Ok in turn:
3) About having too many MkB's - the amount of MkB's when fixed is similar to the amount of STG's in Ostfront. It didn't ruin that game...
Just another voice out there in support of just 1-2 Mkbs/AVTs per team--hopefully in slots that cut away from the 6 assault positions.
In response to Ramm, it's true that on maps like Konigsplatz, Barashka(?), Danzig, Kurland(?), and Odessa back in the Ostfront days, the Axis had access to up to 6 StGs. However, the weapon was more believably present on those late-war battlefields, free-aim recoil was higher and penetration nonexistent making SMGs an equally viable option indoors, and the lack of a very noticeable suppression system meant that a cool-headed rifleman could concievably pick off an StG firing single shots in a medium to long range firefight.
In Heroes of Stalingrad, however, the penetration and recoil of the Mkb reflect its real-world properties.
On maps like Commissar's House, the Germans can cover the hallways indoors with ease. You, a Soviet, run out of cover, notice the fatal muzzle flash and report of the Mkb, duck behind the wall, and are blown away by the intermediate-caliber rounds smashing through wood and plaster.
At range, the Mkb has good accuracy and low recoil in single-shot mode, neither of which were true to the same degree with the Ostfront StG. Furthermore, at range the Mkb's fire seems to count towards suppression almost as much as rifle rounds, knocking an enemy's aim off considerably. A bolt-action can't match the same rate of fire or rate of suppression, allowing the Mkb to calmly line up the kill shot.
Those are significant differences between the RO2 and Ostfront incarnations of the assault weapons, notwithstanding realism issues. And if one wants to talk about Ostfront, I would argue that the StG played a large part in making the original Danzig so difficult for Russians to win without superior tactics. Any German in those corner ruins by Langermarkt, in the basement and lower floors of the Command Center, or covering the bridges could rack up an unholy score.
I may as well put in a word about the MP40/II while I'm at it. Taking a stable, controllable firing platform that can reach out to 100m and doubling it's length of sustained fire from 3.5 seconds to 7 will have a fair effect on gameplay as well. That slow chugging MP40 can concievably cover an entire street for 30 seconds or more with controlled bursts, wheras even with the drum magazine the PPSh will empty in 4.8 seconds, noticeable recoil included at that.
Again, given those gameplay concerns as well as the immersion-breaking factor, I have to say that I remain convinced that a severe limit on "Hero Weapons" is in order.