>>81316069>so far, the whole "combat is deadly" meme seems to not ring true at all
That can happen. It was true enough in 1978 so the meme has some momentum behind it, but in MongTrav there's a certain range of weapon damage that is in fact survivable, especially with medical care if you're on the winning side.
Then there's still another class of high TL or heavy weapons that can turn an unarmored character into tomato paste, but I don't particularly like playing at those levels. It turns into rocket tag, plus the GM is well advised to pull punches at least at the opening of a combat, which runs counter to the thrust of the game.>basic tactics and ambushes seems to overwhelm them
Working as intended. Keep leaning into it; make sure you're using Aim, Dodge, and Dive for Cover as appropriate, and maybe the GM will learn from the players.>>81316069
Railroady is very much on the GM not the system. The game can be, and should be, better than that.
I could wish your GM had opened with a published adventure to learn from, either one of the old Classic modules as a one shot, or Pirates of Drinax as a full campaign.
Just maybe you or your GM could still run an old adventure as a one shot, with unrelated characters. I don't know the Mongoose catalog well enough to make suggestions, but Classic adventures require only minimal conversion. Across the Bright Face, Divine Intervention, and The Chamax Plague are all possibilities.>unrelated
If your GM or group hasn't already taken it up, read up on Task Chains in the skill chapter and start looking for opportunities to use those. Running Mongoose 1e task chains were what really made the game click for me. In a sense its just Aid Another except you can use another skill as appropriate but the fact you're rolling for it, plus the fact you have to find an in-game rationale for it made it much more a point of interest in play.