I too have found the combat hugely disappointing. The annoying thing is that T5 taken as a whole has some pretty awesome ideas, many of which I will use with CT.
The issue that the OP pointed out is all too obvious. Many standard firefights will result in pretty much automatic hits. The system looks like the writer came up with a cool and concise formula without fully checking out the ramifications. Formula based rules are much harder to write than table based rules and I'm not sure that they are suitable for paper based gaming. I use them in the Ancient Battle simulator I'm writing and have found that as the formula get tested they become more and more complex. For a computer game this is not an issue as you can hide that stuff away, but for pen and paper it becomes more problematic.
I'm guessing the sheer elegance of having the universal task system and having it perform combat too, is what attracted Marc to use this approach. I think it can work - but it would take a lot of work to get it to work - whereas a table based system is very simple to tweak.
I agree with the one of the other posters. If you are going to create a combat system with formula, it's almost better to work backwards...
Then there are at least two other issues... (Note I only have the 5.00 book...)
1. One of the examples has a character hiding behind a wall where cover = 4. The problem is that using the standard formula it would be impossible to engage a character fighting from behind a wall at ranges > 5 mtrs. This is due to the visibility rule. For example assume the wall above is at a range of 25 mtrs, with human vs human. The Size-Range Calc becomes (5 (Target Size) - 4(wall cover)) - 2(range).
=1 - 2 = -1.... which the size-range rules state cannot be engaged as < 0
With these rules, an engagement using walls for cover can only take place at < 5 mtrs.
2. NPCs need > 10 damage to be knocked out. This implies that all pistols (max damage 6) and most rifle shots will, alas, have no effect. And this discussion doesn't even include any armour that most NPC's are likely to be wearing...
And we won't talk about fisticuffs....
So if you take the OPs close quarter battle situation, you could get to a point where you are always hitting a target, but never affecting them.
Like others before, I find it very difficult to believe that the combat system has been play-tested in one game, let alone many. The issues are all too stark and apparent.
I think for the next T5 version, the combat system should be re-written and play-tested (Important!), and there should be concrete equipment examples that at least match those from CT - this way T5 referees could easily take advantage of the rich vein of CT adventures, safe in the knowledge that they are using 'standard' designs.
For example in my version of the rules book page 630 for equipment has a statement saying that vehicles, vehicle weapons, weapons (although... there is a weapons list on page 240...), explosives and robotics have been omitted - which kind of implies they exist but for whatever reason were not included. And it has many descriptions and pictures of standard starships, but again no stats.
The other thing I would do is release supporting material like adventures and/or campaigns. This will help attract newer people to the system. It's one of the things that got me into Traveller in the early 80's - the fact that there were so many supplements and adventures all ready to be used! Without these, the system will appear quite barren to new comers and they will simply go elsewhere.
RobP