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).