Because that's the default class. There's absolutely nothing wrong with not playing advisor; it's just rifleman with weird guns. As for the other classes, if they don't want to play the class, forcing them onto it will not make them fill the role that class is supposed to fill.
No, it shouldn't. Heavy armor straight-up stopping bullets would be gamebreaking. TTK is already too high compared to Insurgency. Being "super-effective" (which I assume to mean stopping 4+ shots) would make it a higher TTK than Call of Duty and other similar modern military shooters. At that point, it would be closer to TF2, Overwatch, Dirty Bomb, etc. than Insurgency.
I have a similar issue. Even when I'm running 100+ FPS (which is still too low, but whatever) I feel like I'm playing under 60. Aim and movement just doesn't feel smooth. It might be input lag or microstutters, but no combination of settings I've tried has made it stop.
@cool_lad You can't just declare that Observers only have one real role. The Observer gains two unique benefits; pretending one of them doesn't exist is disingenuous.
An observer that isn't available or extremely close at hand when the commander needs to call in a support or communicate with the team is in no way helping the team: no matter what his skill with the gun, he's only dragging the team down and being a massive liability.
He's helping his team by capturing objectives twice as fast as anyone else. Fire support may help keep reinforcements off the point, but an objective-focused Observer can cap before reinforcements arrive. Rifleman might work for the PTFO playstyle, but Observer is optimal.
And if I picked Observer to play the objective, assuming there's an open Observer slot (which there almost always is), I'm no more responsible for following the Commander than any other teammate who could swap to Observer.
That's also the reason you can't remove the radio from your back, since the use of that radio and supporting the commander is the raison d'etre of the observer.
I'm pretty sure the radio is also what increases cap speed because that's how it worked in DOI. But that's irrelevant, considering you're forced to use it.
@reason3d If you want to stop someone from "Ramboing," shoot them in the chest or the head. There's no situation in which a competent player would aim for a leg or arm shot when a better target is available, meaning a limb shot is most likely a miss. A failed shot shouldn't result in a special effect to benefit the person who missed.
On the other end, crippling is just an anti-fun mechanic. I don't want to be forced to crawl through a map that's painful enough to traverse while sprinting. I want to maintain control over my gun because this is a shooter.
In what way would this actually make the game more enjoyable?