This thread is funny...
No, just no.
Maxim spam is mostly a problem in team games, but still very counterable. The capping system in CoH 2 is one of the best improvements from CoH 1.
Disagree. The capping system is one of the things that COH2 changed that needed no changing. Now anything from an AT gun to a Mortar can cap and with no penalty or risk. The COH1 capping system required the player to make a strategic decision to either fight or cap. This was an important part of the early game shuffle and helped create a lot of the back and forth that made COH1 early game great. Now just pick whatever unit you want and plop it in cover while capping and let it marinate. No decision, no strategy, no skill. In COH1 if you went support crew heavy you did so with the knowledge that you will lack capping power, yet another CHOICE that COH2 removed. Other than being more noob friendly I cant think of a single thing that is better about the current system. Maybe because vehicle push cant stop your cap? Other than that nothing.
If anyone wants to give any logical reasoning as to why other than "I like it this way" please elaborate.
My reasoning:
1) Cap or fight mechanic rewards micro/macro. If someone is bad enough to cap instead of fight you deserve to win the engagement.
2) Build orders are not considered anymore because capping is irrelevant despite of it (less strategic depth). If someone goes 4 MG start they should have a consequence. The name of the game after all is combined arms.
That said, this thread is about removing capping abilities from support weapons and though I think its a good idea I think a starting point is reducing the capping speed for mortars and MG's and removing it all together for AT guns (sillyness that they can cap anyway).