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MP for NCO; the rest of the squad rifles
They're not a different loadout of one another, they play very differently on the field as well.
I think what you're complaining about is that no one in your team wants to go supplies, but thats a discussion for another thread.
squads only have 6 there's no space for pointless classes.
There are only 3 choices with smokes in a team - without counting resupplies from ammo boxes - and a well coordinated one will be able to capitalize on that strength if they choose so. Alternatively, if the squad prefers to support the team from the background there's a definite strength in a supplies/engineer combination in a team. Nodes, antitank guns, mines - cool stuff there.
Being a commander more and more often - having no nodes built in conjunction with people overusing artillery, as well as fighting on comms constantly against 1 man tank squads - I think the game has bigger things to adress than what you are mentioning.
On a personal note, I feel that a commander should have far more options then he currently does - things like disabling artillery, not allow tank teams to drive unless at least 2 players are in a tank and what not. Topic for another time though.
I agree with this part.
But I think there should be less classes and more options per class
Thats a good idea, to give support something more. Otherwise, its a waste of a class slot. People only every go to support to drop supplies, but merging the two would give a reason to stick with support and make the class more interactive.
Assault isn't the same loadout as SL and certainly has a specific use. Automatic rifleman also has a specific use (not just "neat", but necessary). In fact, I and many others view Assault (flex assault/medic) and Auto rifleman roles as essential. Future improvements to the support class should address some of your concerns, as well.
Effective play involves squad members changing roles as situations arise. Once you have that "ah ha!" moment you'll find that Power Squad play, where two squads work together as one, is the most effective and efficient way to win games. This takes communication and planning, but is the single best way to inflict pain on your enemy and ensure victory.
https://www.youtube.com/watch?v=tNPyGpPVTiI
the way most matches go, having an AR guy is a detriment. and i would much rather have a rifleman droping ammo then an assault with 2 smoke nades and a very case specific weapon. of course this can change in particular cases, but these are anecdotal and not very useful when thinking about design.
look is very commopn for people to think design is immutable and blame users for not engaging with design's presumptions. it is also not very helpful to improve design.
and we know for a fact that loadouts are gonna be a thing. so having classes based arround weapons (other than the mg, wich is a very specific weapon for a very specific role) is counter productive to loadout variety and playstyle diversity.