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 |
|---|---|
| Argentan, Normandy | 1 |
| Cadiz, Andalusia | 1 |
| 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 | 1 |
| 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 |
Community Discussion
Tips? Frustrations? Share them here. Useful comments include a description of the problem, city and postal code.
Beware of "support numbers" or "recovery" accounts that might be posted below. Make sure to report and downvote those comments. Avoid posting your personal information.
Battlefield 6 Issues Reports
Latest outage, problems and issue reports in social media:
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true_othvard (@true_othvard) reportedyou can use the mini-map to see where your units and structures are located, to quickly scan the battlefield, to issue quick orders, and so on
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Are You Still There? (@imo_omar) reported@bankertobuilder @mr_anderson Hospital means anything but safety Its I got a problem and need to be fixed. Its uneasiness Its also the place people die due to illness Its the furthest thing from safety besides a battlefield
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Emre (@mrbizonft35) reported@BattlefieldComm Fix the damn game instead of dealing with bullshit.
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Hotpinksoda (@TheHotpinksoda) reported@ChillOutTilly @Treyarch @IronGalaxy They won't listen ***. Ignore those idiots who try and bring you down. Just refund the game if it ain't for you. It's not going to be like the good old days. East European players are the issue. I do agree they need to add AI bots. If battlefield can do it so can COD.
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Saboteira🇮🇱🇧🇷 יהודה הנשיא, (@Beatsboysabota) reported@EA_DICE Fast, honest support when things break Less aggressive monetization, more focus on long-term fun Instead we got a game that launched strong but spent the next 9 months prioritizing quick fixes, image control, and monetization over actually fixing what drives the core audience away. EA and DICE — the message is simple: The players who are still here are the ones who love this franchise the most. When we stop playing, it’s not because we’re impatient or entitled. It’s because the game stopped delivering on its promises and stopped respecting the people who bought it. We’re almost 9 months post-launch and we’re still talking about broken movement and recurring bugs. That’s not normal. That’s a priority problem. If the people in charge don’t change direction right now — fix movement properly, stabilize netcode, deliver real content without shoving the Battle Pass in everyone’s face, and actually listen — whatever player base is left will disappear for good. And no amount of marketing for the “next Battlefield” will bring everyone back.
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Joyousguard (@truththrulove) reported@BattlefieldComm Hard-core portal servers have a huge cheater problem and I guess from the looks of it they always will. I love when hackers get 150 kills and 20 in a match and then post in chat about how easy that game was.
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Gilbert Perea (@Taco_Jedi) reported@Battlefield If only you guys would focus on fixing matchmaking instead of all these stupid *** modes that you guys keep trying to bring in. If you’d stop nerfing every gun and instead try to fix the matchmaking, the game would be a lot better.
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Stoic Investor (@Stoic_investr) reportedThe MoU had very little chance of success and this became clear once the US forced Lebanese government to sign a separate deal with Israel and attempts to create a separate Oman coastline corridor was another example of how US tried to sabotage the MoU while paying lip service to it. Now Iranians have more than enough reasons to assume that any negotiations is essentially being conducted in bad faith and I don’t think they’ll show up for any more talks as now this issue will be resolved on the battlefield.
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Daddy (@Daddy_Supweem) reported@Battlefield Fix your game. There is no reason a a headshot from a B36A4 should only be doing 29 damage, or from any weapon.
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Max Verentsov (@MaxVerentsov) reported@calebe10000 @AndrewPerpetua Minefields were not the critical issue, they are a solvable problem. But when the battlefield is fully visible and the enemy can see your movements hours before direct contact with his defensive lines, that is decisive and still not countered by any side in this war.
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chris (@ChrisSlaske) reported@Battlefield servers are awful. Hitreg is bad in games where you let people connect with 75 or higher ping. When everyone is under 40. It's a perfect game, except for tanks and rpgs, which are still broken.
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MOG U MUGS (@Carolecon001) reportedThe US soldiers in WW2 in the UK that saw no active on the battlefield service left babies with British women I had cousins that never got any child support I was also required to drop my underwear along with my husband as part of a citizenship process. Together for 30 years!
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The Lifer (Carlotta's Pet 💎♦️❄️) (@TheLifer_87373) reported@VasilijGoncaro1 BTW I never suffered once from stuttering in wuwa, in MH world a lot, but in wuwa never, neither in other games I play (Battlefield 6, Helldivers 2, Mh wild does not give me problems as for today updates)
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SiPPY (@SiPPYtv) reportedI’m going to put an 3 hour long video together of all the hitreg/netcode issues Ive experienced with Battlefield 6 and send it to @JakeSucky…and then pay him a million dollars (in Monopoly money) so he can expose how awful Dice is. Skill based hitreg needs to GO
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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.