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.