However, all firearms -- flintlocks, revolvers, carbines and muskets -- are now unable to be fired from Engage, so if you can't escape from Engage, you can't fire your firearm at all. I don't know why this change was made; it worked fine the way it was, in my opinion, and I believe all firearms were intended to be able to be fired from Engage. Take, for instance, the description from Tactics: Guerilla:
Now, I could potentially see why you'd say we can't fire a musket or carbine from Engage given that they're somewhat longer firearms, but honestly, if people can use pikes or similar long weapons from Engage -- or, more to the point, if casters are still able use attack magic from Engage -- then there's enough room in Engage for us to fire long arms. People wielding muskets in Engage already have a strike against them due to how heavy the weapon is, making them unable to tumble. Consider also the hassle of carrying power and shot and reloading in the middle of combat.(OOC: While using this tactic, you have up to a 50% increased chance to avoid being pulled into melee combat, and 50% increased chances of breaking melee engagement to move back to ranged position. You will also automatically attempt to move from Engage to Ranged position when using firearms and casting attack spells, which can normally be used from Engage.) [Emphasis added.]
What, precisely, is the balance issue being corrected by making firearms incapable of firing at Engage? We're already forced to move back to Ranged in order to reload the firearm, which I am fine with and think is balanced enough. I don't see the problem with firing firearms at Engage. Could someone elaborate on why previous mechanics were insufficient?