I’ve spent about 70 hours playing DirtyBomb and I’ve got quite good touch on how classes play, i have few balance suggestions which I’d like you to take into an account… Obviously it most certainly is down to subjective opinion but I think it might be nice to hear everyone feedback 
Mechanics:
Instant resurrection:
For me it ruins flow of combat, very often you can see situation where one player stands in the corridor and when you kill him he just continuously keeps getting resurrected, while this is acceptable as medic usually stands aside and focuses solely on healing it is easy to counter such situation. The real problem Seems to start on longer distance team fights when enemy team has medic as game looks pretty much as following:
Kill 2 enemies -> medic resurrects them while you’re firing either at their bodies or at the medic -> medic takes cover behind immortal targets -> rinse and repeat
While obviously you can say that you should “gib” people there isn’t always a chance as it takes about 4-5 headshots from SMG to gib downed player, knifing doesn’t work on long distance combat and in situation where you end up in 2-1 situation changing weapon to knife or targeting downed opponent might cost you life, and if you kill medic you still end up with enemy who has roughly 40% hp and shield.
Currently dirtybomb has system for charging defibrilator in order to resurrect people with bigger amount of HP, In my opinion it would be great if game would require defibrilator to be charged for each resurrect, that would still make medics extremaly useful as they could charge in and resurrect teammate but they wouldn’t be able to quit combat to spawn themselves immortal cover.
Or actually maybe making people easier to gib with guns would make it more balanced, this might be way to make medics more vulnerable if they attempt to save teammate as you could take them out before they can res them.
Aim Punch:
Many people seem to be claiming that SMGs are op as they deal too much damage, same goes to Bushwacker’s turret… I think the reason why they seem to “kill faster than all other weapons” is different, SMGs have very high rate of fire which is really powerful when you add aimpunch to it. It might be good idea to make aim-punch based on amount of damage you take, it would still be there, it would still be useful for notifying players that they’re getting shot… but it would leave players more space to fight pack as their screen wouldn’t get epilepsy attack.
Though I believe that good sound notification, and screen space blood are good enough indicator of being shot… there’s no need for aimpunch in competitive game, just look at Quake or UT
Time to Kill:
TTK in this game is really nice though it feels a bit too short when you score headshots… it leaves opponent no space to react which is especially hurting for shotgun users on longer distance, maybe making headshot multiplier 1.5 or 1.6 instead of 2 might be a nice tweak(though it might break certain sniper rifles)
Classes:
Fragger:
Isn’t grenade radius a little too big?
Decapitation radius could be reduced as well.
Bushwacker:
Sentry turrets seem to react too fast, it’s almost impossible to pop-shot them without getting shot once or twice.
Again, whole thread is based on my personal experience after we’ve had a chat about it with 5 of my friends who also have similar amount of time spent playing; I would appreciate reasonable discussion regarding it 
