MackTKau I get what you're saying, and I agree that in older Battlefield titles like Battlefield 2, weapon balance had a huge impact on class pick rates.
But I think the situation is very different now.
With the current open weapon system, players are no longer locked into specific guns per class like they were in Battlefield 3 or Battlefield 4. That fundamentally changes player behavior. Today, a lot more players choose their class based on gadgets, utility, and role rather than just weapon strength.
For example, saying that no one would play an ammo-focused class doesn’t really hold up anymore. Even back in BF3 and BF4, Support couldn’t self-heal, yet it was still widely used. Not because of survivability, but because of its utility—ammo resupply, suppression, explosives, and area control.
Also, the idea that Support players just sit on a bipod and do nothing is a bit of a stereotype. It’s like saying all Recon players just camp. In reality, every class has multiple playstyles:
-aggressive
-defensive
-objective-focused
-team-support oriented
And each of those can be effective depending on the situation.
Splitting roles like healing and ammo wouldn’t necessarily “kill” one of them—it would create meaningful trade-offs. Right now, when one class can do too much, it reduces team dependency. Battlefield has always been at its best when squads rely on each other.
So I think the real question isn’t “will people play it?”, but rather “does it improve teamwork and class identity?” — and in my opinion, it does.