The part that’s hard to grasp is, how does this feature impact gameplay in a negative way? How is the role trivialized?
Just because you can take ammo from a support player directly, doesn’t mean that his responsibility is lessened by any noticeable amount. 2 magazines won’t be enough to push an objective for an average player - it would merely be enough to get to an ammo box/crate.
It can be argued that ammo crates diminish the support role. Why go to a support player when you can just get ammo from the objective? However, it’s not that simple. If the benefits outweigh the costs, then it’s worth it. With this idea as an example, oblivious teammates are given added worth, and as a result the annoyance of dealing with them is lessened. That’s the benefit there. This “added worth” doesn’t trivialize anything. It merely adds a layer of indirect teamwork in order to benefit the experience of players. Obtaining ammo from oblivious players is a benefit, not a con. It would be a bad thing if the support role itself was trivialized, but it’s not - 2 magazines pales in comparison to replenishing all ammo.
The system merely involves more players in teamwork while keeping the rewards logical. If I never drop ammo, then I’ll serve as a means for players to get to someone that does. Indirect teamwork isn’t a bad thing if it doesn’t hurt other roles. It’s not about lessening teamwork, but rather about adding another layer to it.
Yes if you take ammo or health in hardline the person get points called “mobile ammo”
make it so you cant heal/resupply off your own kits then. this would incentivize team work. medics/ support tossing more packs in hopes someone will do the same in return.
or they come to the conclusion there do exist oblivious people filling these roles on occasion
That wouldn’t work, because then squads need to have 2 medics in order to have their group covered. It’s honestly already fine as it is in Battlefield 4, where there’s health being thrown down all over the place. If you aren’t getting health, then there probably isn’t a medic near you, or you haven’t asked for it, or the medic is in combat. All of those situations have solutions, none of which are to reduce the medic gameplay into being an automatic health-spawning beacon.
maybe in your experience it’s fine. or in cases like locker or metro. but i believe the tag in hardline was introduced due to people chasing support halfway across the map blasting their pistol begging for some ammo box love. if youve never experienced this then im jealous but it has been an issue for many players over the last 2 titles, (bf3 and 4) hardline excluded
I have experienced that, while needing ammo. But it’s the very rare case, and doesn’t warrant screwing up a whole system just cause some player didn’t satisfy your ammo need in some particular game. I’ve experienced dying while lagging out a whole lot more often, but that isn’t a rational argument that I should be given a compensatory -1 death count per game, to offset times I wouldn’t have died, if not for some lag.
I’ve also experienced teammates not do this, or that thing, that would’ve made an important difference when they could have happened. But those circumstances aren’t arguments for screwing up the game’s systems, responsibilities, and spiting player experiences, in order to fulfill some sense of personal justice.
im certain if you browse the bf3 and 4 forums you’ll see plenty of complaints about people not resupplying. as im sure you’ll find a lack of complaints on hardline forums pertaining to tagging for your needs. through all of your responses ive seen mostly ‘no’ and ‘deal with it’ type responses but never solutions? (discluding your ‘then be a medic’ approach as then you still run into being left with out ammo) is it such a terrible idea to better a persons online experience?
I guarantee you that in the Bf4 Battlelog forums there are people complaining about everything. I’ve even complained there about how people who need health don’t pick up the health packs that I throw at them, and keep running away, while I chase them, throwing health packs after them.
Don’t play coy in pretending that you’re interest is bettering overall online experience. The only experience you’re looking to better is your own, while saying ‘no’ and ‘deal with it’ to medic-class players, and I think also Battlefield’s depth and teamwork concepts in general.
let me put it this way then in accordance with your previous argument pertaining to people getting in your way with the tagging for resupplies. if i can tag its a matter of finding you, taking what i need and carrying on my merry little way.
if i find myself 100% depending on your generosity im more likely to jump up and down in your line of sight, shooting the few rounds i have left in my side arm at your face in hopes you notice me, lighting up both our positions on the mini map because to carry on with lack of ammunition (i hardly bother medics btw, regen occurs fast enough it only matters in tight spots) im pretty much dead anyways
I never have someone jump up and down for health, because I’m on the ball with giving out health, and so are many of the medics I see playing around me.
If you can tag my medic and get health, then that’s a gameplay-reducing, teamplay-reducing, medic responsibility-reducing, communication-reducing, defined-roles-reducing silliness. Relying on teammates and communicating to receive health, and having health-delivery be something that needs to be dealt with while everything else is going on, are all parts of the teamwork, and parts of the sense of purpose and definition to the gameplay.
Battlefield isn’t just about the pew-pew, and you aren’t supposed to just tag someone and be on your merry way any more than a medic is supposed to have invincibility so that bullets don’t hurt them, and they can be on their merry way just reviving everyone. There’s more of a game here to be had than that.
keep trying as you might but many welcomed this feature in hardline. its just a matter of waiting for the beta and seeing what the devs have decided. if they did choose to implement this, do not worry as it is not game breaking nor does it lessen the role of any medic/ support. if they dont, oh well. been plenty of BF games with out it.
See, there’s 2 arguments for this.
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dedicated players which expect a player to use their gadgets. Would like to think most of us fall under this category.
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that don’t even know thier controller has a d pad
In fact, no, theres only one argument. You either know what to do or you dont
agree, when running assault, cant get ammo. when i run support, cant get heath…
Works great in Hardline. Best gameplay mechanic that was transfered from MoH to BF and I think it should be in all future BF titles.
I like the couple mags idea for the support but you have to thumb hump a actual ammo bag for grenades and bigger stuff…Im not so sure how it would work for the medic. I use small bags only…you can heal on the run with the small bags so granting the ability to take them at will would effectively kill like 90% of my job in a squad…maybe you can only get 25-50% of your health back? but that sounds kinda lame
Has anybody heard/read anything legit about what class is getting ammo… if any? Latest info is Support is the new repair class and Assault is the anti-vehicle/explosives class.
From my experience with Ghost Recon Online, such passive buffs improve teamplay a lot. Throwable medbags and ammo bags are great, but what’s the objective one would want to achieve? Teamplay or an illusion of teamplay. If you force players to stay within a certain radius, it certainly improves cooperation. That being said, one doesnt need to choose between the two. Just have both. With the exception that if you throw a medbag to the ground, you lose that passive buff to teammates who surround you.
Yes I agree , everyone that is against it I believe have never played Hardline . It doesn’t take anything away from the game , It just makes it less frustrating is all.
Great thread Sis, and thank you!
Just have the health/ammo you take straight from players be a reduced portion (with reduced heal/resupply points) of what you get from an ammo or health pack, this way we can still get something from dumb/selfish players and the ammo and health packs still have relevance.