Completed the weapons and specialisation assignments last night and here's my review: -
I know some would rather just be "handed what they've paid for" and don't like "doing stuff they don't want to" and will no doubt make those comments here again (I would prefer people discuss their experience of doing them rather than moaning they didn't want to, again, if possible, please), but I enjoyed being pushed outside my comfort zone and challenged to try different things. A couple of requirements were odd or broken but most were relevant or, even if a bit odd, interesting.
The tracking system left a lot to be desired. Neither the main game Soldier menu version or the loading screen version kept up with reality (and showed different things generally) and being able to track one only in the loading screen and others in the soldier customise screens was weird. At least it worked in the end.
Storm the Doors
Perform 20 kills with the MP18 Optical, etc.
All good assaulty-type stuff, though I wonder why the obsession with the MP18 Optical (headshots for the They Shall Not Pass weapon unlock anyone?) it is clearly underused and a decent enough weapon.
Heal 20 different allies, etc.
All good medicky stuff and the "different" requirement is a good addition, to stop boosting I assume.
Supporting the Support
Resupply 20 different allies etc.
All good support stuff.
Eye on the Prize
As a scout, perform 4 head-shots with any rifle, ec.
All scouty stuff, yeah, though the "5 kills while prone behind a sniper shield" continues to support that "scouts should be in the hills camping" idea that DICE seem to love even though everyone except camping sniper types hates.
In a round, earn 4500 points, etc.
Forcing that "omniverous" diet this since "complete 10 attack or defend orders" is near impossible for planes. Good! Some would think it's impossible for tanks, sometimes...
Leading From the Front (Basic - Bayonet Training)
Perform 10 kills with shotguns, etc.
All good assaulty-type stuff again
Leading From the Front (Veteran - Juggernaut)
More good assaulty-type stuff.
25 Anti-Tank Mine vehicle destroy. Some hate using mines and didn't like this, but they are underused and actually very effective. Learning to use them well is a good thing.
15000 points. This seemed to be checked, then unchecked, then checked, etc. but it didn't cause an issue in the end.
Healing Hands (Basic - Hasty Retreat)
Heal 10 different squad members. Turns out this needs to be in a round meaning you have to switch squads more than once. Confusing and not a good learning experience.
5 with syringe. The 'extreme' requirement. Each veteran mission has one and you can skip one, so not really a problem, but caused a lot of moaning in the forums, so maybe not a great idea. I actually did 2 while I was working on these anyway. They aren't as tough to get as you'd think.
Healing Hands (Veteran - Concealed Rescue)
Heal for 10000. Took a while but good training.
50 Rifle Grenade kills. Encouraging medics to use them causes much consternation, but they are a medic tool and actually picking just syringe or pouches does concentrate the mind on those gadgets also.
Finish top 5. A weird seeming requirement, but not actually that difficult when medicking as much as you should be.
As medic, 40 kills using incendiary. I consider this the 'extreme' requirement, though some might have avoided the grenades one instead. I didn't complete this one, but I got 24 just having it in the loadout while doing the others, so it can't be too hard.
Dependable (Basic - Inconspicuous)
All fine support stuff. The "destroy 5 tanks with Xbox HE" was the obvious 'extreme' one to not do.
Dependable (Veteran - Unbreakable)
50 Perino Low Weight kills. Using a DLC weapon seems over-the-top, since it actually tags on an unlock mission.
Destroy 25 tanks with Limpet Mines. I didn't do this one. It's very difficult since they were nerfed some time ago.
Resupply 100 allies in a round. This sounded a tall order, but I actually got it done without too much hassle, running up and down the front in frontlines.
Perform 50 kills whilst on horseback. Not sure why this is in the support-based mission and some would find it tough.
Eagle Eye (Basic - Quick Unspot)
Normal scout stuff apart from the 'extreme' kill 3 elites with K bullets. I didn't do that, though it does give the info that K bullets work well on elites, so good job on that, DICE.
Eagle Eye (Veteran - Perimeter Alarm)
Another iffy DLC weapon kill requirement (Lebel Infantry) and I avoided the extreme headshot 5 cavalry riders.
Vehicular Chaos (Controlled Demolition)
Why are the 'assault' specialisations requiring vehicle kills? Know your enemy? Hmm.
Fine vehicle stuff, but 35 kills with a lance proved rough. You do get to know the lance, which I suppose is the point, but I think the lance is lacking so this wasn't great. Fun fact: you can kill 3 people in one lance charge.
It's Where You Stand (Stimulant Syringe)
Ok, I'm not sure on the thinking for the map specific requirements (Destroy 10 tanks on Amiens. 25 melee on Argonne. 100 shotgun in Ballroom. 5 multi-kills Monte. 50 headshots Nivelle)
Also 50 headshots in Nivelle Nights? For an assault specialisation? Huh? I thought this was the 'extreme' requirement, but it turns out I could not get any more than two of these: -
Kill 5 enemies with debris
I'm sure I used to get them all the time, but couldn't get more than one in many rounds. I eventually went for the Nivelle headshots and it actually happened quite quick (though it was the next-to-last completed).
Modal Yodel (Scapegoat)
40 telegraphs destroyed. 25 rounds of supply drop. 15 rounds of frontlines. win 10 deathmatch. 25 war pigeons
Good to get people playing the different modes (though why a scout specialisation I don't know).
50 behemoth kills turned out to be the last I did of all requirements (including weapons) and took quite a while. Airships die too quickly. Dreadnoughts are ok, but hard to aim them guns. Train in Suez was best because you tend to survive well, but can rain down hell.
The 40 telegraphs destroyed took quite some time. I rediscovered Rush and remembered why I don't play it much. Great when it works, but a couple of non PTFOers on your team and it becomes a very frustrating experience. Also, only "destroyed" not "disarmed" was painful since it meant you could only be on the attackers...
I didn't do the 25 rounds of supply drop. I find it pretty silly. War Pigeons is very similar and better.
It's In The Game (Pin Down)
10 dog tags. 100 kills with elite. bayonet 50. 40 handgun. 35 trench fleur. 10000 points.
I did them all, but 35 Trench Fleur kills? Why?
To be honest these all came quite readily. I understand some just don't want to use unfamiliar weapons, but, folks, it's good for you to eat your greens.
The "20 kills with a pistol" requirements might be quite tough for the noobs, but *shrug* they will come eventually.
The "30 rifle grenade" peed people off just like the specialisation rifle grenade one, but *shrug* it's medic gadget and they can still take pouches or syringe.
The "kill 2 planes with the Madsen Trench" caused some hilarious gnashing of teeth when first revealed. It's all gone quiet as people realise the watered down version is easy. (It was with the Madsen, but never mind).
The 15 HE trip wire kills has many clenching their fists, but, relax: It's another learning opportunity that turns out ok. You now know how much fun it is to lay one outside a room and throw a gas grenade into it.
TL;DR: It wasn't so bad after all. I'm no genius and they are done already, so most should get them done soon enough.
EDIT: Now to service star the last couple of new weapons...