1. Extra Mouse Look Drag/Lag - LMGs weigh around 20-30 pounds and the difference in weight between LMGs and rifles should be modeled. Look at the difference in turret rotation between the Bradley and the Abrams. The Bradleys turret can slew at higher speed than the Abrams and if the LMGs had this sort of drag effect that occurs when looking around you will not be able to swing your LMG onto a target as quickly as you would with a M4. This makes machine gunners hesitant to stand up and assault which is not their role.
2. High Recoil from Standing/Crouch - NOT high deviation like in vBF2 but you should only be able to handle one controlled burst that jumps the sights around enough that reacquiring the target after each burst becomes a difficult task. Accuracy should be good for 3-5 rounds at a time but if holding down the trigger were to make your aim go wild, people will prefer going prone.
3. Limited Muzzle Sweep When Prone - In real life the bipod only allows the gun to traverse so far. Lock the gun from traversing past a certain point just like the .50 cal on the DPV for instance. Force players to have to pick the gun up a few inches off the ground and redeploy, support class is therefore vulnerable on his flanks because of the 1-2 seconds it takes to redeploy and takes away the ability of the support class to have a 360 degree field of fire which is not realistic at all.
4. Support Players Should Take Longer to Get Up From Prone - Model the strain of having to heave a MG up off the ground when going from prone to crouch or prone to standing. Makes support class vulnerable to grenades since they can not jump up and run from them as easily.
Most likely the engine won't allow these things though.


