ASSASSIN: Overall fairly balanced. One change I would definitely make is the fire rate on the shuriken launcher. The damage against the moneyball with the thing needs to be lowered somehow, and without changing the damage the assassin specifically does against the currency-sphere this seems like the most logical approach to me. ASSAULT: I honestly don't see much balance with this class. There is a reason most lvl 90+ main as assault. They are extremely versatile, and are well equipped for every situation. Much too mobile in my opinion for having med-long range weaponry that wrecks bots as quickly as the grenade launcher does. Mobile classes should generally limited by close range, like the assassin is, this is a point I will be coming back to again. The grapple at the end of charge 3 is moronic and easy mode. Instantly CC a juiced [insert any class here] without any skill required. Grappling should be about timing and skill, not pressing a button and sending an enemy careening across the map. Maybe add a knockdown or some sort of stun on the end like the tank charge, but the grapple is ridiculous. Also, the damage in general that this class puts out is broken. He stomps pretty much every other class in a 1v1 and it is just too easy to play him well. GUNNER: Gunner is generally balanced in terms of mobility and range. Slow class with a long range mortar and a gatling gun. Only qualm is turret killing. It does its job too well. Slays 3.3 Overhealed Rockits without getting scratched when juiced. And 3.3 Rockits are hard to come by in most pub games. Decreasing mortar damage against turrets or decreasing RoF on it would help. SNIPER: Relatively balanced. The latest nerf to the class may have been a bit much, with needing 4 bodyshots to finish off a tank with red health. Balanced in terms of mobility to range. Long range class with very little mobility. SUPPORT: Pretty balanced in damage and usability. Only thing is enemy pros of equal skill level faceroll supports. Support has 0 long range ability, and the only medium range is the turret, which needs to be hacked before shooting more than 4 feet in front of itself. Close range class with no mobility is kind of dumb. It is really difficult to kill pros as support, and I believe this is why I see dedicated turret healers, or assault/tank/gunner's bitch players. Not really sure how to balance this one. The balance isn't that off, or at least that noticeable against most classes, but trying to 1v1 an assault or a tank without your firebase pre-deployed and hacked is suicide. Assaults will just kite you and laugh as they shoot you from outside your effective range, and supports are a joke for a tank. It takes 3-4 shotgun blasts to kill a tank with the barrel down his throat, and all it takes for a tank to kill a support is a charge/death blossom or by glancing at them for a second while firing the jet gun. TANK: Again, the effective range/mobility ratio is off here. Tank has product grenade and rail gun to blast away pros and bots from long range. This nullifies his greatest weakness, is low speed. Also, the charge lets him close the gap necessary in order to kill pros with his jet gun. With the charge supports are a joke to a tank. Just wanted to give my opinion on the overall balance state of the game. Flame me if you wish, but these opinions I have come from playing the class... not getting killed by the class.
You do realize that in team-based games, classes should have pros and cons, right? I'm not going to go through all of your suggestions, but for instance...when you say that the Tanks "range/mobility ratio is off" - well, that's sort of the point of the Tank. Although you seem to think that the Support is the most weak out of the bunch, if you put some thought behind your firebase placement, you can be extremely effective. But if you durpa-durp put your firebase in the middle of nowhere, of course you're going to suck.
Firebases are as binary as Sentries in TF2, they either work or they don't and since you can assume most positions of said firebases in this game anyhow they don't work against any type of decent enemy. They just provide a temporary point of focus, that's that.
Putting a temporary focus point on the map isn't necessarily a bad thing, especially if your team is somewhat coordinated.
His point about the Support being lackluster in performance doesn't get invalidated by that though, which was the point.
Yeah, but my point is that every single class doesn't have to be on the same playing field when it comes to combat. Support's short range/low mobility is counterbalanced by his ability to hack friendly (or unfriendly) turrets.
Him being able to hack a turret doesn't help the fact that he gets destroyed mid-range without having any chance to change something about it, other classes have means to close the gap or to pick the range they excel at. The Support doesn't.
Assaults function as the Jack of All Trades. He is useful for most any situation, which is why skilled players use him, but he doesn't excel in any particular category. Bot killing is rather slow in comparison to the Tank or Assassin, the Rifle often requires an Accuracy endorsement to use well, and deals fairly little DPS in comparison to other weapons. The grenade launcher fires a slow moving projectile which is easily dodged. Leaving the Bombs as the Assaults only high damage weapon (unless you count charge). Supports are Not meant for the base spilling of blood, rather they aid the team by (over)healing teamates, as well as using supplementary defenses such as the Firebase. However, in a spawn camp, they are feared for being able to use said firebases to lock it down.
Bot killing is a breeze as assault. It is not hard to aim the "slow moving projectiles" at bots which move slowly along set pathing, and you can wipe a wave in 4-5 grenades. As for the assault rifle, I don't know what game you are playing, but the assault rifle melts pros like butter in a hot pan.
Here's the best changes I could come up with: Assassin - Either give the shuriken launcher a spread, or decrease the damage against the moneyball. Frankly, the only overpowered thing the Assassin can do is juice and end the game faster than anyone else. Bad players don't deserve to win because the Assassin on their horribly losing team rushed the ball in overtime with juice. Assault - Remove the grapple from the end of Charge. Make him work for his grapple just like every other class in the game. - Decrease the duration of his jetpack. Even one less second of air-time would be a noticeable difference. - Add an activation time on the Bomb before it becomes usable, much like the Sniper's Ice Trap, just not as long. - Remove the burn. Gunner - Decrease Mortar damage against turrets. Sniper - Increase body-shot damage. Don't fully undo the nerf, just increase the damage a little bit more than what it is now. When 4 body-shots don't kill an already red-health Tank, there's obviously issues. Support - Combine Firebase and Hack into one skill. New Functionality: The Firebase has lessened benefits of Hack built into it by default, and cannot be further hacked. Furthermore, when the Firebase is deployed, the skill changes to the traditional Hack skill for use on base turrets. The skill reverts to Firebase mode when near one so you can pick it up. - With the new free skill slot, add a tactical-roll/evasive-dodge move. Functionality would be similar to the Assassin's Lunge, minus the attack on the end. Cooldown would also be longer than the Lunge so Support doesn't turn into a high mobility class with just one move. Tank - Remove the burn.
I agree with the assassin thing. but I must say the nerf made it so that players have to try for a headshot or use their fire to deter players. I understand this is not the traditional role of a sniper and the nerf may have went a little too far I would rather keep it like this. As for the tank no. Just no.