Except for the fact that we know it happens, probably due to the ablative nature of Battletech Armor
The formula grants a ton of bonus damage to the rifle due to rapid fire, so in excess that they put an errata capping it at .6. Thus it only happens since TW, and only due to the formula that already was faulty. 2 rifles have .03 damage and .52 damage, because of wonky multipliers and rounding.
For example, .52 +.52 = 1.04, BUT if it was 1 rifle shooting 2x as fast (a double barrel autorifle) then the base damage would be .65 or so (someone who is better with the ATOW conversion could answer what the autorifle, if the burst setting and ammo capacity was 2x larger, would do. It is not anywhere near 1.04 IIRC)
Thus, 1 guy doublefisting autorifles firing the same amount of lead would do less damage compared to 2 guys, despite both hitting with the same number of shots in the RPG--completely because of how multipliers, rounding, and cumulative damage applies. The autorifle platoon should instead be calculated as if the burst was 28x the normal burst size for 28 guys, not .52 x28, as they give super different numbers, and the RPG separated out burst damage for that reason, but then unseparated it for btech because lazy--hence why rifle infantry jumped WAY up in damage from older editions to TW when they just added all the burst.
Edit: im much worse math crunching ATOW stuff. I think an autorifle with burst 30 (2 guys shooting) is .76 damage (not .52+.52) and 28 guys, for burst 420 instead of burst 15, comes out to 7 damage. Why this is intersting--the OLD damage before TW made it additive instead of multiplicative, was 7 damage for rifle platoons. Thus in ATOW when using burst 420 for 28 guys is the old calculation of 7 damage per rifle platoon.