Yeah, I agree on damage. Soldiers could use a reduction of hit points, and perhaps a bit of reducing of jumping skills and maybe even speed, too. Would reduce strafing and bunny-hopping, if nothing else.
As for the light Repeating Blasters, they need to be reduced in effectiveness at close range. You can run-and-gun with them easily against foes only a few meters away from you, which is very unrealistic with weapons that are basically machine guns and should as such be support weapons more than assault weapons.
But as was said, weapon tweaking won't happen anytime soon as it is a very delicate balancing act and even the least change takes a whole lot of testing.
My pet peeve is with rocket launchers and their lack of damage. Makes walkers a mite too tough- takes about 5 rockets to the face to blow one up. This leads to amusing situations where the walker is trying to step on the heavy weapons guy who is dancing around his feet.
Well, we testers are having lots of scraps with them as we're making combined arms maps, and with antitank mines and shields, they're plenty powerful as they are.
Also, FS is an arcade mod, which is part of the reason, I guess, why you have many weak rockets instead of a few powerful ones (PR style). And AT-STs are supposed to be powerful against infantry
.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.