Some random thoughts:
• New Global Ability – Help Up: All characters are now able to revive Incapacitated allies with this ability, usable via the Use key. This takes 5 seconds, prevents you from using your weapon and revives the ally with minimal health. Best used if the Medic’s been Incap’d, and there’s no one else around who
can heal him.
I’m OK with that so far, it’s slow enough that it can’t compete with medics, but it’s nice to be able get a teammate back on his/her feet when the occasion comes.
• Updated intro and outro cutscenes for all release maps (Terminal, Trainyard, Underground, Whitechapel)
I’m getting inconsistent voiceover during the Trainyard intro cutscene: sometimes the commander goes over both objectives, sometimes the first one only, sometimes I don’t even hear him.
Also, the defense commander should not present the objectives as “first, second, third” like the offense commander, his team’s objective is to stop the attack (preferably on the first objective) not defend each objective in succession. It shouldn’t be “First defend the track switch, then prevent them from blowing up the carriage”, it sounds as if he’s assuming defeat on the first objective already. I would go with something like “Defend the track switch. If the enemy captures it, fall back to the carriage and protect it!”
• Added C4 proficiencies so that some characters can arm/disarm faster than others.
Can we have these and proficiencies in general listed somewhere? That should be part of the basic merc profile just like his/her weapons and abilities
• Rhino
- Replaced primary weapon from Minigun to shotgun.
- Moved the Minigun to an ability slot.
I’m not sure how much of a impact this is supposed to have on gameplay… The couple of times I played with him it basically meant I now had a second weapon I didn’t need to use…
• Added Commander VO for all primary objective types.
Some of these as well as some of the text announcements are formulated from the wrong perspective (e.g. “We are defusing…” when on attack and the other team starts to defuse our C4). The text for closing the track gate on Trainyard is also reused for a couple of other secondary objectives.
• Added audio for pigeon and rats.
Seems like everyone agrees these don’t sound right and are way too loud…
• Default skins of all characters returned to concept colours with light and dark variations
Glad to see that, no more boring black and white defaults. No mention of the fact that the available skin set has been completely changed though. Are these new skins to eventually be available in additions to the old “branded” sets or are the latter gone? In my opinion the old sets where much more stylish, with the brand logos and distinctive details. These new ones are all basically the same skin with color and base texture swaps, with not distinctive style. Even the names are boringly descriptive. I hope we’ll see both types (perhaps with different price tags
), but seeing a “generified” version of Grid in this new set has me worried…
• Adding new death primers (mocap’d ones).
Didn’t notice it on other mercs yet, but Proxy and Aura often just stand there when they get killed, arms and legs dangling for a moment before dropping to the ground.
• Added static poses for all characters for the front end
As I mentioned in my UI feedback, static is bad, but static floating around is just weirdly creepy. Also many of the poses are not great, just too forced and “posed”, not natural at all.
• Updated EV MG shield
But not its texture which is horribly stretched…
• Updated EV textures
I’m missing the old geometric camo 

• Fixed an issue where the destructible doors/roof and water on Canary Wharf would appear incorrectly after playing multiple rounds.
Seems to be fixed so far, but the flooding at the end no longer kills everyone in the lower level. Seeing a bunch of mercs just standing around under all that water in the outro sequence is kind of weird…