Customizable loadouts have destroyed multiplayer shooters

Brian Tams

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I've been really unhappy with the state of online multiplayer shooters in the last, oh, five or six years, and I've had a really hard time putting my finger on it. At first I thought it was the constant aping of the modern military shooter sub-sub genre but, while it certainly plays apart, it is not the focal point of my unhappiness. However, I finally realized it tonight.

Its fully customizable loadouts. Its a feature that has destroyed everything about multiplayer. It had good intentions, the theory behind its implementation being that giving the player more control over their individual characters could only enhance the experience. However, in their quest to explore new avenues to take gaming, they unintentionally destroyed two of the four core values that hold up the multiplayer table.

See, the result of an engagement in a game of deathmatch can be influenced by four things (or the core values, as I like to call them). In order of importance, they are positioning, player skill, weapon quality, and Sheer Dumb Luck (SDL for short).

Broken down, positioning refers to where the players are positioned during the engagement. As a simple example, if you are facing the back of your enemy, than you have the positioning advantage. A player with an explosive weapon usually wants some distance from their enemy, as well as to fire at them from above.

Player skill is the easiest of the four to understand, as well as the most obvious. The player who is better at the game has the advantage. Someone who's played the game for six months is going to have an advantage over the player who just picked the game up yesterday.

Weapon Quality refers to the weapon you are carrying. A player with an assault rifle is going to have the advantage over a player with a pistol (unless this is Halo: Combat Evolved).

SDL simply accounts for Murphy's Law in an engagement; your grenade didn't bounce different then you expected and you end up blowing yourself up. Your auto aim catches an enemy in the background and pulls your shot off. Basically, deathmatch is chaotic, and random things will happen.

Of course, the four feed off each other. The weapon quality of a shotgun is decreased if your opponent is across the room. A player may be skillful with a rifle, but is bad with the rocket launcher. A player who is brand new to the game will have a chance if they're better positioned than the veteran. The table of the multiplayer experience will collapse if all four legs aren't more or less balanced.

Customizable loadouts destroy this balance by completely eliminating the weapon quality leg of the table.
See, in the days of Doom II, Unreal Tournament, and Halo, every player spawned with the same weapon at the beginning of the game, and would respawn with that weapon when they were killed. The good weapons, or "power" weapons, had to found and picked up from around the map (as well as replenishing ammo for them). Killer a player who held an advantage in weapon quality would reward the player by allowing them to improve their weapon quality.

With Customizable Loadouts, a player can choose the quality of the weapons they spawn with. While this sounds good in theory, in practice its actually damaging to that particular leg of the core values. See, may sound simple in theory (in a rock-beats-scissors sort of way), but there's actually a lot of depth to it. Because weapons had to be picked up from the map, a players weapon quality would reset upon every death. Upon spawning, you would then have to choose whether to try and find a better weapon than what you currently have. Not only that, but by having weapons spawn on the map, level designers could control how many players at one time could hold the weapon. In a game of Halo, the Rocket Launcher usually only had one or two spawn points, depending on the size of the map. To go along with this, level designers could also control what kind of weapons would spawn in a map; a cramped, small level probably isn't going to have a sniper rifle spawning in it.

All of this went out the window with customizable loadouts. A player no longer had to worry about improving their weapon quality, since they could control what they spawned with throughout the entirety of the game. Level designers had the ability to control what appeared on their maps taken away, which I can't help but feel has led to the decline of the quality of map design. Gamers, with our burning desire to win at all costs, would find the one thing that worked and abuse it, which has lead to such tragedies as the infamous "noob-tubes" of the Modern Warfare series. The weapon quality core value had been effectively ground into saw-dust, completely upsetting the balance of the table.

Since each core value is effected by the others, the destruction of the weapon quality value severely altered the other three. Most notable would have to be the most important; positioning, as positioning has become more and more on the hated "camping" aspect.

Camping has always been a problem with multiplayer games, but nowadays has reached pandemic proportions. Before, steps had to be taken before a player could camp; they would have to spawn, track down a weapon that would go well with where you plan to camp, and then make it to that area, hoping that you weren't killed along the way. If you were killed, then you'd have to start the whole process again. Even if you made it, you would have no choice but to abandon that position when you eventually ran out of ammo for your weapon. Going further, if you were killed while trying to camp, you would, again, have to go through the long process of gathering the necessary resources to camp.

Nowadays, you can choose to spawn with the perfect camping kit immediately following death. Which of course means you can proceed directly to a camping position. Because of the unbalancing of the weapon quality value, positioning has been reduced to simple camping, as it has never been easier to do so. Since camping isn't that hard of a thing to do, Player Skill becomes less relevant, and, since camping is a repetitive behavior, SDL has also been effectively reduced, turning a game of deathmatch into a repetitive slog. While its true that there are always players that choose not to camp, there will always be a substantial portion of the community that will do it, a larger number than normal since its incredibly easy and effective to do now.

I could go on about some of the other things that go into this argument, about how its promoted lone wolfing in a team game to a ridiculous degree, how weapon selection has become more and more samish despite an ever expanding arsenal to choose from, or about how the unbalanced table means that it would be next to impossible to learn how to properly play the game since it would be so emphasized on player skill, thus creating a toxic unaccessible environment for new players. But I won't.
There you have it. Its my firm belief that customizable loadouts have been nothing but bad news for the state of shooters and, with Halo 4 adopting it on a limited bases (I'm also predicting that Halo 5 will completely implement it), I don't see things getting better anytime soon, especially not with this broken industry that insists on soullessly copying whatever is selling at the moment.

*looks up* Fuck, I didn't mean to write an article. Lemme... lemme put it in spoiler tags so it doesn't immediately look like a massive, unreadable wall-o-text. I also might be coming off as a bit of an insane person. Its just that this has bothered me for a long time, and I'm just sick of it. This is not good for gaming. Its just not.
 

Flutterguy

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Most people prefer as many options as possible, at least an abundance. For me, I prefer FPS games based on classes. Akin to Shadowrun or Natural Selection 2. FPS is a genre I can't play for more then an hour or two a day though.

If you can't enjoy a loss, and money was not on the line, then you are gaming wrong. Least thats when i decide its time to step away from or move on from my competitive games.
 

Brian Tams

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Flutterguy said:
Most people prefer as many options as possible, at least an abundance. For me, I prefer FPS games based on classes. Akin to Shadowrun or Natural Selection 2. FPS is a genre I can't play for more then an hour or two a day though.

If you can't enjoy a loss, and money was not on the line, then you are gaming wrong. Least thats when i decide its time to step away from or move on from my competitive games.
Its not that I can't enjoy a loss. Its that I can't enjoy a win anymore, either. The games always shake out the same nowadays; the team that is winning is usually dominating to an absurd degree, and the team that is losing is usually getting crushed. Close, competitive games are rare things.
Class based shooters I'm fine with. Game developers are able to properly balance the classes; shadowrun was especially good at doing this.
But a game like CoD, where any weapon combination goes, will never have a balanced, healthy multiplayer.
The crux of any multiplayer game, whether it be a MOBA, FPS, or RPG, is balance. If the multiplayer isn't balanced, it won't be widely enjoyed.
 

tippy2k2

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I 100% disagree

I much much much much MUCH prefer the custom load-outs than I do the old school style. You could make the argument that skill is needed but I found most of my deaths when playing Halo wasn't because the guy I was fighting was better than I was; it was that he got to the bigger toy faster than I did. I don't care how good you are, a fight between the guy with the beginning assault rifle and the guy who got to the power weapon first is not going to go well for the assault rifle guy.

As long as the weapons are properly balanced, I would much prefer to be able to choose my assault rifle or other class. I am a sneaky jerk type player so I prefer the low fire rate but high power weapons. My other buddy likes to run and gun so he typically chooses a SMG pray and spray type of weapon for fights. Both have their pros and cons. I've never had balancing issues in CoD (though that does seem to be getting worse with these DLC weapons) and giving me the options instead of seeing who's sprints faster is my preference.

As to the "Do I risk it for a power weapon", that still is present (in CoD at least). I have a few different class types but one I like to call is "Power Soldier". Basically, I have a knife and a pistol. EVERYTHING else is put into making my individual soldier a bad-ass killing machine. I am at an extreme disadvantage in the beginning until I either kill a man or I find an already dead man and grab his weapon. This is a calculated risk on my part when I use this class; if it's going well, I keep it. If it starts falling apart, I grab my better balanced class. Pros and Cons.

As for camping, I found that as big a problem in Halo as it is in CoD. In Halo, it just starts a few minutes into the match where CoD it can begin right away. However, I balance that with knowing your position (hey, wasn't that point #1?). I KNOW where people like to camp, so I either go in ready to fire or I toss a grenade (or flashbang) if I know someone is hiding there.

So as long as the weapons are balanced correctly, give me custom load-outs any day of the week over the old-school pick-up. It's really a preference thing; both systems have their pros and cons. I much prefer the customized option but that doesn't make pick-ups a bad system; I just don't like it.
 

Pink Gregory

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tippy2k2 said:
As long as the weapons are properly balanced.
There's your sticking point. The more options you have, the more difficult it is to balance, which is why classes seem to balance more effectively than totally custom loadouts. The fact that it's an action game, in which direct (how to express this, more direct than, say, a TBS or a CRPG) player input does complicate things when it comes to a matter of, say, choosing fire rate over firepower.

Balance changes need to be a bit more extensive and dare I say it exclusive of certain playstyles to be effective with custom loadouts.
 

Phoenixmgs_v1legacy

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I have to greatly disagree. I hated getting killed just because the other player had a better weapon than me (which is why I don't like unlockables either, thanks for that COD4), and I hated having to rush to power weapons in old games. Player skill is even more important because you have to get by with having good aiming skill and good positioning more than ever.

Unless you are talking about just Deathmatch or Team Deathmatch, camping is not an issue. If you are playing an objective mode, then camping only causes you to lose. That's why I don't play DM or TDM. Yes, power weapons most probably make those modes much more fun but objective modes don't need something to keep people from camping because you already lost if you camp in an objective mode. I also think it makes for a more strategic match rushing for key map positions than rushing for the RPG. Plus, DM/TDM usually has random spawns, which inherently makes positioning far less important than with static spawns, which objective modes must have. There are still some games out there with power weapons like Uncharted.

Camping is how you play every online shooter regardless. In your ideal game, you rush to get the power weapon, THEN CAMP. In my ideal game, you rush to a key map position, THEN CAMP. The people that camp from the start are the ones that play wrong. I can see how if you eliminate power weapons on the map from the first scenario, it will ruin the game by letting people camp from the start.

Stuff like things being unbalanced or broken is the fault of the game itself and not the game mechanic. Noob-tubes are unbalanced in COD because the devs don't balance them properly. I played Metal Gear Online on the PS3 for 4 straight years and because of the game mechanics, no one used noob-tubes because a grenade wasn't a one-hit kill thus making the smoke grenade launcher a million times better than the noob-tube. With regards to power weapons, if that RPG was just SLIGHTLY easier/faster to get to from one team's spawn vs the other, then that results in an imbalance as well. Therefore, power weapons usually require symmetric maps to be balanced, which is a downside to using that game mechanic.

Lastly, there was no game as focused on player skill than Metal Gear Online and there were no power weapons. In MGO, you had to land headshots to kill as it took around a whole clip to kill someone with body shots. The person that hit the enemy's chest lost the gunfight unlike pretty much every other shooter made. Lastly, power weapons allow unskilled players to do well due to most power weapons not requiring much aiming skill.
 

tippy2k2

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Pink Gregory said:
tippy2k2 said:
As long as the weapons are properly balanced.
There's your sticking point. The more options you have, the more difficult it is to balance, which is why classes seem to balance more effectively than totally custom loadouts. The fact that it's an action game, in which direct (how to express this, more direct than, say, a TBS or a CRPG) player input does complicate things when it comes to a matter of, say, choosing fire rate over firepower.

Balance changes need to be a bit more extensive and dare I say it exclusive of certain playstyles to be effective with custom loadouts.
Oh most certainly. That's why I feel Call of Duty has been such a juggernaut when so many others have tried and failed. As I stated, I personally feel that CoD is losing control of that balance (which is hurting the games more and more; I'm about ready to drop Ghost after being a big CoD guy since 2). They're adding more and more options and it's thinning the quality.

It's hard. It's really really hard. It's the difference between having an empty online presence and being Call of Duty. Even when you're done with the game, balancing things should still be taking place (something Activision used to do a lot) because there are some things that they just don't see while testing.

I feel like Infinity Ward was absolutely EXCELLENT at it and when it got gutted with MW2, they lost that magic. Treyarch has kind of picked those reigns up but CoD is going to crash if they don't figure it out.
 

Athinira

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I really don't see why you believe customizable loadouts are the problem,.

Customizable loadouts aren't destroying multi-player shooters. Badly implemented weapons are. You state that once players finds the once thing that works, they stick to that and abuse it.

Decent point, until you realize that if there is one thing that beats out everything else in most situations, then it's simply a case of bad game design. A good game wouldn't have that 'one thing'.

One example i could draw up here would be Counter-Strike. For the most part a decent and well-balanced game, and while it didn't exactly have customizable loadouts, they did have a money and weapon purchasing system, which is of similar design. And it worked out well. If there is one criticism i would level at the game, it would be at the AWP. Not because it was powerful, but because in the hands of a skilled player, it was powerful in situations where a sniper rifle shouldn't be powerful (good players could use it in close combat, which is kinda anti-climactic). But even the AWP had it's shortcomings. In fact, one of the things i found hllarious was that the AWP wasn't the best gun in the famous AWP-map, where the auto-sniper (especially the terrorist variant) actually shined, to the point where i started getting banned from servers for using it on the AWP-map. And then there was of course the price, which - since it wouldn't be in a true game with customizable loadouts - might have been a problem in a game like Modern Warfare :eek:)

But anyway, the point is that customizable loadout work very well in well balanced game. So balance the game properly, and problem is solved.
 

Sellon88

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Let's look a a middle ground for a bit say a game with custom loadouts being played on map's with powerful weapons found in the map say like a detachable turret or grenade launcher. It would give the map a focus point as well as give more interesting maps. I'm reminded of an old Golden Eye remake for the Wii it had custom loadouts but it also made a mode with the no nonsense golden gun as well, the one hit killer everyone wanted.

Another example would be Counter strike a game with loadouts dictated by how much cash you got, unless you find a better one of a dead guy. It's not as custom as most shooters but it can create balance when an Awp you once had is now in the hands of another that killed you.

I agree with you that a custom loadout makes for less of a focus the popularity of game modes like Team Death Match, and Free For All are clear examples of the lack of focus, so I think a big gun or two in a point on the map will help give a more balanced experience of play.
 

Jusey1

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tippy2k2 said:
I much much much much MUCH prefer the custom load-outs than I do the old school style. You could make the argument that skill is needed but I found most of my deaths when playing Halo wasn't because the guy I was fighting was better than I was; it was that he got to the bigger toy faster than I did. I don't care how good you are, a fight between the guy with the beginning assault rifle and the guy who got to the power weapon first is not going to go well for the assault rifle guy.
Pistol is best weapon and by default, you start with an assault rifle and a pistol in the Halo series. (Assault rifle being worst weapon though).

So... Argument is invalid.




Anyways. I honestly don't mind customizable loadouts, like in Halo Reach. FYI: Every player has the same 5 loadout options. I'm against personal loadouts which is when a player who played the game so much and unlocked everything for their personal loadout, they can start the game with any weapon combination they want and thusly, they will pick the best two weapons in the game or the two most OP ones and simply do that when other players in the game CANNOT.

Unless you mean Customizable loadouts as the personal ones I just said, then yes. I'm against them.
 

verdant monkai

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I used to think shooting games were just pointing and aiming, and all the skill was just in being able to hit other players and where to position yourself. I am now into fighting games in a big way and have discovered how complex they are, things like a single frame on an attack really matter and any slight adjustment to the game is a big deal. I maintain that shooters are not all that complex next to something like a fighting game. But I do appreciate that there is a lot about them which I don't know, and they probably are in there own way rather complex.

Personally I think customizable loadouts are an excellent idea! I like being able to have my preferred weapons when I start a match. And as for competitive play I don't pretend to be an expert but in competition conditions surely you could remove the option for custom loadouts? I'd say that would eliminate any problems.
 
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I've really got to disagree with your rationale for custom loadouts making camping easier. If anything I'd think that they'd make it harder to do. If someone's camping with a really strong weapon that you have to search the map for and everyone else on the opposite team is spawning with far inferior weapons they aren't going to stand much of a chance. At least with custom loadouts and no super weapons to find your opponent can't add superior firepower to the list of advantages they have.

If anything's making camping easier I'd say it's the fact that in CoD games a fight's typically decided in under a second. Whoever sees the opponent first is almost guaranteed to win, and as such the person camping has a serious advantage over the spawning player. At least in Halo there was the possibility of running away after you've taken a couple shots, which may be why you find camping worse.

On the subject of loadouts I've always been a big fan of customization and getting to choose your playstyle. It gives some variety so you don't need to keep playing the game the same way over and over again, you can switch things up for some variety
 

Jusey1

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Oh and as for camping...

I don't find it as a "bad thing" and will do it myself, if necessary, and camping does seem to come in many forms.

The most common form of camping I do is Defense. I'll stay at my base and guard the flag in a CTF game and normally when I do this, I do a really good job and sometime an enemy player will call me a "camping noob"... When honestly, to me, I'm just guarding. I mean, in a CTF game like that you kinda have to protect ye' own flag, yes?

Also, sniping can be considered as camping.

The #1 form of camping I do hate though is spawn-killing... This is when one team of players will camp at the other team's spawn points (their base) and kill the other team as they respawn over and over again... Normally, this isn't a major pain but sometimes it happens in a server which has bottomless clip activated... And that is when I really start hating on it.
 

mrdude2010

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I agree with this completely.
To add on to it, the other thing that's been killing multiplayer FPS's is the truly pathetic movement speed and jump height. It takes a lot less skill to hit a target that's hardly moving, and the decrease in ability to react inflates the SDL factor (in a pure arena shooter, if someone starts shooting at you from behind, quick movement and more skill can make up for your initial disadvantage. In CoD like games, if you see someone's back, it's an instakill.
 

teebeeohh

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disagree
having custom loadouts means you have to balance your guns properly, which should mean fewer guns since that makes balancing easier.
unfortunately most people are idiots and will whine if a game doesn't have 579425824 weapon they are not gonna use anyway.

and if you get killed by a camper more then once you are doing something wrong
 

Jusey1

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teebeeohh said:
and if you get killed by a camper more then once you are doing something wrong
Depends on the camper.

Majority, yes. Spawn-killing campers? Mostly no... Sometimes yes.
 

sanquin

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...So that's what it was. I was thinking to myself as well; "What is it that deters me from modern multiplayer FPS games." Especially since I used to play FPS games every day. And this feels like it's at least one of the problems. I do think it was more fun to have to find weapons around the map. Or to at least have a penalty for camping/dying a lot. I used to play CS 1.6 and in that game it's very much about positioning, player skill, weapon quality and luck. Sure, you didn't pick them up from the map, but if you kept on buying your 'best' weapon but also kept on dying, you would soon not have enough money any more.

Anyway, I'm not sure if this is the 'only' problem with modern FPS games. And obviously tastes differ. But I do agree that this is a big problem for me.
 

MysticSlayer

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It sounds more like you dislike class-based games rather than games with customizable load outs. Pretty much every "problem" you cite is built into the very nature of class-based games. Customizable load outs are just an extension of that system. As a result, everything I say from here on out is going to be referencing class-based games, not just those with customizable load outs. If you do like class-based games, then sorry, but you should probably start thinking of different reasons why customizable load outs are bad.

Brian Tams said:
Weapon Quality refers to the weapon you are carrying. A player with an assault rifle is going to have the advantage over a player with a pistol (unless this is Halo: Combat Evolved).

Of course, the four feed off each other. The weapon quality of a shotgun is decreased if your opponent is across the room. A player may be skillful with a rifle, but is bad with the rocket launcher. A player who is brand new to the game will have a chance if they're better positioned than the veteran. The table of the multiplayer experience will collapse if all four legs aren't more or less balanced.

Customizable loadouts destroy this balance by completely eliminating the weapon quality leg of the table.
See, in the days of Doom II, Unreal Tournament, and Halo, every player spawned with the same weapon at the beginning of the game, and would respawn with that weapon when they were killed. The good weapons, or "power" weapons, had to found and picked up from around the map (as well as replenishing ammo for them). Killer a player who held an advantage in weapon quality would reward the player by allowing them to improve their weapon quality.

With Customizable Loadouts, a player can choose the quality of the weapons they spawn with.
The only reason this would create a problem for your "four systems" is if someone doesn't know how to play their weapon. Class-based games are about playing to your weapon and class's strengths while trying to minimize the weaknesses. It turns "weapon quality" into a relative balance based mostly on positioning (ex. a shotgun has a higher quality at close range than an assault rifle, but that assault rifle will do better at mid-to-long ranges). If anything, this would enhance the other "three legs", especially positioning, as it more fully encourages players to maximize the strength of their particular weapon, knowing that if they don't, then they are likely to fail when coming across someone who is using a weapon better for the situation they put themselves in.

Essentially, you are trying to compare a card game like Magic to a board game like chess. Sure, chess may be better balanced from the start, but that hardly discredits Magic as a legitimately good game or even a better one to some people. In the same way, just because everyone starts out the same in non-class-based games doesn't mean that class-based ones are any less legitimately good. It just means that their weapon quality is handled in a different, and arguably more dynamic, system.

All of this went out the window with customizable loadouts. A player no longer had to worry about improving their weapon quality, since they could control what they spawned with throughout the entirety of the game. Level designers had the ability to control what appeared on their maps taken away, which I can't help but feel has led to the decline of the quality of map design. Gamers, with our burning desire to win at all costs, would find the one thing that worked and abuse it, which has lead to such tragedies as the infamous "noob-tubes" of the Modern Warfare series. The weapon quality core value had been effectively ground into saw-dust, completely upsetting the balance of the table.
Yes, because map design has been going downhill ever since the late 90s...

Once again, you're essentially complaining that class-based games are designed different than non-class-based ones, not that class-based ones are worse. Many of these games have to account for literally dozens of possible scenarios in their map design and have to make sure there are ways for different players to do well regardless of what they choose to do. However, just because they don't have as much control doesn't mean it is automatically going to fail. Many class-based games such as Call of Duty, Battlefield, and Team Fortress built themselves on being able to allow their various styles of play on a single map. Sure, there are some failures, but I'm sure I could point out some failures with the other system as well.

Since each core value is effected by the others, the destruction of the weapon quality value severely altered the other three. Most notable would have to be the most important; positioning, as positioning has become more and more on the hated "camping" aspect.
That has to do with other aspects of design. At least from what I've played, games now tend have a higher bullet-damage-to-player-health ratio along with regenerating health. This is meant to encourage cover-based gameplay, and with that comes an attempt to minimize the ability of other people to get a jump on you.[footnote]Yes, I know, Call of Duty wasn't the first to do it, but CoD is the one that showed how well it works with cover-based games.[/footnote] "Camping" is simply one way people attempt to pull this off. Classes have absolutely nothing to do with this. Sure, it is easier to start with a good load out to "camp" with, but they are hardly the root cause of the "problem".

I could go on about some of the other things that go into this argument, about how its promoted lone wolfing in a team game to a ridiculous degree,
That's likely an issue with a poor job of designing the class system. Classes are designed to encourage more team play, as you need to stick with people who can make up for your weaknesses. If they are encouraging lone-wolf play, either the developers wanted lone-wolf play to begin with and lack of classes wouldn't have made a difference (ex. Call of Duty), or they are doing a horrible job of designing the class system (ex. newer Battlefield games).

how weapon selection has become more and more samish despite an ever expanding arsenal to choose from
We're stuck in modern-military shooters with the few sci-fi shooters just doing a reskin of the modern ones. When you compare that to more pure sci-fi, then of course the weapon variety will be reduced. Classes have absolutely nothing to do with it.

or about how the unbalanced table means that it would be next to impossible to learn how to properly play the game since it would be so emphasized on player skill, thus creating a toxic unaccessible environment for new players.
You're really going to need to explain this one because it doesn't make any sense. Along with hardly justifying that the "table" is unbalanced, there's absolutely no reason to assume that players can't learn how to play "properly". I, and many people I know, started out with class-based games, and we had absolutely no trouble picking up the nature of online shooters, and I'd imagine many more people are in a similar situation.