arcador said:
Comparing with before, the most used cover effect stays the same - 2 from cover and 2 from dive for cover (or dodge with +2 dm). The only cover which gave 4 in the previous set was pillbox cover which, at least in my sessions, was almost never encountered.
Previously, cover could give you up to a -6 . The table clarifies that. This is further evident in the sighting aids that could ignore "up to 4 points of cover DM" - which means that the -6 cover can't be ignored using that x-ray sighting aid.
This -2 to -6 could be stacked with -2 for dodging into cover. For a -4 to -8.
In my experience "high level" combats require the use of good armour + combat gadgets as the hit modifiers can quickly go past 4+; 5+.
Two things here:
a) +4/+5 to hit modifier is low level combat, assuming you weren't really skilled or had excellent rolls on DEX, which would mean +6 or higher! +1 for aim, +1 for laser dot/similar sighting aid, +2 for skill, +1 for Characteristic DM. High level combat could hit 8+ easily with implants and improved sighting aids. A modifier to hit someone of +3 or lower usually only happened in the rare event of playing a civilian, that happened to be jailed, probably naked, and just subdued a guard for his colt .45 (no scope).
b) And, armour was terrible in 'high level' combat, as the damage simply blew away whatever protection you had. I'm very happy MGT2 addresses this somewhat with improved armour values - but the problem still exists somewhat (FGMP, Ammunition types, etc).
Of course, we should not forget range. Beyond 100m it is -4 unless scoped, which requires aim action to utilize. In MGT1 the "net" range penalties were (almost) the same.
I think we should forget range, completely

why?
a) Rifles (the common range group), suffered no penalties in MGT1 for up to 250m.
b) In MGT2, a trivial cost (scope), will ignore penalties up to even more ridiculous ranges (see any TL10+ rifle)
All this brings the combat into a fine balance between tactical decisions and strategic thinking. There is still enough random to disrupt a well thought plan and still enough stability to be encouraged to think tactically.
Except - there is no fine balance at all. It is all strategic (I think what you meant to say, not tactical)... in that, any hobo with a gun can hit you in MGT2 no matter what your "tactical" plan is (unless you've got some excellent Athletics AND you're dodging behind cover). Strategically, you should be making all plans to avoid being hit - unless you are sure your armour will absorb the majority of the punishment.
Still, most of my players enjoy a challenge - and that includes two aspects. Well laid strategic plans, and the excitement associated with some random aspect. We need to make sure that the "random" aspect can remain so, rather than it become a trivial aspect in which the die-rolls are superfluous (which would also translate into, why even have dice or that roll?)