Well a CT is just 3 seconds, which is pretty good time to pop off a tank and replace and tighten all the appropriate valves/hoses/whatever because I would rather have it working right than say leaking volatile fluids on/around me.
Why not customize one to sport a second tank so you can keep firing while a team member is swapping out the empty?
Oh I'm not saying it's bad. It's better than the ones in 4th, for sure. Just a shame that having a lot of passes kind of makes it worse to use, I think... Since I would assume you need to give up the rest of your passes for it to be the whole combat turn. But then you could just do it as your last action... Hmm.
And then of course, how does a drone handle it? 'Cause this is a case where the drone's "250 rounds" would only make sense for it to not need to reload. Then of course, you've got a -lot- of flammable liquid inside that drone, and they're a walking incendiary explosive. Anyways this is pretty off-topic.
How do people feel about the ability to make the -5 Initiative Dodge/Block/Parry actions last all round? And the other changes to defensive interrupts, like the (sometimes comedic) qualities to use other attributes or skills in place of Willpower for Full Defense (+Agility? And thus still not adding a Limit? Mother of God...) and the badass new stuff like catching a fragging grenade and throwing it back immediately.
The first thing is neat. On one hand it makes Full Defense less good, but it still stacks with it, and the other qualities can make Full Defense much, much better. I like all the new counterattack interrupts. Very stylish, great for feeling like a martial arts master.