None of what you’re asserting is actually true. If Javelineer really were a hybrid class and the division between ranged combat and melee combat were seamless (precisely as my suggestions are tailored to do), you might have some valid points. Javelins are only a realistic threat at the edge of their range, because any closer than that and it’s hit-or-die, as everyone already knows. Javelins are not a good melee class in any respect - they are just as weak as a bow or xbow wielding archer. They carry the same secondaries, and the javelin melee is in all respects worse than any of the secondary options.
Look at the tracers on a javelin stab versus a shortsword stab (the shortest archer secondary that isn’t a dagger!):
http://steamcommunity.com/sharedfiles/f … =131670249
http://steamcommunity.com/sharedfiles/f … =131670286
The one thing people like to say is that the javelins have “more range,” but by what standard is that true, then? Again, it’s as slow as a two-hander in wind up, but has no better damage or range than the secondaries, all of which have other attack options to boot.
As I’ve said, I don’t want javelins to be a ranged spam class, but without serious overall changes that’s what it already basically is. That’s exactly why I suggest ratcheting down ranged damage notably and stepping up its melee capability - to make it so that people aren’t reliant solely on their throwing arm to survive and do damage.
On the melee range I may have a bit distorded view of the javelin, since I mainly use the Heavy javelin, which definitely has some more range and damage than a secondary. Maybe it is less of an issue with the heavy javelin than for the normal javelin and short spear. The sceenshots support indeed your point for the javelin and short spear, that the range is not that different (a screenshot from the side would have been much better to show it off in 2d though ;)) and hence the difference compared to the secondaries are not that large. Although I feel that a (fixed) shield is a better asset than you think it is, making large changes to the javelins (at least the heavy one) not necessary
I just disagree on the amount of change needed to make it a viable class, not disprove all melee changes you propose (That’s why at first in my points I mainly adressed the ammo counts and didn’t adress all your points of the OP).
I just don’t see how an increase in ammo count would help, making it more easy to spam javelins (especially when recovery times are lowered). I sort of agree with the nature of the changes you proposed, the increase in ammo was the only thing I am really against. I just don’t think it would help fix the problems with this class.