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What’s typically unlocked/completed by the end of the service.
|
Reward |
What You Get |
| Class Assignments cleared | Multi-stage tracks completed for chosen classes (Assault/Engineer/Support/Recon); Expert tier opened where applicable. |
| Training Paths unlocked | Subclass-style Training Paths enabled for your classes to reshape builds. |
| Weapon/attachment unlocks | Targeted weapon or attachment assignments completed (including difficult quotas). |
| Clean methods & guidance | Mode/map selections and loadout tips left with you for future grinds. |
| Optional Portal routing | If requested, curated Portal sessions used where progression is supported to accelerate clears. |
They’re permanent multiplayer tasks (separate from daily/weekly challenges) that unlock Class Training Paths, gadgets, cosmetics, and some weapons. Completing them advances your loadouts far beyond baseline play.
Progress to Rank 20 to unlock the four Class Assignments (Assault, Engineer, Support, Recon). Each has multiple stages; finishing a class track opens an Expert challenge for more rewards. Weapon/gadget assignments are cleared by performing specified actions (kills, assists, spotting, etc.) in supported modes.
At launch, there are Class Assignments for the four classes with multi-stage tracks (plus Expert tiers) and a broad set of weapon/gadget assignments. The total pool evolves with updates and seasons; EA also tracks dozens of related badges tied to progression.
Several are tuned well above casual play norms (e.g., 200m+ headshot quotas or large suppression/hip-fire totals), pushing players to specific maps or curated sessions. Many players use Portal custom games (where progression applies) to complete them efficiently.