- the mortar gun is all but useless. It's definitely one of those weapons that a dev could slip and make over-powered, but experience has taught me, and this time is no different, that when devs fear they may create a god-gun, the weapon is instead introduced into the game in an utterly nerfed and unusable state.
The main problem of the mortar is the lack of some sort of spotting system. Other than having a teammate tell you where your shots are impacting, or training offline, preferably in conjunction with BattleRecorder, you have no way to know where your bolts are landing. There's also the problem that the mortar can be used as a close combat weapon (c'mon, it's a mortar, for crying out loud!), which is possibly the reason why it's not stronger than it is.
My suggested 'fix' is that the mortar requires some sort of 'deployment' before it can be fired, and that it's made stronger. This 'deployment system' needs not be anything more complicated than the thing requiring a long time for its 'crosshair to center', so that you need to sit still with it for a while before it can be fired and have a chance of hitting anything smaller than a barn door.
- the sights on the rebel AT weapon are atrocious.
This has been brought up before and will hopefully be fixed.
Yeah, i mean can a walker climb up a ledge thats up to its knees?
AT-STs are quite good climbers, it appears. Just bring them up to a house and hold W, and they're on top of it with no effort at all. Ironically enough, they lose this ability when faced with steep hills, which cause them to take damage. don't know if it can be fixed, as I'm not a coder.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.