Introducing Service Assignments - Please Give Feedback

Some thoughts on these - having not tried them but a few of the youtubers have and they point out some good points and I have some to add or multiply them, here goes…

All Specializations CTE - Generic:

Flak: Incoming damager from explosions is reduced by 15% - useful in almost any situation - one less insta-nade kill is good however it will not bail you out of Fort de Nade - usability: highly likely

Cover: Incoming suppression is reduced by 25% - suppression in general needs removed so cutting it down is a good start and i’m all for less of something that hampers gameplay - usability: highly likely

Quick Regen: Decrease time before Out of Combat Heal by 20% - getting the regen moving sooner keeps you alive longer and that’s always a good thing in my book - usability: highly likely

Quick Unspot: Decrease length of time you are Spotted by 2 seconds - not sure how useful this is, 6 secs vs 8 secs is iffy
Bayonet Training: Bayonet charge lasts longer and recovers more quickly - cheap tactic and not much interested in it, not sure how much one sec can do to help recovery or duration to something i’d prefer not have in the game; to those who enjoy this - then by all means enjoy - usability: probably never

Hasty Retreat: Increase your maximum sprint speed by 10% whilst you are Suppressed - this goes with hit reg, ping, latency and so many other things and suppressed means soon for dead and getting around those corners and getting hit around those corners is a recurring issue so for this to be effective means a lot more dedication to get all those other items addressed - usability: doubtful

Camouflage: When moving slowly or stationary you are invisible to Spot Flares - wow does this sound like a game changer, cannot wait to try this out and I do think it is a game breaker since it renders one of snipers most useful gadgets useless and aids campers in, well, camping - get your pork n beans on, the fire is hot; back to the topic if it going to be as broken as it sounds - usability: highly likely

Assault:
Juggernaut: Your Gas Mask also reduces explosive damage by 15% (does stack) - no brainer - usability: highly likely
Controlled Demolition: TNT is now detonated sequentially - this sounds mostly useless - usability: trolling?

Medic:
Stimulant Syringe: Reviving an ally give you both a 20% sprint speed for 8 seconds (Does not stack) - Rambo revives?, I think the revive train is out of control as it is and would like revives to be for soldiers not killed by headshots, melee, explosive, etc. however to be able to get in there and bring back the ammo guy and get out of dodge is good - usability: definitely usable
Concealed Rescue: Downed Squad Mates within 20m drop smoke to cover their revival (40s cooldown) - not sure if I want smoke all over the place - seems like on some maps or from behemoths there’s going to be smoke all over and smoke is massively underutilized in this game the methodology to use it effective is a dead body puffing up in smoke is creepy (like some Night of the Living Dead stuff) - usability: in certain circumstances but iffy sums it up

Support:
Unbreakable: Incoming suppression is reduced by 75% when your Bipod is deployed - head shot victim?, he should be the guy delivering suppression however my thoughts are already noted on suppression and how much i’d like it gone - reduction is a positive but more campers laying up against a wall with bipod out is something I do NOT want as well - usability: unlikely
Pin Down: The Duration an enemy remains spotted is extended via Suppression - so suppression (hate it) is longer if you’re opening fire on an enemy behind cover, sounds partially useless since you have to wait for someone else to kill them or some such, this seems useless - usability: very doubtful

Scout:
Scapegoat: A decoy is automatically deployed when struck below 35 health by a distant enemy (30s cooldown) - the decoy is used very little because it stinks and scope glare stinks as well but DICE won’t get rid of it so here we are adding more decoys which pop out of ‘nowhere’ when struck to 35 health or less creating more scope glares out in the distance, have to say it sounds useless and so - usability: very doubtful
Perimeter Alarm: When your Trip Mine is triggered enemies within 15m are marked on the mini-map - this could be useful in the right situation with a larger perimeter and for longer time however it goes against the spotting flare scenario previously mentioned, this needs some doctoring to make it functional - usability: perhaps with plenty of upgrades

Hopefully i’ll get to actually try them out later tonight or sometime tomorrow but it only seems like only a few of these are going to make the grade for really common every game usage with several situational and the other pile are useless, just my thoughts - Battlefielders let your voice (typing) be heard (read).

Yeah, but this is all optional, isn’t it? So for example, if someone is already maxed out with everything, but they keep playing anyways, couldn’t they just ignore all this and keep on keepin on?

I see nothing but negativity here.

DICE, time is money and I feel like I’m being double charged with all this ‘assignment’ grinding. First I’m charged for content, then I’m charged again to unlock the content I payed for through time intensive assignments that force me to change my play style.

I have yet to complete the 300 kill Marini Henry assignment because it’s so grindey and requires so much of my time (hours and hours and more hours) that it’s no longer fun and instead is a chore.

Stop setting the bar so high, especially when it forces players to change their play style. It’s not going to be fun trying to get 20 anti-tank mine kills! I prefer the rocket launcher. Some players find playing the way they want fun, not being forced into playing the way someone else wants them to. These assignments feel more like a homework assignment, and less like a recreational activity.

At the very least allow players to unlock the content they pay for after gaining a certain amount of EXP points. You know, the way content used to be unlocked before assignments came along. Assignments can be used as a way to unlock content faster, but after a certain amount of EXP is earned the content should be unlocked regardless if the assignment has been completed or not.

I do not have the time to go through them all but for every challenge I think the designer shall ask these questions:

  • Is this doable in a sensible way without medium to large amount of luck (or exploitation like for example destroying ‘vehicles’ such as mortars)? So the infamous vehicle K-bullet part from that scout medal, taking out vehicles with HE grenades and mortars are typically bad ideas. So are challenges that require equipment that are basically dealt out randomly like weapons build by puzzle pieces.

  • Is the assignment within character of the class? For example A multi-kill as I saw for the Medic class assignment is not within character for medics really. It can be done and is not particular hard if you equip rifle grenades but it is not a significative medic thing. Destruction and explosives normally attributed to a multi-kill is typically attributes of the assault and support class.

I know this kind of ‘rules’ sets a narrower window for the assignments for each class but I personally think it is a better thing to keep the class specific assignment to be about doing a good job within the class and its main purpose to be on the battlefield. A medic veteran shall be a bad ¯_(ツ)_/¯ medic person and not an expert in destruction.

Wasn’t meaning to be negative and i’m glad DICE is adding things into the game, wish these things were in at launch but so be it.
Many of the points are in regards to team play and what a player could be doing more functional for ptfo’ing.
As far as the no elites, vehicles, behemoth, horses, bayonetting, etc. - that’s my preference and those things don’t interest me - infy play.
For instance, I play medic the std method - syringes and med bags due to my playstyle from way back and the dmr style of guns with 5 or 6 rounds aren’t like previous titles of medic having the arguably best guns so I play more of the supporting role and not the grenadier, using the rifle nade is simply removing something I could be helping my team with as in recovering health quicker and revives - there seems to be plenty of nades in the game so having more from rifle nades seems unnecessary - my opinion.
Similar, I use limpet and ammo crates to help refuel my team with ammo and the limpy to take down vehicles and buildings with enemies - to run with a limpy and crossbow seems rather silly to me, but that’s my opinion - I mean they are generically called ammo guy so not having ammo is a farce.
What is negative? If my jibing on challenges 9-12 is the topic then the points seem valid with some humor in there, nothing more.

Unfortunately, I think most of these assignments actually will make BF1 a worse experience, as they foster kill-centered, non-PTFO oriented play styles. Also, many of the assignments for class-specific awards do have nothing related to the class being rewarded.

For example, look at “10 It’s Where you Stand” for the Stimulant Syringe (which is actually a quite cool addition to the Medic class, BTW): what do

  • Challenge #1 Destroy 10 Tanks on Amiens
  • Challenge #2 Perform 25 Melee kills on Argonne Forest
  • Challenge #3 Perform 100 Shotgun Kills on Ballroom Blitz
  • Challenge #4 Perform 5 Multi-kills on Monte Grappa
  • Challenge #5 Perform 50 Headshots on Nivelle Nights
  • Challenge #6 Kill 25 enemies with debris

You Guys should put Teamwork and PTFO as challenges and not strange stuff.

A Medic should always about revive and heal and not running around with a rigfle grenade to kill.

Well… you get these fresh and new specializations and some of those could be useful like medic ones. But all of them require not only hours and hours of grind but also luck which kinds ruins it and forces people to do stupid things in order to unlock them.

In regards to how they unlock/when you complete each challenge:

Sound and visual is okay but you need to move the award event to the left. Taking over the flag cap HUD just like the ribbons is a big no no

It can also obscure your view because of the giant icon that pops up to!

Top left hand corner; it’s unused and doesn’t get in the way

I don’t understand why I need to pay for the content twice. 1st with money for the premium/dlc and a 2nd with time/frustration.

I played on the PC a total of 8 days, mainly in conquest from which: 4d on medic healing/reviving team, 1d supporting and 1d taking care of enemy armor. I’ve 43 minutes total of game play in tanks and 20 minutes on planes.

Lets see the assignments (only the ones that I care):

5b Leading from the Front (Veteran)
Challenge #2 Destroy 25 vehicles with Anti-Tank Mines (frustration. I did this for the hellriegel and i hated)
Challenge #3 Perform 50 kills with Stationary Weapons (assault job is to rush and take enemy armor, not to camp stationary)
Challenge #4 Score 15000 points in a round (not all of us are gifted)
Assault - Juggernaut

6a Dependable (Basic)
Challenge #2 Perform 10 kills with the Mortar - Air (sorry, I support with ammo and wrench. In 8d of gameplay I’ve 8 kills with this)
Challenge #4 In a Round, repair vehicles for 800 damage (to much)
Challenge #5 Destroy 10 tanks with the Crossbow Launcher - HE (read 6a challenge #2)
Generic - Inconspicuous < game breaking

7b Healing Hands (Veteran)
Challenge #3 Destroy 25 vehicles with Rifle Grenades HE (don’t run this. Assaults should take care of armor. Medic job is heal/revive)
Challenge #6 As a Medic, perform 50 kills with Gas Grenades (hate them, in 8 days of game play I’ve 4 kills with this)
Medic - Concealed Rescue

All the ones below are ridiculous- I play medic, mid-range.
10 It’s Where you Stand
Challenge #1 Destroy 10 Tanks on Amiens
Challenge #2 Perform 25 Melee kills on Argonne Forest
Challenge #3 Perform 100 Shotgun Kills on Ballroom Blitz
Challenge #4 Perform 5 Multi-kills on Monte Grappa
Challenge #5 Perform 50 Headshots on Nivelle Nights
Challenge #6 Kill 25 enemies with debris
Medic - Stimulant Syringe

Dear devs, would you buy the dlc when you cant access the content besides the maps? I want to play as I want, the class that I like (ptfo medic) with my preferred weapons. In the few cases that I need to play other class, because the squad need it, I want to use the better tools for the job.

Btw, the ‘I’ can be replaced with many ‘WE’

If too many people keep complaining about having to unlock stuff, there won’t be anything left to play for. Or all the best stuff will just be available from the get go.
Why would anyone want such a lame structure? “Here ya go, all these weapons without effort.” Congrats!
Really though. If you want a particular gun, fulfill the requirements for it. It’s a game, not a job. If it stops being fun, stop playing.

This is the result of our “everyone gets a participation trophy” society. Nobody wants to earn anything anymore.

I agree. Some people are under the mistaken impression that since they paid for the game/premium, that the weapons should be automatically unlocked for them.
They couldn’t be more mistaken, but somehow, in their heads, they’re right.
Even though they’re absolutely wrong.

These assignments are not about unlocking weapons, they are for unlocking perks.

I think the point trying to made above is that EA/DICE advertise the premium pass to include:

14 Battlepacks
Two week early access
New Maps
New Weapons

Doesn’t really say anything about unlocking new weapons, and that’s what seems to be annoying a few community members.

People Youtubers have wanted progression in BF1 and DICE have responded. It may not be right but it is technically progression.

^ and let’s not forget the St Chammond and crossbow didn’t require unlocks

~

I personally have no issue with the challenges (just annoyed at the grind)

But I know the average casual joe isn’t gonna have a great time; there needs to be a mean assignment level that’s fair on everyone.

If people want challenge (why not create their own?) and grind Dice could make premium challenges like in bf4 with a dogtag reward

Exactly. And anything that increases the skill gap between good and bad players is not the way to go.

And it also effects the team effort of the game.

ITNOTT will see medics with HE rifle nades attacking tanks, supports glued to the skies, scouts attacking medics with k bullets and assaults camping corners telling themselves they’re pro…

Just like when the new rank 10 variants showed up

Bayonet chargers everywhere
Limpets going off on everything
Rifle grenades firing 24/7
The ground turning to AT mines

That’s kind of funny - the battlepacks are random so what we’re getting is a lottery ticket with maybe better odds, the early access is CTE since premium is a botch, the new maps are youtuber specials for their view counts since by the time the rest of us get the new maps they’ve already been around for a month or more on CTE and all over youtube, new weapons header doesn’t say they are just giving them to us but that they are available and like the previous notes on youtubers, we’ve already seen the guns and the skins…seems like typical EA stuff to me. I play for the fun of it to break up the monotony of day to day life not to unlock everything, k/d or any other stat. I go through most of the guns getting a few hundred kills and move on to the next. Let them put whatever challenges they’d like in - they’ll see from their stat gathering what people will do or not and since we already paid for whichever version - say thank you or post hate mail.

There are new weapons though. They just need to be unlocked.
Besides, it’s the maps that are the selling point (for me at least). Nobody in their right mind would pay the xtra loot just to access the chance to earn weapons.