Volleyfire is Americans answer to early game blobs, because they don't have a suppression team until lieutenant tech. Only being effective against one squad means that it becomes a sturmpio/pgren pinning tool.
Additionally, making them immobile allows people to just focus fire them from range and then walk away if they toggle the ability. It will go from "useful" to "never used except when your opponent isn't paying attention".
You're essentially suggesting to completely change the utility of the ability. I'm just suggesting making it take a few more shots to suppress so people have time to walk into cover, garrison buildings or just kill the RE outright with focus fire.
What exactly is an early game blob? 3 units? You can get an AA halftrack at ~5:30 and that thing absolutely shits on all infantry. It is highly mobile and suppresses on the move. Besides, how is a 160 MP Rear ecehlon squad pinning a far more dangerous and expensive sturmpio squad not useful? Your suggesting that the ability should be able to instasuppress MORE than a sturmpio squad? Grens and volks can't step to rifleman as it is.
Additionally, making them immobile allows people to just focus fire them from range and then walk away if they toggle the ability. It will go from "useful" to "never used except when your opponent isn't paying attention".
So giving the USF opponent a micro intensive counter isn't acceptable? The ability has to function the same regardless of circumstance and opponents awareness? That is the definition of an "I WIN" button.
Yes, I am suggesting to change the function of the ability. ATM it's a no brainer. You can use it on the move, you can use it against multiple squads, you can use it against squads in cover, the result is essentially the same. I'm suggesting that it be used in conjunction w/ a supporting rifle squad to punish an advance or secure your own. It would still be extremely useful while allowing enemy units to kite the ability if they spot it activated soon enough.
You also conveniently chose to ignore my point about how the ability fits into the faction as a whole. I don't think that VF needs to be turned into a useless ability. Being able to supress a high value target during a skirmish is valuable under any circumstance. Compare this to the soviet CE whose only role is to tech, repair vehicles, and lay mines. I like its early game potential, and it also scales with upgrades as well, as it gives a ROF bonus and this used with a weapon upgrade like the BAR or browning can do some serious work, especially considering the RE becomes a 5 man squad at vet 2.