The BAR isnt an LMG in game terms. LMGs have an inverse DPS curve, whereas the BAR is most effective at close range, and loses DPS as you get further out. As far as I can tell, all "LMGs" have this inverse DPS property, and that's what actually defines them as an LMG. What the weapon is IRL isnt hugely relevant.
I think it's a fairly important distinction.
It's not an LMG. LMG's in coh2 work completely inverse to all other weapon in the game. As it gains dps the farther away the target is.
My error I meant to put DP-28 not bar.
In game, lmgs serve a purpose and that purpose is allowing long range and elite squads to be effective.
They allow a squad to take losses without diminishing their fighting capacities too much (this was important for grens who had a small model count and guards whom had 2 PTRS' deminishing overall AI output. This power came at the cost of mobility. Both squads were meant to hold territory effectively by making the enemy bleed trying to push them out.
EFA like many rules of balance demolished this established rule, but I feel no the need to fuck it up further. The more we concentrate DPS on singular models turns infantry combat more like tank combat where you can sustain a number of hits (loses) without actually losing anything but increased chance of a wipe. Similarly the more we slap weapons good on the move the more we lose identity of squads and roles as well. It all becomes a cost effeciency doom blob mess instead of dynamic infantry play. This good at all ranges and on the move centralized on a couple of units thing needs to stop not become more prevalent.
Firing mgs on the move should be heavily restricted not dished out (lookin at you Commandos who end up with more DPS than obers with none of the drawbacks and still retaining their commando features)
Centeralized DPS should be a boon not a standard-taking losses should matter and under strength squads should fight less effectively not simply be more at risk of wipe.
Also weapon upgrades should be a choice not simply "make that units strengths stronger and weaken its weaknesses" it removes they dynamics that makes the game great. Choices are what make the game exciting and combat interesting not just RNG
And FINALLY we DEFINITELY don't want to combine all the things I just listed into a 6 man squad that can be reinforced in the field in an instant turning them into super rifles with a fighting ambulance in tow that reduces their effective reinforcement costs....