I am not trying to knock CMSF anywhere, any game has gaps. The point here is that it has been several years, several modules, and now a brand new game and even the simple gaps haven't yet been filled. So the idea is to prompt battlefront to fill atleast a few holes before moving on to the next game.
For something like ATGM deploy times it is as simple as watching a video of the real thing in action, making an assessment, and deleting the number 90 and replacing it with something else.
For firing from the shoulder, the coding already exists. So for instance you can fire an M240 undeployed with less accuracy and deployed with more accuracy. I'm sure making SPG 9 and AT 13 fire undeployed with less accuracy wouldn't be a difficult fix. For SPG 9 you can watch the videos and see for yourself that it does happen and is possible, For AT 13 it is already included in the manual that it is possible, so the only step now is to acknowledge what we already know and update the game.
For machine guns, as I mentioned continuous fire was already in CMBB. The situation was if you were ~100m or less from the enemy then it is time to let 'er rip.
As I mentioned if you want to know how a PKM is used in combat, you can look up videos for yourself on youtube, liveleak, or maybe other places as well. The short version is that you can fire from the hip, you can fire while moving, you can blind fire, you can use 250 round belts, you can fire all 250 in one burst, a single guy can have a 250 round belt in the gun, another on his shoulder. In CMSF a two man team has 400 rounds, less than one guy can carry by himself, you can fire in only short bursts, and basically it is a much less flexible weapon with much less firepower.
Here is something simple. Stick your head up, fire your rpg duck, move to a new spot and repeat. This is the most basic tactic.
In CMSF if I set a guy in a trench with an RPG he will fire, then stay exposed until he is hit. Maybe he will start cowering if too many shots land near him. I know of no way to get a guy to shoot and scoot, even though this was a feature of vehicles as long ago as CMBB. Of course more advance tactics are go around the corner of a building, fire rpg, then go back around the corner. Go over the crest of a hill, fire, then go back. Forget advanced tactics, I can't even get a guy in a trench to fire and then duck.
The simple fix is a shoot and hide command for any unit. The next fix is to get the AI to do it. The next is a shoot and scoot command.
This is just the most basic ordinary tactic ever, pop out, fire your rpg, then run. Not only can the AI not do it, even the player can't do it in turn based mode, or in real time without excessive mico managing.
Anyone who is interested in war can go and study the July 2006 war, it is in my opinion the most important lesson for modern forces in the past 20 years. That experience shows that a military force can withstand 100,000 155mm artillery shells, thousands of precision guided bombs, and an outnumbering force of thousands of elite troops backed by modern armor and still win and still win while taking a parity in casualties.
That war shows that helicopters, even apaches can be shot down by shoulder fired missiles, and other experiences show they can even be shot down by machine guns.
Comparing that war and CMSF you can see that CMSF has a lot of potential, but right now is closer to the fantasy of Western generals than a simulation of modern warfare. The biggest problems are at the smallest levels, where even the most basic tactics of firing, and then repositioning are difficult or impossible to perform adequately.