The further out my perspective is, the harder for me it is to see this as a "long-term" game, or GAAS. The game play loop is very shallow, as it's a repetitive grind to unlock just weapons, abilities, or "unseen" buffs with timers or health or ammo. The meat of the game is the narratives within missions which the community can create. Nerfing effective weapons makes it harder to create these narratives. We're supposed to be bumbling, idiot, expendable soldiers that prevail against the odds, but the odds continue getting harder for us arbitrarily based on %s the devs see in usage and kill counters. If a weapon overperforms, give us more enemies, don't decrease its effectiveness. The whole point of the game is to kill en masse. Give us more masse, then tune the underperforming weapons and call-ins as needed.
The community had wild storylines going and carried so much of the launch hype based solely on diving with your friends, blowing each other up, and doing cool shit. If you take away what allows us to do cool shit, then there isn't much else left to play with.
Depends. Had a client pull a knife on me once, and another dragged me around the facility for an hour while he tried to break down a door to "kill" another client because he had stolen the change from a $5 Taco Bell gift card.
The other incident being was a coworker harboring one of the fugitive kids at her house with her like....6 children while her husband was away in Nebraska for work. Randomly saw her in family court a year later while I was working another job, hopefully while her husband fights her for custody of the kids...