I’d like to request a fix to the way a soldier / squad maneouvres and fires.
If a squad is to advance slowly lets say walking or crouching stance, then the player / soldier should be permitted to have the weapon at the ready and the player can chose to hipfire or aim down the sights.
As soon as a player elects to go into run mode, the soldiers should lower their weapons into the carry position and conduct the run.
As soon as the player lets go of the shift button, or whatever else is mapped for run, the soldier then consumes an appropriate amount to bring their weapon into the ready mode.
The only attack permissible in the run mode should be the bayonet thrust, where the soldier can transition to execute a rapid thrust from the carry.
Similarly, the same should apply for jumping, or going prone. As soon as someone elects to do any of those functions the soldier lowers their weapon to adopt either the prone position, where after the animation transition, one can elect to aim again, or in the case of jumping once the figure comes to a walk or stop one can aim again. Acrobatic shooting be it dolphin diving or goat hopping across debris is just stupid and immersion breaking.