Until we know exactly where the stamina or fatigue system is going or if stamina is going to become more punishing, I believe there needs to be more downsides to having too high a carry weight (especially when carrying two primaries) than just primarily losing the ability to sprint. As of right now its extremely common to see people carrying a DMR and either an AR or MMG rather than sticking to one role and adjusting as necessary and when supplies and logistics facilitate.
This makes the majority of infantry 'universal soldiers' with practically no penalty save for lack of the ability to sprint, but they gain a level of versatility that often turns most engagements into either snipe offs if any sort of range is involved, or belt fed mag dumping in CQB. Conflict is supposed to allow freedom of choice in gear fine, but its almost creating 'meta loadouts' (as much as I cringe to type that).
Solutions:
- Move speed could be made much slower with too much weight/two primary weapons, perhaps even slower than standard jogging.
- Increased weapon sway modifier, requiring the need to deploy for any kind of accuracy.
- Disallowing the ability to mantle and climb, allowing only waist height vaulting. (Would be beneficial to add a contextual tip saying "Too heavy to climb!" for example. Even better if it could be an animation where the character tries and fails to climb!)
Even though conflict is a more casual experience, like the games own tooltips encourage, players should be thinking about the equipment they choose to bring and should be 'punished' when they don't, instead of having every player be a 'swiss army soldier'.
Want to bring AT? Looks like you're going to have to make some sacrifices somewhere. Want to create an effective medium machinegun team? Someone's going to have to carry spare ammo! Making such changes helps facilitate teamwork and planning amongst squads, creating need to diversify in loadouts and also makes firefights more interesting.