait prevented picking ammo dropped by fallen enemies.
  • Corrected an issue where the Shootdown Sentinel’s APS-36 on-world icon was blue, instead of green.
  • Corrected an issue that caused the icon of the APS-36 Shootdown Sentinel isn’t aligned when putting it on terrain that is uneven.
  • Corrects a number of bugs that enabled DCS Deployable Cover to be deployed inside vehicles, players or assets. DCS Deployable Cover cover to be placed in vehicles, players, or even assets.


  • Fixing a bug in which Lis suffered no damage while shooting herself using her G-84 TGM. We’re not sure the reason you would are doing that, but it is a good idea.
  • Fixing an art problem with Lis after logging into BF3 Portal Collection


  • A problem with animation for Mackay in the course of End of Round has been solved


  • Corrected an issue in Paiks’ Scanner where the “Got one!” Voice Over would be activated when there was no enemy on the minimap


  • Fixing an issue in Rao’s Cyber Warfare Suite where a white scanning indicator became visible at the time of first putting it on
  • Corrected a problem that was causing Rao not receiving XP when hacking doors


  • Correction of an issue in which Sundance bounces as it opens the Wingsuit close to the ground.
  • Correction of an issue that caused the incorrect name is shown in Sundance’s Grenade Belt


We’ve implemented a number of small changes across various maps, with the goal of removing bugs that can hinder the smooth and enjoyable gameplay experience. There should be fewer distractions, such as getting stuck, or seeing floating, glitched or poor quality terrain or assets.


  • Resolved some ice and snow covered mounds that were spawning with low texture quality when explosives were being used in the vicinity


  • Reflectors on the interior of the ship’s floor that couldn’t be accurately adjusted when moving


  • A problem was fixed where soldiers could tear through the texture of the roof and view the outside of a building from A2
  • Fixed extended collisions with several trees which stopped players from shooting into them.
  • Fixed a problem in which players were able to be stuck in an invisible collision when they fell from a cliff in B1.
  • Players won’t be able to clip into metal beams after climbing onto the crates in D4
  • A bug was fixed that was causing issues for 64-player Breakthrough in which the terrain around fences could be damaged enough to allow them to floating
  • Corrected several places within structures where soldiers could become stuck.
  • Fixing an issue with B1 between landslides and containers which allowed players to slide through them and then move to the opposite side
  • Issue fixed in Breakthrough in which soldiers were able to become stuck between barriers or containers inside the tunnel that runs from US Headquarters until the flag of C1
  • Issue fixed at D3 in which soldiers were unable to traverse the middle of the elevation when they were running towards the zipline
  • Fixed a problem on multiple locations where Soldiers would go under or go into locations that were not intended of the map
  • Fixes issue where it was possible to be able to see through the mountain textures.
  • Corrected problem where Interaction Keys were visible after having been activated. Interaction Key remained visible after it had interacted with doors that automatically open.
  • Corrected an issue where the grenades might glitch in rooms with ceilings by using the D1 flag
  • Corrected multiple issues of the textures being stretched and damaged across the entire map
  • There were several areas on the map that Soldiers were able to clip through the terrain or other assets.
  • Fixed multiple floating or misplaced assets throughout the map


  • Corrected an issue that resulted in several buildings having collisions that aren’t within their visuals. This could mean that they accidentally stop bullets.
  • Fixed issue on the Deploy Screen, where the button to choose a car was not covered with the loadout interface
  • Hourglass – Corrected an issue that caused light panels in C1 had no animation after being destroyed


  • The culling behaviour of windows at the bottom of buildings has been improved.
  • Corrected an issue in C2 where the terrain close to the planter of the plaza avenue could be destroyed to allow how the assets’ front could floating
  • Resolved various issues with terrain and craters at B3
  • Corrected issue where the anti-air background atmosphere tracer was located too far from the OOB space.
  • Corrected an issue in C2 in the area between electrical box and the plaza foundation, which prevented the traversal
  • Fixed issues with clipping multiple assets across the entire map
  • A problem was fixed on B4 that destroyed ground could lead to assets being unable to sink
  • A problem was fixed at C1 using VFX hydrant water within the building.
  • Fixing an issue with the B1 command line that was set in the material physics to metal, which resulted in incorrect footsteps SFX


  • Eliminated several walls that were invisible on Manifest
  • Fixes a variety of light culling issues on floodlights


  • Corrected several areas on Orbital in which the light was exaggerated when looking out from inside a structure
  • Corrected various lighting and shadow issues in tunnels of Orbital
  • Corrected a number of issues in B2 where Soldier faced issues with traversal as he traversed two rocks while trying to return
  • Fixing an issue with C5 explosive which was resolved and did not cause any harm when used in the areas within the D2 flag.
  • Corrected an issue that caused a soldiers could become stuck under the rocket pad
  • Corrected an issue where different impacts SFX are heard in the event of throwing any type of grenade towards the ceiling in D2 storage units.
  • Fixing multiple issues where light was leaking from containers and buildings.
  • Corrected a problem where control panels would continue to remain floating even after their structures were destroyed
  • Corrected an issue that meant you were unable to hack after being hacked by an adversary


  • Corrected several issues related to drawing distances and culling of the objects that are spread across the map.
  • Corrected an error in Hazard Zone, where Uplinks were placed in places that they were unable to interact with
  • Resolved an issue in Sector D in which Soldiers could be flagged as being out of the bounds of


  • Battlefield Portal layouts are now available for Stranded
  • Fixed issue in B1 where the defenders of Rush were able to shoot on the objective within the first sector of their headquarters
  • Corrected a problem in C2, where soldiers who were prone could be able to clip the tower platforms and be injured by shots
  • Corrected an issue where the widget that controls the random deployment point was not available in FFA Portal mode.
  • Fixing an issue in C1 where an obstruction was visible from the middle portion of the vessel near an empty container
  • Correction of an issue where soldiers could communicate via a non-usable ladder on the deck of the ship
  • Fixing an issue in C1 where a corner of the marketplace section of the middle of the ship was becoming into a glowing light when players were looking at the wall.
  • Fixing an issue in C2 in which Mackay could be able to camp on top of the support beam
  • Correction of an error in Breakthrough that allowed squad members to be observed walking through boxes during the insert sequence


  • Bolte Size reduced of Bolte Incendiary Mine AOE to be in line with VFX.
  • Characters who have things on their bodies must not be able to pass into the seat of the Tuk Tuk
  • The EBLC-RAM’s AMPs are block Sundance’s Scatter Grenades
  • The EBLC-RAM spawn beacon is now is destroyed by storms
  • Corrected an issue that could cause vehicles to jitter when using 3p cameras on Tanks and Stealth Helicopters
  • Fixed an issue in which the icons overlapped when AI’s take up all seats remaining in a car.
  • Fixed vehicles were frozen for a few seconds while changing seats on a platform that moves.
  • Corrects a problem that caused certain cameras to move upwards when turning.
  • Ground Vehicles – Reducing the impact of the 50mm cannons on ground vehicles. This will prevent vehicles like MD540 Nightbird MD540 Nightbird from being pushed excessively by the impact of weapons.
  • Increased collisions of tanks they are aimed at the side of the object.
  • KA-520 Super Hokum and MV-38 Condor – The Miniguns for Ground Vehicles have been modified to properly harm Hind and Condor. Condor and Hind at various distances
  • Lock on missiles won’t longer strike the pilot of the helicopter however they will cause damage to vehicle in the manner is the intention
  • RAH-68 Huron – Resolved an issue in which rain could be seen from in the cockpit RAH-68 Huron
  • Smart rockets are now following similar scatter angles of heavy rockets. They shoot inwards, and are also more precise.
  • Stealth Helicopter Bombs now display the visual effects associated with bomb trails in the manner intended for users other that the pilot who drops them.
  • The view from the 1st person in the Polaris RZR is now showing dynamically calculated values.
  • The audibility of stealth helicopter bombs intended for low altitude bombings is increased
  • It is named after the M1A5 as well as T28 the HEAT Shell will be changed HE Shell to better match its function as an anti-infantry weapon.
  • It is believed that the Polaris RZR is now affected by a systemic issue that has damaged its wheels.
  • The SFX from Passenger’s pings could often play two times, so we’ve removed the repeat button.
  • Wildcat – Corrected an issue that caused the crosshairs for the 40mm and 57mm cannons to not function correctly on the Wildcat
  • Wildcat The projectiles fired by the 40mm cannon of the Wildcat are now aligned to the crosshair’s center when shooting from a one-point view.
  • The vehicle type that is a threat is now displayed in the Kill Card when a vehicle is destroyed by a collision
  • Fixed a glitch where Specialists are still wearing their backpack gadgets on inside the Polaris RZR
  • Fixed a bug in which gamers could be locked onto helicopters of friends after locking onto enemy helicopter

EBA Wildcat MAV, M1A5, T28 and T28

We have improved the health of in the Track / Wheel Damage Zone on Heavy Armor vehicles to ensure that players are precise in disabling certain vehicle components. It takes now 2 attacks to disarm.

  • Tank Track/Wheels – Health Increased from 200 to>300

EBAA Wildcat M1A5 T28

It is also known as the Turret Damage Zone also had its health boosted to increase accuracy against vehicles. It requires two shots to take down. In order to compensate, health will regenerate more slowly.

  • Tank/Wildcat Turret Health increased from 250 to> 350
  • The duration of health regeneration has increased from 10 to 14


  • The Iron Target Sight will no longer be blocked by the skin that has been skeletonized.
  • The GVT 45-70 has been upgraded with suppressor sounds. GVT 45-70
  • DM7 The DM7 magazine would disappear for a few seconds after reloading , when viewed from a third person view. The magazines have received an increase in confidence and will are no longer hidden.
  • The animation is missing for the DXR-1 casing ejection
  • The AM40’s standard issue or Drum Mag is now showing the correct ammo count.
  • A button to turn off an underbarrel will no longer be displayed on the HUDs of players nearby
  • Fixed an issue that caused bipods to appear closed. were closed from a different player’s perspective.
  • Disabled the muzzle flash which was not visible on several firearms when using the suppressor
  • The M16A3 did not have the pros and cons of certain of its underbarrels. They’ve been located.
  • Solution to an issue with missing SFX during reloading
  • The barrel isn’t visible when you aim down the sight when using the Avancys specific scopes
  • The silencer for GAR45 now correctly blocks you from the minimap just like the other light silencers.
  • Fixing an issue that was creating an invisible mesh be visible on the magazine standard of the PF51
  • Laser sighting is no longer misaligned with weapons when you use traversal sprints and FOVs higher than 55
  • In-game hints now show properly for Canted Sight Sig Tango 4
  • Improved spin-up behavior of weapon when firing immediately after entering the vehicles with weapon stations
  • Correction of an issue that caused the ADS animation appeared odd when viewed from a different perspective.
  • Fixing an issue making the animated bolt slide through the gun during an empty magazine reload.

Laser Lights

Laser Sight’s behavior on weapons has received numerous fixes and visual enhancements

  • The issue was fixed in which the laser was floating around the weapon attachments in 1p-view when using a high FOV setting.
  • Fixing an issue where the laser was pointed forward too far in 1p when running and using a high FOV setting.
  • Fixed issue in which the glare from blue and green lasers became red when you were looking at other players
  • Blue and green lasers are currently little more powerful than red.
  • Lasers are now effectively blocked by geometry
  • The laser dots can now be seen when viewing ADS through the majority of scopes and sights
  • In addition, added more visual polish and corrections to lasers

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