I've said it many times before and I'll say it again. Putting the realism, immersion, and historical accuracy arguments aside, the Mkb still significantly impacts gameplay.
In single shots, it is a thirty-round semiautomatic rifle. On full auto, it is easy to fire from the hip and will penetrate any interior wall short of double-brick construction. It has high stopping power, and its suppressive abilities are nothing short of terrifying.
That doesn't make it invincible. That doesn't make it OP. It's not the key to Axis victories. It can be beaten.
However, on the tactical level, it is a difficult weapon to face. Taking one head on in a meeting engagement anywhere between zero and 80 meters is ill-advised. You have to flank, surprise, outhink, or outshoot them.
No, that's not too much to ask from a Red Orchestra game. Not at all. In fact, were there only one Mkb per team, it would be a challenge that I personally would find captivating. However, even if you outhink that Mkb-soldat, his buddy around the corner will leap forward to avenge his death. And once you defeat his friend, the original assault trooper is back fresh from his respawn, weapon at the ready.
I've played rounds on Station or Spartanovka as a Russian when I'll sit on the left edge of the Rail Yard or behind a house in the Housing Blocks dueling Mkb after Mkb. The same people die in my iron sights, respawn fifteen seconds later, and go running straight back at me, guns blazing. And not all of them are stupid, either. Many Mkb-users are quite intelligent, which means that my efforts to hold onto my little corner of the map become a mind-numbing series of fierce firefights in which I shake my head and wonder "Another? Really!? Back already!?!?"
The problem is simple. There are simply too many, and while taking an Mkb on certainly is an exciting challenge, it's one that loses its novelty very, very quickly.
You're absolutely right--what's so special about it anymore? It kills. There are lots of them. Ho-hum.