The Argument for Ammo 2.0 (and why it can HELP Teamplay)
Teamwork is not a set of checkboxes, it is when several individuals with complementary roles work together to enhance their effectiveness.
One of the first things we must consider when implementing any sort of change to the Ammo or Health system is the incompetent Support or Medic who always seems to wind up in your squad.
We know from experience that no number of hints, tutorials, guides, videos, and no amount of advice and handholding will fix these players. They will be completely incompetent from now to the end of time.
This is fine.
Some people, you see, do not play this game seriously. They do it because it's a good way to **** around and unwind after a day of doing whatever it is they do the rest of the day. This sort of player accounts for the vast majority of the playerbase. I am sure that none of them deliberately raise our blood pressure. But it remains that there are some Support players who will never figure out how to resupply other players, because they're just not interested in doing so. They turn their brains off when playing, because damnit, they already have to use them enough at work or at school or whichever.
So, disabling health regeneration is not an answer to anything. What's the problem there, anyway? Medic is fantastic as-is. A Medic is a huge benefit to the squad composition. Medic is great at anti-infantry for the ability to regenerate up to 24 health/second personally or for anyone around. If any one of you would like to contest this, I recommend checking yourself into the nearest insane asylum.
We can look to Medic, which is a fantastic example of effective potential teamplay (it even has the perfect weapons for staying a bit behind the squad!), and see what can be brought over from it to make Support relevant.
Let's be honest, here: Support is pretty pointless. Either you don't need him at all, or you desperately need him. Considering that the average player lifespan is in the sub-45 second range, the vast majority of players will never, ever, need a Support.
In BF4 Competitive, Support was even more memey than Recon. At least Recon could use the Motion Balls. Support got, um, C4 and another explosive. Because, if we're being honest, Ammo was irrelevant in competitive play. The only situation it ever could have possibly been useful is in resupplying rockets, but due to the anti-spam changes, it was faster to redeploy to get your rockets back than actually having a wasted team slot as Support.
Currently, it is much more effective to brute-force an infantry push with a mob of Medics, just as it is more effective to brute-force a tank with a mob of Assaults. Support is the third wheel here; no one cares about him while they're actually in the fight. It's only after the fight has been finished that he becomes relevant, because no one can perform their function even marginally if they don't have ammo.
So that's the lesson we can learn from how well Medic works. What if Support was actually extremely helpful during an engagement? What if Support enhanced an Assault's ability to perform against armor, making the optimum AT composition two Assaults and one Support rather than three Assaults? What if Support enhanced Medic's ability to clear Infantry, making the best Anti-Infantry composition two Medics and one Support rather than two Medics and one Assault?
The binary nature of Support—either he's useless or he's a prerequisite for play—is ultimately a boring, shallow way of implementing Teamplay and leads to frustration as competent players are brought to the level of uselessness of the incompetent teammate. All classes can function successfully without a Medic—health regen exists—but a single Medic provides incredible enhancements to performance.
Support spends most of its time being pointless. I think it's time we changed that. It's already clear that health regen does not decrease Medic's relevance, so why the obsession over a similar system for Support?
I swear to god, if anyone mentions "immersion" or "realism"...