I admit I have not read the 140 posts in this thread, so I am sorry if what I am saying has already been said. I also apologize if this is the wrong place for this kind of post.
Instead of a flat -1 DM to hit Dodge now gives a variable DM of up to -5 (although realistically probably no more than -3). On the other hand Dodge no longer necessarily gives any penalty, if you have average or worse dexterity and no Athletics (dexterity) training. Since dodging works against getting shot this situation seems extremely silly. Shooting a super ninja with reactions to burn with a rifle can easily be equivalent to Very Difficult check, while the average combatant can not claim any benefit. I very much liked the Dodge of the previous edition since it was a simple, default defence available to everybody.
The close combat rules require more thought. At least they need to be worded better, if this is not the intended interpretation. As they stand currently there is no way to get out of close combat without taking an attack of opportunity with +2 DM from your opponent. Another rather silly situation is made possible by the current rules: consider a bunch of marines each armed with a laser rifles facing a single armored combatant wielding a katana. The katana man moves within close range of all of the marines, locking them all in close combat. Each marine can either club the katana man with their rifle, a course of action which certainly will not accomplish much against an armoured opponent, or move out of the engagement granting the katana man a free attack to cut him down with. Having a sword should not let you break the action economy.
Speaking of swords, the 4d6 + STR modifier seems like a very high damage output for the broadsword. Until the invention of the rocket launcher (TL 6) the best option for a primitive world to defend itself against Battle Dress wearing goons is burly dudes with huge swords. This seems ridiculous for a TL 5 world.
Cloth armour is currently cheaper, more protective and equally available compared to flak jackets but slightly heavier. I suspect the names have switched places on the armour list.
I have another concern with armour: the protection numbers seem very high. In my experience in the previous edition a slug thrower with 3d6 damage essentially could not take down a protection 16 enemy. Since damage of the weapons has not increased this shifts the game balance in favour of defence. Is this an intentional design choice? Another consequence is to further increase the prominence of the highly destructive weapons, such as the PGMP, which essentially ignore all armour.
Overall the new edition seems to hand out modifiers more willingly. I worry this could easily lead to situations where a number of +1 modifiers converge and the probabilities suddenly shift significantly. Another point that I have noted is the willingness to hand out larger modifiers. I remind the game designers that the functional range of modifiers in total with the chosen 2d6 mechanic is +5, so even a +1 is a significant advantage. I also urge to avoid the situation which seems prevalent in combat where the system seems to expect by default for each attack to include positive and negative modifiers. Since the end result seems to usually hover around 0 it would simplify the system to eliminate needless modifiers, such as the +1 DM for close range. I believe this would make the game play faster, since there would be less constant checking for modifiers.
Instead of a flat -1 DM to hit Dodge now gives a variable DM of up to -5 (although realistically probably no more than -3). On the other hand Dodge no longer necessarily gives any penalty, if you have average or worse dexterity and no Athletics (dexterity) training. Since dodging works against getting shot this situation seems extremely silly. Shooting a super ninja with reactions to burn with a rifle can easily be equivalent to Very Difficult check, while the average combatant can not claim any benefit. I very much liked the Dodge of the previous edition since it was a simple, default defence available to everybody.
The close combat rules require more thought. At least they need to be worded better, if this is not the intended interpretation. As they stand currently there is no way to get out of close combat without taking an attack of opportunity with +2 DM from your opponent. Another rather silly situation is made possible by the current rules: consider a bunch of marines each armed with a laser rifles facing a single armored combatant wielding a katana. The katana man moves within close range of all of the marines, locking them all in close combat. Each marine can either club the katana man with their rifle, a course of action which certainly will not accomplish much against an armoured opponent, or move out of the engagement granting the katana man a free attack to cut him down with. Having a sword should not let you break the action economy.
Speaking of swords, the 4d6 + STR modifier seems like a very high damage output for the broadsword. Until the invention of the rocket launcher (TL 6) the best option for a primitive world to defend itself against Battle Dress wearing goons is burly dudes with huge swords. This seems ridiculous for a TL 5 world.
Cloth armour is currently cheaper, more protective and equally available compared to flak jackets but slightly heavier. I suspect the names have switched places on the armour list.
I have another concern with armour: the protection numbers seem very high. In my experience in the previous edition a slug thrower with 3d6 damage essentially could not take down a protection 16 enemy. Since damage of the weapons has not increased this shifts the game balance in favour of defence. Is this an intentional design choice? Another consequence is to further increase the prominence of the highly destructive weapons, such as the PGMP, which essentially ignore all armour.
Overall the new edition seems to hand out modifiers more willingly. I worry this could easily lead to situations where a number of +1 modifiers converge and the probabilities suddenly shift significantly. Another point that I have noted is the willingness to hand out larger modifiers. I remind the game designers that the functional range of modifiers in total with the chosen 2d6 mechanic is +5, so even a +1 is a significant advantage. I also urge to avoid the situation which seems prevalent in combat where the system seems to expect by default for each attack to include positive and negative modifiers. Since the end result seems to usually hover around 0 it would simplify the system to eliminate needless modifiers, such as the +1 DM for close range. I believe this would make the game play faster, since there would be less constant checking for modifiers.