SCOPE Weapon / Vehicle / Gadget / Mode balance changes shown in full; bug fixes, UI, cosmetics, audio, and Portal-only items are condensed into a collapsed "Everything else" section per patch, tucked away but searchable
Battlefield 6: Balance Change Log
Every balance-relevant change from every official Battlefield 6 Game Update, launch (Oct 2025) through Update 1.4.1.0 (Jul 2026), pulled from EA's own patch note pages and organized by category. Numbers are stated exactly as published. Dev-team commentary is paraphrased; nothing is invented.
Source for every entry below is Electronic Arts' official Battlefield 6 "Game Updates" pages (ea.com / forums.ea.com). Each patch block links to its source. Wording of dev notes is paraphrased in my own words per standard citation practice; exact figures are reproduced as published since numeric specs aren't creative text.
Game-wide formulas that affect every weapon of a given class, rather than a single gun. These are the changes with the broadest player-facing impact.
1.3.3.0Jun 26, 2026major overhaul
Dev intent: reward deliberate aim and weapon mastery, slow average TTK without touching best-case TTK, and make long-range fights require leading a moving target.
Damage multipliers by weapon class
Class
Zone
Before
After
Automatic weapons
Head
1.34x / 1.5x / 1.75x
1.4x / 1.57x / 1.8x
Automatic weapons
Chest vs. armor
1x
0.84x
Automatic weapons
Stomach
1x
0.84x
Automatic weapons
Limbs
1x
0.84x
DMRs
Head
Unchanged: 1.34x / 1.5x / 1.75x
DMRs
Chest vs. armor
1x
0.91x
DMRs
Stomach
1x
0.91x
DMRs
Limbs
1x
0.91x
Sniper Rifles
Head
Unchanged: 1.75x
Sniper Rifles
Chest vs. armor
0.8x
0.67x
Sniper Rifles
Stomach
0.8x
0.67x
Sniper Rifles
Limbs
0.8x
0.67x
Net effect: limb/stomach hits usually need one extra bullet to kill; landing headshots or chest shots offsets the reduction. Shotguns and sidearms were excluded from the limb/torso reduction.
Weapon dispersion (firing accuracy loss)
Average dispersion growth
+14%
Highest-damage weapons
up to +22%
Lowest-damage weapons
up to −48% (more forgiving)
Bolt-action rifle sweet-spot range (one-shot-kill window)
Weapon
Before
After
L115
120–175m
100–133m
M2010 ESR
75–120m
75–100m
PSR
100–150m
90–120m
SV-98
54–90m
54–75m
Ballistics
Bullet Drag, all weapons
+40%
Bullet Drag with Match Grade ammo
+100%
Muzzle velocity: reduced on 47 weapons (KV9 increased)
Weapon
Before
After
Δ
ES 5.7
650 m/s
510 m/s
−21.54%
LMR27
880 m/s
800 m/s
−9.09%
SCW-10
428 m/s
398 m/s
−7.01%
SG 553R
519 m/s
483 m/s
−6.94%
TR7
648 m/s
604 m/s
−6.79%
NVO-228E
671 m/s
626 m/s
−6.71%
M417A2
600 m/s
560 m/s
−6.67%
M121 A2
600 m/s
560 m/s
−6.67%
CZ3A1
360 m/s
336 m/s
−6.67%
M240L
630 m/s
590 m/s
−6.35%
M4A1
630 m/s
590 m/s
−6.35%
VCR-2
704 m/s
660 m/s
−6.25%
SOR-300SC
563 m/s
528 m/s
−6.22%
GRT-BC
599 m/s
563 m/s
−6.01%
RPKM
670 m/s
630 m/s
−5.97%
M123K
670 m/s
630 m/s
−5.97%
M433
670 m/s
630 m/s
−5.97%
SGX
402 m/s
378 m/s
−5.97%
QBZ-192
644 m/s
608 m/s
−5.59%
DRS-IAR
720 m/s
680 m/s
−5.56%
M/60
720 m/s
680 m/s
−5.56%
AK4D
720 m/s
680 m/s
−5.56%
PW5A3
432 m/s
408 m/s
−5.56%
M16A4
720 m/s
680 m/s
−5.56%
SVK-8.6
720 m/s
680 m/s
−5.56%
PSR
720 m/s
680 m/s
−5.56%
SV-98
720 m/s
680 m/s
−5.56%
L115
703 m/s
664 m/s
−5.55%
L110
780 m/s
740 m/s
−5.13%
B36A4
780 m/s
740 m/s
−5.13%
M277
624 m/s
592 m/s
−5.13%
PP-19
468 m/s
444 m/s
−5.13%
M39 EMR
800 m/s
760 m/s
−5.00%
SVDM
800 m/s
760 m/s
−5.00%
GRT-CPS
800 m/s
760 m/s
−5.00%
M2010 ESR
800 m/s
760 m/s
−5.00%
Mini Scout
800 m/s
760 m/s
−5.00%
M250
760 m/s
724 m/s
−4.74%
Kord 6P67
760 m/s
724 m/s
−4.74%
USG-90
570 m/s
543 m/s
−4.74%
SL9
510 m/s
486 m/s
−4.71%
L85A3
814 m/s
778 m/s
−4.42%
UMG-40
488 m/s
467 m/s
−4.30%
SOR-556 Mk2
800 m/s
768 m/s
−4.00%
PW7A2
600 m/s
576 m/s
−4.00%
VZ.61
326 m/s
313 m/s
−3.99%
AK-205
737 m/s
708 m/s
−3.93%
KTS100MK8
840 m/s
808 m/s
−3.81%
RPK-74M
840 m/s
808 m/s
−3.81%
KV9
348 m/s
362 m/s
+4.02%
Recoil variation (spread of recoil pattern): reduced on 37 weapons
Player & movement: Large netcode pass alongside the gunplay rework: faster hit confirmation, reduced damage corrections, better bandwidth prioritisation for nearby enemies.
Maps & modes: Added Tactical Obliteration, Casual Battle Royale, and the EOD Bot Arm melee weapon; fixed several capture-point and M-COM bugs and a Strikepoint tie-handling issue.
UI & HUD: New "Mark All Seen" button and Event tab, dozens of Loadout/Store/Scoreboard display fixes.
Portal: Added the MovingPlatform placement type, new Physics Impulse actions, top-down orthographic map images for the SDK, and Verified Squad/Team Deathmatch modes.
Audio: Defibrillator, vehicle Doppler, and armour-damage audio improvements.
AI/Bots: Bots can now use vehicle boost and better recognise parked vehicles as obstacles.
REDSEC misc: Added the Disruptor Recon Training Path, smoothed Second Chance transitions, several loot and UI fixes.
Recoil compensation made fully consistent: the amount of aim input needed to counter recoil now exactly matches the recoil actually applied (previously it could mismatch, making some weapons feel harder to control than intended).
Broad recoil tuning pass across automatic weapons to restore intended role differentiation between close-range and long-range guns:
Weapon
Change
AK-205
Adjusted to match expectations for a 5.45×39mm weapon; minimal handling impact
B36A4, L85A3, M433, SOR-555 MK2
Reduced recoil randomness: more consistent and effective at longer range
DB-12
Increased rate of fire and faster pump action
L110
Reduced recoil: reinforces MG vs. AR handling gap
LMR27
Increased close-to-mid range damage: rewards accurate headshots
M123K
Reduced recoil: improves sustained-fire control, reinforces belt-fed MG role
M277
Reduced recoil: more effective at range
M417A2, QBZ-192
Reduced recoil randomness: stays competitive vs. updated ARs
PW5A3, SGX
Increased recoil: harder to control, less precise at range
PW7A2, USG-90
Adjusted recoil: better at range, slightly harder up close
SCW-10
Increased recoil: reduced range effectiveness, reinforces CQB role
SG 553R
Increased recoil: limits range effectiveness vs. its close-range strength
SOR-300SC
Adjusted recoil: stays competitive vs. updated ARs
Player & movement: 240+ QoL fixes bundled this patch; new acceleration curves for smoother, more predictable movement; ladder/vault animation improvements; clearer squad health icons.
Maps & modes: Added Rush to Mirak Valley, closed several spawn-camp and out-of-bounds exploits (Blackwell Fields, Manhattan Bridge, Empire State, Siege of Cairo), added the Scout Helicopter to more Conquest/Escalation maps.
UI & HUD: New Career/Accolade stats screen, reworked Engineer icon for clarity, many Battle Pass and challenge-tracking display fixes.
Settings: Added an accessibility option replacing the flash-grenade whiteout with a black-screen effect.
Portal: Fixed a repeatable-event memory leak and an AI-vehicle-farming XP exploit, plus dozens of scripting/editor bugs.
Audio: Obstruction and panning improvements for footsteps and vehicles, reliability fixes for defibrillator/blowtorch/zipline/parachute sounds under load.
REDSEC misc: Fixed several mission-completion and reward bugs, added a new gas-artillery Strike Package.
Aim Assist fully reset to Open Beta tuning after players found the launch version's increased long-range slowdown made high-zoom aiming feel less smooth.
Dispersion globally reduced slightly across all weapon types; fixed an unintended dispersion-increase rate.
Non-Recon-class sniper rifle accuracy improved.
Increased the weighting of long-range performance in automatic-weapon balance, benefiting PW7A2 and KV9 specifically.
Reduced recoil and recoil variation on LMR27, M39, and SVDM for better long-range reliability.
Player & movement: Controller input and deadzone fixes, new landing and death animations, vaulting/ladder/takedown polish, fixed several third-person desync issues.
Maps & modes: Added the Sabotage event mode and Eastwood; fixed black-screen spawns, late-join matchmaking issues, and Strikepoint destruction-reset bugs.
UI & HUD: Improved downed-state kill-log visibility, added a detailed Strikepoint player-count display, fixed several icon bugs.
Settings: Added an auto-sprint option and an instant-knife-swap keybind.
Single Player: Fixed AI squadmate command responsiveness, a shader stutter, and several audio/subtitle sync bugs.
Portal: Added new music-control scripting functions, fixed terrain raycasting.
Audio: New ping sounds, foley/turret/door audio fixes, multiple voice-over line corrections.
Hardware: Fixed a bug capping framerate at 300fps on Nvidia cards.
Dispersion rebalanced by damage profile: low-damage weapons get slightly more dispersion growth when firing; high-damage weapons get slightly less.
Sniper rifles used by non-Recon classes no longer get increased weapon spread as a penalty; instead, weapon sway now begins during the zoom transition, preserving Recon's precision edge a different way.
Player & movement: Smoother landings and stance transitions, steadier aim/hitbox alignment, animation polish across takedowns, ladders, and mounting.
Maps & modes: Fixed fog/smoke lingering too long after destruction, improved indoor/outdoor exposure transitions, several per-map fixes (Mirak Valley, Siege of Cairo, Liberation Peak, New Sobek City, Manhattan Bridge).
UI & HUD: New unlock markers for weapons/gadgets, gadget preview videos added, fixed HUD display bugs at extreme aspect ratios.
Single Player: Fixed a lean-out bug in Mission 01 and a black-screen bug in the Night Raid mission.
Portal: Fixed the host-experience preview image and a server-join crash.
Audio: Large overhaul pass: new projectile flyby and impact sounds, haptics tuning, fixed missing or incorrect ambient and reload audio across many maps and weapons.
Player & movement: Reduced landing/vault jank, smoother hipfire-to-ADS transition, fixed weapon-dispersion spikes, faster drag-and-revive cancel, updated parachute and swim animations.
Maps & modes: Revised Rush/Breakthrough layouts from Open Beta feedback, closed spawn-killing and out-of-bounds exploits on Siege of Cairo and Iberian Offensive, improved Operation Firestorm traversal, lighting, and performance.
UI & HUD: Clearer loadout lock reasons, fixed class/skin name display bugs, added an XP-loss warning on early match exit, reworked class-identity UI, improved pings and nametags.
Settings: Split PC and console settings, added a VO volume slider and several motion-sickness accessibility options (roll-free combat roll, reduced sprint camera bob), added a minimap size option.
Portal: Removed crossplay from server hosting, fixed AI soldiers ignoring loadout restriction rules.
Audio: Game-wide audio overhaul: clearer pings, refined weapon and vehicle mixes, new suppression effects, tuned shotgun and SMG sound profiles.
Network: Netcode tuning aimed at reducing fast time-to-death, damage-without-a-visible-hit, and dying-behind-cover cases.
Extended Barrels on all weapons: cost reduced 15 → 5 points, and no longer grant an ADS-speed bonus, intended to widen attachment/build diversity, especially on weapons with few barrel options.
1.50x Thermal Sight cost on the L115 corrected 15 → 25 points.
Burst Fire attachments on GRT-BC, UMG-40, PW5A3, CZ3A1, SG 553R, Kord 6P67 now apply their stat effects only to burst-fire mode, as intended.
Player & movement: Death-animation and hit-effect-prediction improvements, better soldier-visibility filtering across lighting conditions.
Maps & modes: Added Cairo Bazaar and Obliteration; several spawn-point and out-of-bounds fixes across Eastwood, Saints Quarter, Siege of Cairo, New Sobek City, and Hagental Base.
UI & HUD: First pass at reducing repeat "New" markers in the Play menu, dozens of Battle Pass/Loadout/minimap display fixes.
Settings: Input-consistency fixes for high-polling-rate devices.
Portal: Added Cairo Bazaar for Verified Modes, a new AutoBalanceTeams scripting action, a large ViperStudiosAndy Conquest-template update.
Audio: New crawl-speed audio for several vehicles, updated Spot/Squad Ping sounds.
AI/Bots: Fixed bots avoiding stationary friendly and neutral vehicles.
REDSEC misc: Battle Royale Solos relaunched (see the REDSEC balance section); several mission and loot fixes.
Hollow Point and Synthetic Tip ammunition cost reduced on most weapons (their lower penetration is now reflected correctly in the in-game descriptions too; see 1.3.3.0).
Player & movement: Trade-kill distance reduced 50m to 30m for netcode fairness, several hit-registration refinements, new "Bad" Time Nudge warning icon.
Maps & modes: Added the LTV vehicle, a full RHIB handling pass, fixed several vehicle-scoring and camera-transition bugs.
UI & HUD: Clarity pass on incoming-hit audio/visual feedback, dozens of Store/Loadout/Challenge display fixes, localisation fixes across several languages.
Portal: Added the equippable Portal Gadget for custom scripting logic; a large batch of Web App, Spatial Editor, and Verified Experience bug fixes.
Audio: Sound-obstruction and PS5 spatial-audio improvements, several vehicle and weapon sound fixes.
AI/Bots: Bot backfill enabled in Operations, bot vehicle support expanded to all multiplayer maps, better navigation on Contaminated.
REDSEC misc: Added the Hazmat Breacher Training Path for the Assault class; several loot and UI fixes.
Minimum time between shots on Mini Scout increased by 100ms to reduce rapid-fire inconsistency and pace it better.
Reduced recoil magnitude but increased recoil variation on M250, NVO-228E, RPKM, SG 553R, SOR-300SC, all perform less effectively at long range now; SG 553R got the biggest adjustment.
L110 and M123K 200-round magazine cost reduced 55 → 50 points, and the ADS-movement-dispersion penalty for using it was removed.
Player & movement: Numerous clipping and animation fixes across ladders, vaulting, prone, and mounting; a close-range soldier-visibility brightness pass; better hit-registration reliability in dense fights and quick-aim scenarios.
Maps & modes: Closed a rooftop capture exploit on Manhattan Bridge, extended out-of-bounds on Empire State/Manhattan Bridge/Saints Quarter, fixed Strikepoint death tracking and late-round matchmaking.
UI & HUD: Added loading feedback for tournament codes, fixed killcard/scoreboard bugs, improved lock-on and threat-label priority.
Settings: Improved the controller stick response curve, doubled the mouse-sensitivity range.
Single Player: Fixed an out-of-bounds timer bug tied to the downed state.
Portal: Fixed AI squadmate class icons and two scripting-function bugs (mod.PlaySound/PlayVO typing).
Audio: Major footstep-clarity tuning pass, memory/priority fixes to stop audio dropouts in large matches, numerous missing-sound-effect fixes.
AI/Bots: Bots now respond to resupply, heal, and pickup requests; revive logic and cover-seeking behavior improved.
REDSEC misc: Fixed Second Chance black-screen and altitude bugs, improved loot-box placement, fixed M-COM reactivation in Wreckage.
Tanks, IFVs, helicopters, anti-air, and (as of Season 4) naval vehicles.
1.4.1.0Jul 16, 2026naval / water
Projectiles now lose damage travelling through water and may deal zero damage after enough underwater distance: a new mechanic accompanying the Season 4 naval-warfare content.
Tank driver aiming now behaves consistently between third-person and scoped first-person view on steep slopes.
Player & movement: Slide-trigger consistency fixes; swimming fully revamped with new animations, physics, and wave behavior; drag-and-revive now works in water.
Maps & modes: Added Tsuru Reef and naval combat; Railway to Golmud and Operation Firestorm spawn/geometry fixes; restored Obliteration Commander Tactical Advice.
UI & HUD: Underwater spotting now blocked; dozens of Challenge/HUD/menu display fixes.
Settings: Added NVIDIA DLSS Multi Frame Generation x5/x6 support.
Portal: Several Rules Editor and SDK function fixes; fixed the Railway to Golmud capture point not following the train.
Audio: New Commander and soldier voice lines for Obliteration and underwater moments, improved sea-vehicle and stationary-weapon audio.
AI/Bots: Bots given a broad water-navigation behavior pass: swim to shore, use boats, cross shallow water.
REDSEC misc: Ranked Battle Royale season 2 launched with new rewards; several UI, audio, and competitive-scoring fixes.
Dev note: follow-up to the Season 3 launch changes, targeting vehicle equipment that was under- or over-performing. Headline changes: Thermal Smoke effectiveness reduced, RPG-7V2 damage increased.
Attack Helicopter Radar System passive is now innate: equipped by default on every Attack Helicopter.
New Thermal Optics passive added to fill the vacated slot: gives the gunner seat a thermal camera on zoom, for pilots who want to leave rockets to their gunner.
Mobile Anti-Air gains two new secondary weapon options: High Velocity Rockets (extremely limited guidance, rapid-fire, higher velocity and higher potential damage than other options, but requires good aim) and Aim-Guided AA Missiles (smaller payload than other vehicles' aim-guided weapons, but substantially better velocity and maneuverability).
Player & movement: Improved drag-and-revive stance timing, melee and vault animation polish, continued Time Nudge netcode reliability work.
Maps & modes: Added Hagental Base; fixed several Contaminated exploits (under-map clipping, a bridge-destruction insta-kill) and Firing Range dummy bugs.
UI & HUD: Large consistency pass across Battle Pass tiers, challenge tracking, profile customisation, and minimap icons: dozens of small display-bug fixes.
Settings: Numerous controller and graphics settings-menu bug fixes.
Portal: Camera fixes, terrain corrections on Marina, a Gauntlet mission-cap fix.
Audio: New Strix Raiders squad voice performances, a footstep-mix overhaul for close/mid-range clarity, decluttered jet-audio mix.
AI/Bots: Bikes and Scout Helicopters added to bot vehicle usage, better danger-ping awareness and cover pathing.
REDSEC misc: Added Defense Testing Complex 3 to Fort Lyndon; fixed several loot-spawn, mission-UI, and audio bugs.
UI & HUD: Added a reticle-colour customisation option, fixed a home-screen navigation lock and incorrect LMG reload-time stats.
VFX: Lowered explosion shockwave force.
REDSEC misc: Fixed a jump-landing speed-reduction inconsistency, a Gauntlet drone-disappearing edge case, and two Battle Royale/Gauntlet armor-bar display bugs.
Launchers, mines, mortars, defibrillators, and counter-gadgets.
1.4.1.0Jul 16, 2026REDSEC · M320A1
M320A1, Level 2 "Grenadier" Trait (REDSEC): removed the bonus HE ammo previously granted immediately on reaching Level 2; HE max-ammo increase reduced 5 → 4.
M320A1, Level 3 "Cluster Munitions" Trait (REDSEC): submunitions created reduced 6 → 3; submunition max blast damage reduced 30 → 20; blast radius reduced 2m → 1.5m; max damage distance reduced 0.6m → 0.3m; submunition dispersion and bounce reworked so bomblets spread out instead of clustering into repeat explosions on one spot.
Dev note: the Season 2 nerf to RPG-7V2 velocity/acceleration made its arc feel unintuitive at close range, so the trajectory itself was reworked this patch.
RPG-7V2 projectile trajectory reworked; zeroing range reduced 100m → 22m.
M18A1 AP Mine trigger range and fragmentation-damage range unified at approximately 3m; Claymore fragmentation no longer deals self-damage.
LWCMS Portable Mortar (nerf pass, continued from 1.1.3.0)
Health
250 → 50
Replenish time
10s → 30s
"Enter" prompt radius
1.5m → 1m
"Pick Up" prompt radius
as published: "increased from 1.5m minimum to 1m minimum"
Loadout restriction
Can no longer be equipped or placed near the Missile Intercept System
1.2.3.0Apr 14, 2026defibrillator rework · RPG · AT
Dev note: defibrillators were reworked around a charge system because it had become too easy to revive several teammates in quick succession with little risk. Goal: keep clutch multi-revives possible while rewarding more deliberate use.
Defibrillator
Charges
New: 3 charges total, 1 charge restored every 4s
Full charge time
0.65s → 1s
Fully-charged shock damage
60 → 100 (a full-charge zap can one-shot kill again)
Revive health granted
scales 50–100, in 10-point steps, based on charge level
Minimum charge to revive
Now requires 0.35s charge before a revive can be performed
Rate of fire
Slightly reduced
Reduced the turning response of AT4 and TOW missiles.
Reduced the initial speed, acceleration, and max speed of the RPG.
Added infinite ammo to Mobile Anti-Aircraft primaries in multiplayer.
MBT Guided Shell reworked: faster but much less maneuverable.
Vehicle-hit scoring updated so RPG critical hits and regular hits no longer award identical score.
Assault Ladder max ramp angle increased 45° → 52°, letting players run straight up instead of shifting into a climb stance.
Throwing Knife dispersion reduced so headshots are reliably achievable out to 15m.
LWCMS Portable Mortar: Smoke Shell ammo now starts at 0 and regenerates every 45 seconds; the Logistics Expert trait now slightly boosts the mortar's fire rate via Supply Crate.
Supply Pouch: removed the instant heal on deployment; now heals over time only, and thrown pouches prioritize players who are low on or have requested health/ammo.
Reduced Rocket Launcher blast damage against infantry to discourage "ground-blasting"; removed rocket arming time so launchers can be fired point-blank at floors/ceilings.
Repair Tool overheats faster to prevent vehicles becoming too durable; Repair Tool and Defibrillator can now damage enemy gadgets. Defibrillator damage reduced on both quick and charged zaps.
Dev intent: several Breakthrough layouts were adjusted to fix attacker/defender win-rate imbalance using match outcome data.
Map
Sector changes
Manhattan Bridge
Removed Defender vehicles in Sectors 2–3; added an Attacker IFV in Sector 3; capture volumes updated across Sectors 1–3 for steadier attacker progress
Mirak Valley
Removed Defender vehicles in all sectors; Sector 1 Attacker IFVs 2→1, Attacker tanks 1→2; added 1 Attacker IFV each to Sectors 2 and 3; capture volumes widened across all sectors
New Sobek City
Sector 2: +1 Defender tank, +1 Defender IFV. Sector 3: +1 Attacker IFV, Defender tank and light transport removed. Capture volumes updated in both sectors
Operation Firestorm
Sector 2: Defender armour adjusted. Sector 3: +2 Attacker tanks, +1 Attacker IFV, Defender tank removed. Capture zones updated
Liberation Peak
Sector 3: Defender tank removed. Sector 5: +2 Attacker IFVs, Defender transport removed. Capture volumes widened
Siege of Cairo
+1 Attacker tank each in Sectors 1 and 3; capture area on B flag updated to support sector pushes
Empire State
Sector 1: capture volume on B flag updated. Sector 2: capture volumes on A and B flags updated
Improved attachment setups for M4A1, M277, SVDM, Mini Scout, UMG-40, 18.5KS-K so these weapons use their intended attachments and are better balanced when found as ground loot.
Rorsch Mk-2 SMRW Rail Gun damage against fully-armoured soldiers adjusted: a headshot now kills in one shot, while a body shot leaves the target with 10 HP.
Not combat balance, but affects match pacing and reward rates; included for completeness.
1.3.1.5May 22, 2026QoL, no balance changes
This update contained no weapon, vehicle, gadget, or mode balance changes; it was a quality-of-life/bug-fix patch only.
Everything in 1.3.1.5: bug fixes, UI, Portal, REDSEC misc
Player & movement: Fixed a mounting-reliability issue and a decal-rendering bug.
Maps & modes: Closed an out-of-bounds spot on Hagental Base, fixed a respawn block tied to the Edit Loadout screen, adjusted a Railway to Golmud spawn point.
Portal: Minor filter-label text correction.
REDSEC misc: Clearer Ranked matchmaking messaging, fixed the Ranked Points counter past 999.