I am very disappointed at Infiltrators not getting any new weapon unlocks in the ASP ever since Carbine access was removed. However, @Roxxlyy stated that sometime in the future, we might get more ASP perks: Now, as many of you read the title, I have an idea that may sound crazy, but it will be worth the trouble in the end: Infiltrators getting access to LMGs. Unlike LMGs in real life, PlanetSide 2 LMGs function like heavy Assault Rifles instead of squad support weapons. Each faction has a bunch of LMGs, but there isn't a whole lot of variety. Even if Infiltrators only get access to half of them, their playstyles would still be the same: ADS, try to go for headshots, control recoil, and manage the Cone of Fire (CoF). Q: "But WindMaze, wouldn't LMGs make other weapons (SMGs, full auto scout rifles, sniper rifles, and battle rifles) obsolete?" A: No. LMGs are specifically meant for medium range, which puts them on edge with full auto scout rifles. If you're looking for a CQC weapon for your Infiltrator, pick up an SMG. If you want to fight at long range, take either a sniper rifle or a semi auto scout rifle instead. LMGs basically sit somewhere in between these ranges, kinda like where battle rifles are right now. Full auto scout rifles must be buffed in order to prevent them from being obsolete, certain SMGs might have to get buffed as well to at least make them useful in combat, battle rifles are all about accurately spamming bullets, and most sniper rifles are used to kill enemies from far away (except for CQC sniper rifles and the TRAP-M1). You need to use the right weapon at the right range. Now I know that a lot of you will ask me if LMGs will make SMGs (in particular) obsolete due to most Infiltrators having CQC playstyles, and the answer is still no. Even if an Infiltrator has access to a close range LMG, they will most likely lose to an Infiltrator with an SMG for a number of reasons. This makeshift comparison will explain why: LMGs: - Large magazine sizes and large ammo pool - Long reloads - Low to average DPS - High vertical recoil - Bad moving ADS accuracy - Low recoil recovery rate and high first shot recoil multipliers - Long equip times - Worse hip fire accuracy than Assault Rifles and SMGs - Medium range weapons - Low to medium rate of fire - High muzzle velocity SMGs: - Small magazine sizes and small ammo pool - Short reloads - High DPS - Low vertical recoil - Good moving ADS accuracy - Inconsistent CoF bloom per point of damage - Short equip times - Good hip fire accuracy - Short range weapons - High rate of fire - Low muzzle velocity What both LMGs and SMGs have in common: - Damage degradation - Attachments - Notoriety on Auraxis LMGs are about scoring multiple kills (by ADS) before having to reload, and usually send a lot of fire down range. SMGs on the other hand are meant specifically for hip fire and "spray and pray"; they're as close as anyone can get to a Run & Gun playstyle. Here's the thing: unlike Heavy Assaults with their overshields and rocket launchers, Infiltrators are all about cloaking and using recon tools. In order for ASP Infiltrators to use LMGs, they have to remain uncloaked for extended periods of time just to lay down fire on enemy players, essentially changing Infiltrators' roles to a very interesting, but unorthodox playstyle. Additional testing is required to determine how this works out. TL; DR: LMGs are sidegrades, not upgrades like carbines. If Engineers with LMG access have no complaints about using them, why should Infiltrators? LMGs don't have accurate hip fire when jumping and falling down now, do they?