Being able to take ammo or health from teammates

I believe that the Battlefield Bad Company 2 class balance is perfect for Battlefield 1.

I’m sure this has been mentioned but in Warfigher as long as you stuck close by your fireteam buddy you would automatically resupply and heal eachother.

They should implement this in a squad sense. Maybe the more memebers of your squad you are close to, the faster the resupply/heals.

That is the issue in BF you need someone in a squad of 5 still to carry them. In warfighter there is just 2. If you don’t want them to carry then why not just have auto regeneration of health and ammo.

If support and medic have less combat strength because they carry ammo and health also these 2 would need to place the gadget to get benefit, so what is the downside for assault and scout who can just run up and grab at will, while having a much higher combat strength?

Can’t believe some people seem so passionately against this. Almost as if they are offended by it…

OP I’ll be on in a few hours so you can squirt me some ammo!

Yes this mechanic is must for Battlefield, but there should be limited numbers of ammo and health packs that you could use.

No way dude. It would absolutely suck to have a finite limit on ammo and health packs. I see no way this actually improves gameplay.

It will only help Assault and Scout players in BF1, at this point they don’t have to carry a gadget some other team members need.

No way!!! Its bad enough that vehicles have it and it should be removed! Infantry with auto health and ammo. Even grabbing ammo off player is a crutch mechanic. Kill someone pick up their kit use their weapon or if they are support put down ammo and swap back. I’m sorry but every game they dumb it down more and more. Even the current auto health sucks, needs to go back to the ways of BF2.

I don’t disagree. But auto regen would be better then disadvantage 2 classes.

If such a feature exists, though I’m not sure it should, I want it to be a choice to equip, or to not equip. As a medic player, I don’t want players seeing me as a health beacon and running up to me to tag me for health - which would get in the way of my game playing. They should keep their distance, and use the comm-rose (if I haven’t thrown them health already, which I normally do without anyone asking for it), and then I’ll be sure to throw them a health pack.

Health administration is a manual action, and a class responsibility. If health becomes auto-take, then so should the engineer’s repair-tool, and the sniper’s spawn beacon, or whatever else. We should all equally be able to acquire other classes tools by simply tagging them on the field, if such an idea is applied to the medic and ammo classes.

But, this idea should be avoided in entirety, because it is a gameplay dumbing-down concept. And DICE already has trouble not over-simplifying their gameplay into nothingness: Look at Battlefront, and look at its player-base (and compare it to Bf4’s). Some lazy people call for an idea, then it destroys the definition and structure of a game, and people abandon the game because it is a homogenized boring snore-fest.

My thoughts as well

sorry to inform you but as a medic you are essentially a health beacon. if i need health and you are not tossing a kit i am going to put myself more in your way than if i was able to grab and go

This. I don’t get why people think that the ability to take ammo/health will suddenly render throwing packs down useless. You can still play as you always did but now people can more easily walk up, take their desired health/ammo, and go on their way. If anything it streamlines the process.

Not sorry to inform you, but you’re entirely wrong. And the attitude you just expressed presents a great argument against tagable health, by demonstrating that the only proponents of tagable health are players who are not medic-class, and who are without a clear perspective on what the value of playing as particular classes is. To them, everything is just there to cater to their own selfish experience.

Making medics tagable health-beacons for them would be like making all snipers automatically spotted on the map, to cater to people who dislike get snipe-shot… or like making tanks vulnerable to small-arms fire, because people playing as non anti-tank classes find it frustrating to have a tank nearby that they can’t get rid of with their pistol or auto-rifle. The tagable health-beacon idea is gutting gameplay, teamwork, and class-role to cater to a few people with ADHD personalities, who don’t actually give a about Battlefield, and who just want everything focused around their small slice of it.

I have played Battlefield since '42, and I’ve played as medic throughout Battlefield 4. I have seen somebody get in my face for health perhaps only 1 - 2 times, in all that time. It simply does not happen, because…

1: Most players who need health don’t go about trying to get any, and it’s often the case that I’m running after low-health players, throwing med pack after med pack, and they don’t even turn around to take it, and just keep going.

  1. I’m always throwing health around, so there’s little opportunity for someone to get pushy for health.

  2. The com-rose works, and although it’s extremely rare for me to hear a person use it to request health, when they do, I give it to them.

The people making arguments for tagable health are not even making honest arguments. The instances where there is difficulty in grabbing health or ammo are few, to the point that doing anything to prevent issues from arising would cut out more gameplay than it would protect. It is a very narrow audience that would want this.

Letting health be tagable would be too unrealistic, too cheap, and would take away opportunity for medics to distribute health, as is their class-responsibility. It would reduce team communication, and feed a cheap, and entitled gamer attitude, while reducing class and inter-player dynamics. It’s a poor game design idea, all around.

Many a game has been spoiled in the name of “streamlining”, because that term is often used when what actually occurs is a dumbing-down, and a reduction of valuable and meaningful interaction. Reducing a class to being a tagable health-beacon, while also reducing inter-player communication and reliance, opportunity for good sportsmanship, and class meaningfulness, etc, is not streamlining, it is dumbing-down.

what you dont seem to understand is many people have gone ignored. you claim you’re good at your role, and chase people down to supply them. i’ll have to take your word for it as i have been in this position too, chasing down people throwing med/ ammo bags every few steps in hopes they stop a moment and realize.

but if you are good at your role based on YOUR PERSONAL experience, then what do you have to worry about? someone tagging you? no, because according to you, you have packs out, ready, able to cater to your team if you deem them worthy. you wont even notice these players who are pro tag-and-go so it shouldnt matter to you and should definitely not effect your personal game play.

but many people have experienced support players not tossing ammo because they have such a large ammo pool, only toss a pack when they themselves are in need, but cant keep alive long enough to find the need to toss a pack.

again, implementing this has 0 effect on your game experience. think people will suddenly be in your way because they wanna touch you? maybe about as much as people who block door ways, or zig zag in your LoS.

not implementing this has a chance to impair your team though. have some real good infantry that tend to kill more than they get killed, run out of ammo, but support guy is off chasing leprechauns? now you essentially only have walking targets who cant fight back and hold the enemy from advancing.

again all i ever feel from you is its breaking your immersion, which isnt justifiable

Players tagging will certainly remove opportunity for health distribution, and players will often ignore health distribution to instead just take what they need. I don’t want players running up right next to my player while I’m playing, and they don’t need to with health kits and med packs, which either work from a distance, or can be thrown distances.

If you’re not a medic player, then you shouldn’t presume to tell medic players what impacts their play experience.

Having my medic gun not dish out 2x damage over normal also impairs my team, but I’m not asking DICE to make medics shoot with 2x the firepower, because it isn’t contributing to the game, and such a request would be as goofy, driven by selfish entitlement, and as hackish as a request to have another class reduced to being tagable health-beacons.

Immersion is very valuable, but this issue is about a lot more than immersion. It’s about quality of class and team gameplay, which would become a casualty with such a change.

except health is still being distributed both in the traditional ways and in an improved way

packs still distribute more. idk if you’ve played hardline, but taking ammo i could only get a couple mags if i tagged support. sitting on their pack i could get my full pool back + grenades

again this will happen regardless. same as door blockers, or people who zig zag in your LoS. or if youve ever played recon as a sniper and had someone take position right in front of you lighting your map up with blind fire. just now its with legitimate reason and more likely only temporary

i personally play everything. usually spawn as engi from the start. but i swap roles based on whats needed. no squad support or medics? i’ll do whats best for my team or stay engi if over run by vehicles.

or you know, balance. a class that can self heal and deal the most damage? every one and their mother would be medics if this were the case

and those times your ammo/health suppliers arent team players, grab-and-go is a welcomed alternative

This beats the whole purpose of teamwork. I hope Dice does not implement this, as I believe this will hinder team-play mechanics.

Taggable ammo and meds negates the purpose of teamwork. When a player relies on others for these commodities they hold them at a greater value. This affects gameplay for everyone. Taggables aid and encourage the haphazard run-n-gun, zou zou arena style mentality.