Being able to take ammo or health from teammates

It puts both classes into a supportive yet equalized role. Equal xp potential, yet not blown out of proportion and a bit more realistic and authentic.

I’d personally dump the whole revive system and let the muppets die where they lay. It’s all a bit too .. too fantastical and childish for a war based game and my taste to be frank. It is what it is.

Now as we sit here and debate this you should know by now that the Support class is the “repair guy” as of last info drop for BF1. So in light of that info the support guy seems to be the resupply and repair guy. Assault is the new explosives anti-tank class. Medic and scouts are a given, no brainer. We have Tanker and Pilot classes now as well.

If the support class ends up not having resupply gadgets, where do they go? To Assault? The SPAM cries the community!

14 years playing BF and to be honest I have a feeling there’s going to be a new horizon.

If the franchise went in a more tactical and slower paced direction, then I could see this system working. Engagements would be riskier, and communication would be rewarded more. Something about it just doesn’t sit right with me, and I think it’s mainly due to the fast pacing of the modern titles. As an example, it would interfere with the run and gun flow. The Assault in BF3 and BF4 were ideal run and gun classes, and med bags kept them mobile and alive.

I’d say there’s a new horizon too. If history repeats itself, then BF1 will change up the formula yet again. Eg. 1942/Vietnam, BF2/BF2142, BC1/BC2, BF3/BF4.

That’s how Medal of honor warfare was also…

With the multitude and diversity of maps and playstyles I have to ask which of both wouldn’t work?

No please no

Nope please

lol, are you ever going to stop creating alts ^^^^?

probably not.

A little bird told me he won’t be around for long.

I have a hard time wrapping my head around the medic nerf. If health regeneration is in the game, then how useful would medics be in healing their team? The way I read your idea, each bag would only heal players between 25-50HP, and so multiple bags would be necessary to heal a player to full. This slows down the medic role, which isn’t a bad thing… but I can’t think of any benefits that would justify it. It would make engagements more risky, since healing is significantly less effective. Communication would be rewarded, since that often leads to minimizing damage taken. Outside of that, nothing comes to mind.

I’ve changed my mind on the ammo nerf. One benefit is that it would take players out of action to resupply. For example, a player may be defending the objective. If they run out of rockets or M320 grenades, then they have to give up their position if they want to continue defending it. This would add a little more strategy in terms of how to defend objectives so that you can still give yourself openings to regain explosives. Map awareness would actually play a role in this regard. It would be a similar situation such as vehicles with limited ammo, except for infantry.

You’ll have to help me understand the medic nerf, though. The benefits I thought of seem too weak.

well tell that to the little birds roosting in my garage attic space.

I’m really starting to like you. You’re actually taking the time to think through the concept. Much respect for the effort regardless if we end up on opposite sides of the fence.

Health as with ammo are very highly valued commodities. Health more so for obvious reasons. By limiting it’s free abundance it increases the value of life. More thought in action, skill vs haphazard so to speak. A 3.0 KD in this type of environment is much more valuable than a 5.0 in the current.

When players start to realize their actions come at a cost, the game play will be much much more enjoyable.

Edit add on:
How often as an assault do you see a teammate/squadmate with a really decent kdr 2.5+ sprinting to the next objective with less than 75% health? I see it a minimum of 3 times a round. I play HC, but this applies to Classic as well. 2/3 of the presets. I often ask myself when I see this; Why is he not medding up for full HP before he/she pushes? Most likely the answer is he can’t find a medic or doesn’t want to chase one.

Why is this the case and how can it be fixed properly? Players can’t be trusted to provide cooperation and auto-regen for all presets just simplifies FPS gaming. Some players don’t even equip their supposed roles gadgets. I only equip meds as assault.

If players are entitled to get health whenever a medic is around, then a medic is also entitled to have an engineer shoot any vehicle threats that are close to them. And if an engineer doesn’t make that their priority, then the medic, or other class, ought to be able to press E on the engineer, and receive one of their rockets to fire themselves - maybe one that causes only half-damage. That’s the same idea.

A player is not entitled to have health on tap. They also aren’t entitled to have a nearby source of ammo for continuous reloading and action. Managing health and ammo are skill-based parts of Battlefield, which bring strategy and depth to the series. Supplying ammo and health to a squad and team are active roles, not passive ones. People who like this thread’s idea probably just play Metro more than the average player, and are used to having unlimited ammo and health being dropped around, while they boost their SPM.

The idea of on-tap health invades one class’ domain of gameplay, to cater to some select players who don’t some seem appreciate other people’s own play experience. So, if it’s at all considered for the game, then make it an equippable item that can be use alternatively to health kits and med packs. As a medic, having on-tap health would affect how people interact around me, and so I want a choice in whether to equip such a thing.

But people who think everything is about keeping up a constant pew-pew are not looing for Battlefield, or a real skill-based experience. Battlefield is about choices, and working with the role you chose. If a player feels that there is a lack of health drops happening, then that is a reason for them to choose to play as a medic.

Choices have to mean something, or else they don’t give much experience value, and then a game loses its sense of meaning and deeper purpose. Games are enjoyable because of meaning, because of purpose, and because of its reasons for things. When game elements are homogenized, as they were in Battlefront, then a game loses its delivered sense of satisfaction, and it lacks an enticing sense of why a person would load up that game to play it.

6 months after its release, Battlefront has only 1/3rd the daily players that Battlefield 4 does 2.5 years after its own release. Battlefront is a game-design flop due to its simplisticness delivering a meaningless experience - and that’s going to affect people’s expectations when the next Battlefront game comes out. DICE seem to have trouble avoiding over-simplification of their games (while doing the opposite with screen-clutter, having too much of it), and I wonder if that’s something that EA pushes for, or is maybe a reflection of DICE’s years of console focus, or perhaps its lead designers just not being as interested in Battlefield anymore and them having less patience for involved game mechanics. But I think that the idea of on-tap health might be a temptation Battlefield best avoid.

Slightly related: BC1 had no revives and no ammobags (nor parachutes). The ammo was resupplied from crates near objectives.

I don’t think DICE will ever go by that design again, but at least it shows that new BF games don’t always necessarily have the same basic gadgets as the previous titles.

Above all in your post this is fact, truth and for the religious gospel.

In a crate based game I wouldn’t rely on a teammate. It’s my own skill/ability that keeps me on the field out of respawn. If I have a teammate or squad member that facilitates this then awesome teamwork shall prevail.

Yeah, I guess limiting the efficiency of medics would increase the skill ceiling. More risky engagements would also increase tension. You’ve won me over.

Over 20 years FPS and 14 in BF I’ve seen just about every god send to outright abortion in gameplay mechanics. I’ve league played and pubbed. I know shooters, I know what actual skill is.

Welcome to the skill based side.

I mainly represent the casual side of shooters. I’ve played FPS games since UT and Quake, but never competitively. Never learned rocket jumping, nor deeper strategies such as optimal powerup routes.

You don’t need to welcome me to the skill based side, though. I like to believe that I’m able to look at both of them.

Massive UT fan. 2000 rank #7 IG. When did you start playing? 99’ for me.

Somewhere between 2000 and 2002, I’m thinking. The only reason I managed to play those games is because my brother bought a computer capable of running them. Played floppy games prior to it.