I look at it more as an attempt to rationalize rifle ranges. Two designated marksmen per squad to "paint" targets out to 270 meters for the auto rifles isn't unreasonable in my opinion.
You'd get the same
de facto range boost if you were using thrown rocks, flamer pistols, needlers, et cetera. I can do it with
vibroaxes, getting me .32 damage per trooper at 9 hexes. :-\
It makes some sense to approximate the squad as essentially using all support weapons when the support weapons provide most of the damage, but that seems to break down pretty badly when the primary weapon provides most of the damage. You don't even lose mobility off of that trick.
It also makes the standard laser rifle infantry - and for that matter the standard LRM infantry - in TW totally obsolete. And those are supposed to be the "more advanced" types of infantry the Successor States wish they could field more of. #P
Idk. It's nice to have a system to create all kinds of infantry platoons, but the system really seems pretty easily gamed to create infantry platoons that would perform
much better on the BT scale than on the RPG scale. Since the BV calculations are additive (8*Autorifle BV + 2*Intek BV), while the combination's effects are multiplicative (8*Autorifle Damage +2*Intek Damage)*(Intek range), it also games the BV system. The Intek is 1.27 BV, the Autorifle is 1.28 BV, but in that sort of combination they outperform (substantially!) the ER (Starfire) Laser Rifle at 1.69 BV. This is like the flamer bug - there's an element of non-monotonicity. I can make a better unit for less BV.
Also, here's another thing that really sticks out to me. Let's say I have a platoon with squads of five using 2 Inteks and 3 autorifles each. They attack at 3 range. I now
increase the number of Inteks to 3 Inteks per squad. They now attack at
1 range, because I ...
increased the number of long range weapons the platoon had. ???
It seems to me as if we ought to have been using the range of the weapons that are dealing a bigger share of damage, at the least...