Forum Discussion
A self-revive sounds incredibly powerful—maybe a little too powerful, if I'm being honest. Battlefield has always benefited from encouraging teamwork, and giving everyone access to a self-revive risks reducing the importance of medics and squad coordination.
I also don't think splitting the bags is a good idea. One of the nice things about the current system is that a support player can drop a bag for themselves to quickly recover, but that same bag is immediately useful to everyone around them. It creates a natural flow where players are constantly supporting one another without having to think too much about it.
Having separate health and ammo bags would mean players are more frequently forced to go on a scavenger hunt looking for the specific resource they need, which I don't think would improve the overall experience. The current setup keeps players in the fight and reduces unnecessary downtime.
If there were alternative ways to resupply—such as stations located at controlled objectives or other map-based mechanics—then I think splitting the bags would be less problematic. As things stand right now, though, I think the current system is the better option because it promotes teamwork, keeps the pace up, and makes support players valuable to everyone around them.
The self revive while being really strong is only available on the Breacher training path, so those who want to use the zipline have to use the other training path, as to not make it too widespread. Also the self revive can only be used if the injection hasn't been used to heal in the first place, as it has but only one charge. So players would have to decide between using it for a a quick 20hp heal or save it for a self revive.
The player is in the standard downed state until they press the self revive, which is an un-cancelable animation which takes as long as a squad drag revive to perform, plus they can be killed while performing the revive, leaving you very vulnerable and once your up, you only have 20 hp. So it would be very situational you see, you'd need to have cover and no enemies around you to pull it off.
Having separate health and ammo bags is going back to how the bags worked in previous titles, which grounds class roles or identities as it were and promotes further teamwork as no one person has too much that is asked of them.
Currently the bags while being super helpful and of huge benefit to the team, they do just as much for the single support player when in isolation. Which sadly can be used in a selfish manner. Need ammo, i can do that myself, need a heal, i can do that myself, need a grenade, i can do that myself. No need for teamwork, i have everything i have here...
While it's helpful having one class that does so much for the team you can run into issues where someone might want to select Support for purely hunkering down with an LMG with infinite ammo and have no interest in the healing or reviving side of the class. Which only infuriates other players around them as they are not interested in performing the medic duties they are advertised as being capable of performing.