Battlefield 6 Outage Map
The map below depicts the most recent cities worldwide where Battlefield 6 users have reported problems and outages. If you are having an issue with Battlefield 6, make sure to submit a report below
The heatmap above shows where the most recent user-submitted and social media reports are geographically clustered. The density of these reports is depicted by the color scale as shown below.
Battlefield 6 users affected:
Battlefield 6 is a 2025 first-person shooter game developed by Battlefield Studios and published by Electronic Arts. Serving as the eighteenth installment in the Battlefield series, the game was released for PlayStation 5, Windows, and Xbox Series X/S on October 10, 2025.
Most Affected Locations
Outage reports and issues in the past 15 days originated from:
| Location | Reports |
|---|---|
| Nantes, Pays de la Loire | 3 |
| Bitche, ACAL | 1 |
| Paris, Île-de-France | 34 |
| Aurillac, Auvergne-Rhône-Alpes | 1 |
| Annecy, Auvergne-Rhône-Alpes | 2 |
| Arvert, Nouvelle-Aquitaine | 1 |
| Angoulême, Nouvelle-Aquitaine | 1 |
| Nice, Provence-Alpes-Côte d'Azur | 1 |
| Pessac, Nouvelle-Aquitaine | 1 |
| Marseille, Provence-Alpes-Côte d'Azur | 5 |
| Pont-Scorff, Brittany | 1 |
| Haguenau, ACAL | 1 |
| Labenne, Nouvelle-Aquitaine | 1 |
| Fort-de-France, Martinique | 1 |
| Montpellier, Occitanie | 2 |
| Troyes, ACAL | 2 |
| Dole, Bourgogne-Franche-Comté | 2 |
| Jarville-la-Malgrange, ACAL | 1 |
| Namur, Wallonia | 1 |
| Toulouse, Occitanie | 1 |
| Villeurbanne, Auvergne-Rhône-Alpes | 1 |
| Grenoble, Auvergne-Rhône-Alpes | 1 |
| City of Brussels, Brussels Capital | 1 |
| Hayes, England | 1 |
| Chambray-lès-Tours, Centre | 1 |
| Angers, Pays de la Loire | 1 |
| Langon, Nouvelle-Aquitaine | 1 |
| Johnstone, Scotland | 1 |
| Auray, Brittany | 1 |
| Dreux, Centre | 1 |
Community Discussion
Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.
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Battlefield 6 Issues Reports
Latest outage, problems and issue reports in social media:
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thed.vawaifu (@KevinGame2013) reported@GiveMeBanHammer Because in 2017 ea ceo said single player games aren't profitable anymore that live service is the way of the future and look how that turned out with anthem and battlefield 2042
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Outsider (@AlbinSalkic) reported@WesOlesen @LauraLoomer @netanyahu Money is a huge problem, but even worse is American youth giving their lives on battlefield for Israel interests.
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Andre Robinson MS (@AndreDoctrine) reportedFresh scan verdict: no major update needed. That is a good sign. The existing guidance already covers the central terrain: deliverables over loyalty, air defense before optics, anti-ballistic defense before summit theater, and 5% as capability rather than tribute. What the stories show is not a new strategic problem. They show your framework being stress-tested from several angles and still holding. - That does not require a new doctrine. It requires a guardrail: Turkey can be used as an Ankara conduit, not as an Ankara distraction. Any U.S.-Turkey defense side deal should reinforce Ukraine, Black Sea security, NATO interoperability, and alliance production — not crowd out Patriot/interceptor deliverables. - But this needs a caution: drone diplomacy must not be allowed to substitute for Patriot/PAC anti-ballistic defense. It should complement the Patriot doctrine, not replace it. So the only non-redundant update I’d add is this short operational note: Ankara should treat Ukraine as both a recipient of anti-ballistic protection and a provider of drone/counter-drone battlefield expertise. NATO should take Ukraine’s drone lessons, fund Ukraine’s production base, and still deliver the Patriot interceptors and production licenses needed to stop ballistic strikes. Drone diplomacy is leverage, not a substitute. Bottom line: no new major guidance. Your framework is still sufficient. The new stories mostly validate it. The only fresh additions are tactical: keep Turkey from becoming a side-deal distraction, and elevate Ukraine as a defense provider while keeping Patriot interceptors as the summit test.
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Amir Laylaz (@AmirLaylaz) reported@bryan_johnson You've mapped your soldiers, their keys. You'll freeze your cells, model your molecules, engineer your therapies. Maybe it works. I come at this as a reservoir engineer, modeling systems I couldn't see, so I don't sneer at precision. I love it. But that work taught me how easily you mistake the map for the territory. Notice the shape of your story. It's a war story. Soldiers, rogues, attacks, traitors to be switched off. The stomach that "eats itself." This is a picture more than it is a fact. And the picture is expressed in biological form. A self organized around threat is organized differently, all the way down, than one organized around ease. I don't think we are passive material waiting to be repaired. I think our tissues are a problem-solving collective already running on the inside. The question is what they perceive, and what they therefore believe they must do. Here's what I learned from my solving my postural disfunction in my garage, not a lab. For years I did everything right by the measures. I trained hard, built the muscle. And I was a functional wreck: distorted movements, chronic pain, anxiety, a scoliosis on my left side I couldn’t perceive even after years of exercise. The distortion was in me the whole time. What was missing was perception. I'd optimized a body I never learned to inhabit. When you say your disease is silent, symptomless, I don't doubt you. I think I'd reframe it. A region gone quiet hasn't gone dark. More often it has shrunk, lost its connection to the whole, contracted down to its own frightened concerns until it can't perceive the larger pattern or be perceived by it. Is that a mechanical damage? Or perhaps it's a collapse of communication [RE:@drmichaellevin's amazing work on agential tissues]. And communication can be rebuilt. You say the standard of care claims nothing can be done, and that this is old-fashioned. Maybe. But something older is true: a living system can reorganize itself when the conditions of its life change. Not repaired from forceful imposition but reorganized from within. I've watched it in my own tissue as sudden phase changes. A frozen shoulder that regained mobility. Hips that went from locked to functional. Patterns I'd carried for decades dissolving, leaving a range of motion that was unexplored. What changed was what I could perceive. So one small, unmeasurable prescription, alongside your sequencing. You've built an extraordinary apparatus for observing yourself and almost none for inhabiting yourself. Do less, notice more. Lie down. Do nothing a wearable can score. Let attention move slowly through you. Don’t hunt the disease, just notice what's there without rushing to fix it. Can you sense your stomach at all, as a place, before it's a battlefield in a diagram? You're extending connection back into a region that lost it. You may find nothing a test could confirm. Or you may find that a system braced against itself for a very long time can, given the right attention, begin to let go and reorganize around something other than war. I'm not sure how that shows up in cells per milliliter. But it's real, it's yours, it costs nothing, and no one had to be a soldier for it to happen. Cure it if you can, Bryan. But don't forget to live in the thing you're working so hard to save.
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JERSEY & BOOT plug🔌 🇳🇬 🇬🇧 (@mr__topson) reportedWhen every court appearance is followed by a new argument health concerns today, judge objections tomorrow it shifts public attention away from the substance of the case and onto legal maneuvering. That said, in fairness, lawyers are expected to use every legitimate avenue available to defend their client. The real issue is whether these applications are grounded in genuine legal concerns or are merely attempts to delay proceedings or shape the battlefield.
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RustyTatra🇨🇭 (@rustytatra) reported@big_markyt @EA_DICE Yes. It is such a **** show. There are so many things wrong. They could never fix this game, just like 2042. All they need to do is listen to the community, not delusional streamers.
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♰ OLISeraph_VT👁️🪽 ♰ (@OLISeraphVTuber) reported@rowell_96 @Battlefield Sounds like an issue related to skill
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Kołdrian (@ten_na_chmurce) reportedI Expected a Small Roguelike. LONESTAR Gave Me a 98-Minute Brain Trap LONESTAR surprised me much more than I expected. On paper, it sounds simple enough: a strategic roguelike spaceship deckbuilder about bounty hunters chasing criminals across space. In practice, my first run lasted 1 hour and 38 minutes, so no, this is not a quick toilet-session roguelike. This is the kind of game where you sit down, start counting, start planning, and suddenly realize you are fully locked in. A saloon, a spacesuit dog, and bounty hunting in space The first impression is charming. The main menu looks like a western saloon, except outside the window there is space, planets, and a dog floating around in a spacesuit. The music has that little western flavor, the whole setup has a light sci-fi cowboy joke behind it, and it immediately gives the game some personality. But the style is not the main reason LONESTAR works. It is nice, it is funny, it sets the mood, but the real hook is the combat system. This is not just “play attack, play defense” LONESTAR is not a classic deckbuilder where you simply throw out an attack card, then a defense card, then wait for the enemy to do its thing. Cards here are closer to energy values that power the ship. The real build is created through units, slots, colors, ship weight, support modules, attack modules, treasures, overclocks, and the position of everything on your ship. That is where the game becomes interesting. You have different colors of energy, and not every color works in every slot. Some energy is flexible, some is restricted, and once you place it, you cannot just take it back. That one rule changes the whole rhythm of a turn, because every move has weight. A bad click can turn into a wasted turn. A good placement can suddenly unlock a whole chain of damage, defense, or card generation. Then there is ship movement. You can move up or down on the battlefield, but it costs fuel. Sometimes the best move is not dealing more damage. Sometimes it is moving into a better lane, avoiding the worst attack, taking one smaller hit, and preparing a stronger turn later. A deckbuilder that feels like a puzzle engine This is exactly the kind of card-based roguelike that works for me. I like card games, but in traditional competitive card games I rarely enjoy building decks completely from scratch. In games like Hearthstone, I usually prefer learning meta decks, understanding matchups, seeing how the deck works, and figuring out how to counter what other people are playing. But in roguelikes, I am the opposite. I love building something during the run. I love when the game gives me random tools and asks me to turn them into a working machine. Sometimes that machine is elegant. Sometimes it is ridiculous. Sometimes it barely holds together. But when it works, it feels great. In my first LONESTAR run, I leaned into card generation, damage scaling, and one very useful overclock. Without that extra generation, I probably would not have finished the run, because enemies became stronger with every stage. At some point, I was no longer just reacting to enemy attacks. I was trying to build an engine that could survive, scale, and keep producing the resources I needed. Mathematical, but not dry The best thing about LONESTAR is that it is very mathematical without feeling like a spreadsheet. You are constantly asking small questions. Should I block this attack? Should I boost my own damage? Should I move the ship? Should I accept a bit of damage now to prepare something better? Should I risk a weak turn because the next one might explode? And because units, supports, treasures, energy colors, positioning, and overclocks all interact with each other, the game keeps giving you new little problems to solve. One ordinary enemy surprised me a lot. It was basically a survival test. I had two rounds to defeat it, because in the third round it charged up huge attacks. I failed to destroy it in time, but I managed to survive. Then the enemy surrendered. That was a great moment, because victory was not only about reducing a health bar to zero. It was about reading the situation, positioning the ship, minimizing damage, and surviving the exact turn the game wanted me to fear. A useful reset, maybe a little too useful I have mixed feelings about the option to repeat a fight. On one hand, it makes sense. Since placed energy cannot be taken back, one rushed click can ruin your whole plan. In that case, being able to restart the fight feels like a fair safety net, especially in a game where many decisions are very precise. On the other hand, it can be quite strong. Not strong enough to carry a bad build, because if your setup simply does not work, repeating the fight will not magically fix it. But if the problem was execution, order of decisions, or one stupid mistake, the game gives you quite a lot of room to correct it. So I do not hate it. I just think it slightly softens the punishment. Small presentation issues, but good readability Visually, LONESTAR is not amazing, but it does not need to be. The UI is simple, readable, and good at explaining what is happening. The combat screen is clear, tooltips help, and the game does a solid job of teaching its systems step by step. The weakest visual element for me was the energy cards themselves. They are functional, but visually a bit dull. For a game built so heavily around energy, slots, and values, I would not mind stronger visual feedback there. Also, no Polish language version is a minus for me. I know this type of translation is difficult. Strategy games and card games are full of small mechanical details, and one badly translated term can change the meaning of an entire card or perk. But that is also exactly why language matters here. LONESTAR has a lot of descriptions, talents, tooltips, conditions, and small rules. English was not a huge problem for me, but I still prefer playing these games in my native language. It is simply less tiring when the game already asks you to calculate so much. More of these smaller roguelike surprises, please After one completed run, I am very positive. I finished it on my first try, but I would not say the game is automatically easy. I have played a lot of card-based roguelikes, so I know what to look for when building around scaling, generation, and synergies. That experience helped. I can absolutely imagine someone losing the first run if their build does not come together. What I like most is the potential. Different pilots, talents, races, ship layouts, support units, attack units, treasures, stores, event choices, and unlocks make it very easy to imagine many different runs. This is not a huge, flashy game, but mechanically it has a lot to chew on. Recently, smaller roguelike games have been surprising me more and more. As We Descend, Demon Bluff, MEGABONK, and now LONESTAR all remind me that you do not always need a massive production to get a really strong gameplay loop. LONESTAR is simple on the surface, but once the systems start clicking, it becomes a very satisfying little machine. 8/10. Small issues, very strong gameplay. More games like this, please.
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tavareziam (@tavareziam) reportedFor the person lost in delusion, it is not a belief. It is the final load bearing wall of their identity. When you bring facts, you are not correcting an error, you are asking them to stand in the open air while you remove the only thing still holding their sense of self upright. Their resistance is not stubbornness. It is the nervous system screaming: “If this beam goes, I die.” You are arguing in the language of truth. They are fighting for psychological survival. These are not the same battlefield. You cannot logic someone out of a structure that is keeping them alive. Every “gotcha,” every patient explanation, every demand that they “just face reality” is experienced as an existential assassination attempt. That is why airtight logic fails, it threatens the very coherence that lets them wake up in the morning without falling apart. Walking away is not defeat, apathy, or lack of compassion. It is the rare recognition that their delusion is their sacred (and broken) architecture, and your job is never to become the wrecking crew for another person’s psyche. The moment you accept this, something shifts in you. You stop needing them to change so you can feel sane. You stop pouring your life force into a demolition that would only leave rubble and resentment. You simply let their structure stand or fall on its own timeline. And in that letting go, you discover the quiet, almost unbearable freedom of no longer making someone else’s survival your responsibility. Your peace was never in winning the argument. It was in finally understanding why the argument was never winnable, and choosing, with eyes wide open, to walk out of the collapsing building while it is still possible to do so intact.
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Operation Detachment Gaming (@ODGactual) reported@GhostGamingG That would be so dumb… this is one of CoDs biggest issues and honestly I don’t want a new game every year… having a game every 2 (and even that’s pushing it), or 3 years is better. I would invest more into that… I’m not buying @Battlefield every single year, period!
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REVENGE (@revsprotwit) reported@ThelVanDamne Removing health packs, dual wielding, vehicle boarding, equipment did alter halo. Also, the BR doesn't have hit scan. It's just really fast projectile. In fact, the projectiles of the BR are actually slower in halo 3. Further proving you don't know jack **** about what you're trying to seem like an expert on. All of the things you listed were carefully considered and tested before being greenlit to be added to the game. most of the things you mentioned don't really alter the player that much other than improve gameplay flow, which halo 5 abilities do not as we'll get to in a bit. Vehicle boarding is a natural evolution of the combined arms combat halo is known for. it gives people not on vehicles another tool to defend themselves against vehicles, especially when paired with the emp of the plasma pistol, or EMP ball. Removing Health packs (while I don't agree with it) was necessary for multiplayer. Regenning health ensured that once you finished a fight and had time to recover, you entered new engagements on equal footing with other players. Allowing you to be more aggressive. Removing fall damage allowed for greater organic verticality, and improves gameplay flow. Fall damage was a hinderance to map design, and player movement that halted the game. Halo is a game that relies on good consistent flow, and 30 seconds of fun philosophy. If fall damage stayed it would objectively hurt gameplay flow and map design. Equipment affects the battlefield directly. It creates area denial, support for team mates, and cover from enemy fire. It emphasizes the team work aspect of halo's multiplayer. at the same time though, the equipment was never one sided. A skilled player could turn equipment you brought into the field against you, and even use it to their benefit. Dual wielding is an extension of the weapon sandbox. It gives weaker single handed weapons additional utility. While I think the implementation and execution was not the best, it provided another layer to combat that gave you pause to consider using single handed weapons over two handed weapons. All of these changes organically evolved halo's combat loop. Which I even said I wasn't against. Spartan abilities on the other hand: >Sprint even though it makes you run faster, is still disruptive to the gameplay loop, because it forces you to put your gun into low ready while sprinting. Then have to bring it back up when exiting sprint, disrupting halo's gameplay flow. Along with the other aforementioned gameplay implications. >Ground pound locks you into an animation that you have zero control over, and on impact you have to wait for an animation to play before you can regain control of your character. Same for spartan charge. Again, disruptive to gameplay flow. The only "spartan ability" I have no problem with is clamber, because that's less of an "ability", and more of a quality of life improvement that still punishes you for bad jumps.
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Abhishek Kaushik (@slaybuilder) reportedSo the real battlefield in 2026 isn't just your website's SEO. It's the Reddit threads your buyers are already reading — and the AI models are already citing. The problem: doing this well by hand is brutal. Wrong subreddit, wrong tone, wrong pace — and mods (or Reddit's spam filters) catch you fast. That's the actual bottleneck. Not effort. Targeting + voice + consistency.
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bigby (@EsdHhb) reported@EndersFPS The problem isn’t the large factor it is the variety that matters i dont care if the maps are large or small they need to be great But battlefield 6 has already more than enough of small to medium maps so yes big maps in this exact context actually matter
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Trays_V2 (@TraysV99) reported@Battlefield fix high value target challenges pls, i never got them again
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The Rocket Media (@TheRocketMediaX) reportedImagine a drone without GPS inside a battlefield ! In modern warfare, GPS jamming instantly blinds a drone mid-mission. The moment that happens, the drone loses its sense of direction completely and can crash within seconds. This is the problem this startup is trying to solve, so that India's drones can accomplish their mission even without a GPS in hostile environments.