[Sparks]
Revive Gun: +0.5sec to full charge
Revive Gun: Maximum fire rate of 3-4 rounds per second.
Secondary: Switch to SMG or Shotgun
Med Packs: Reduce to 3 Med Packs.[B]
Comment: [/B][I]Slightly longer Revive Gun charge time will limit the ability to prevent executions and also nerf the weapon a little as it is very strong vs light and medium classes at long range. I would also recommend putting in a maximum fire rate to prevent spamming at close ranges. Switching the secondary would entice the player to use the weapon because as it stands fast tap fire rate of Revive Gun removes the need to use the pistol in most cases. Reducing the number of Med Packs would lower Sparks personal sustainability. To balance this I would also recommend sparks Direct Hit healing to be slightly increased.
[/I]
[Rhino]
MiniGun: +33% Spread
MiniGun: +10% Damage
Health: +100
Speed: -20 max speed[B]
Comment: [/B][I]Due to the high accuracy of most classes the Rhinos current survivability is a little low. Reducing his effectiveness at range would give him a more defined role up close and mid ranges. Currently Rhinos weak spots are extreme distance and extreme close range due to the spin up time on the MiniGun up close and accuracy at distance. The extra 100 hp would make him more able to survive long range picks as well as give him time to spin up the MiniGun at close range. 33% spread would have a huge impact on his ability to fight at distance however the slight damage buff would make him still dangerous at medium range.
[/I][Kira]
Steyr Aug: -18% Damage
Steyr Aug: +5% Recoil
Secondary: Switch S&W for Caulden
Orbital Laser: Remove fire restrictions[B]
Comment: [/B][I]Kira has got to be one of the strongest Mercs currently in the game, mainly due to the high accuracy and high damage of her primary weapon. Whilst nearly 20% reduction in damage seems extreme it would hopefully just mean one more burst at the majority of ranges. The 5% recoil should not really effect the weapon handling at most ranges but reduce the the risk of 3 bullet headshots at extreme ranges that can often lead to a one shot kill. I also recommend switching the secondary due to the S&W giving slightly to much strength at all ranges. The Orbital Laser is a great idea for an ability however due to the current clunky system people are really unable to use it to its full potential. By allowing charage/use anywhere you would have it being more more effective. I would also recommend reducing the charge percentage in relation to the number of units the target point has moved. This would stop people charging around a corner and them popping it down on peoples heads at distance. I also think it would be cool if it was possible to “Draw” a path for the laser once it has fired with alt fire being stop the laser and remove current path.
[/I][Thunder]
K-121: Increase ammo stash by 100 rounds.
Concussion Nade: Better indication of effect on enemy.[B]
Comment:[/B] Primary weapon needs a larger stash of ammo extended engagements. Current limits really prevent Thunder from leaving a team populated area. The Concussion Nade would be more useful if we could get a faded white hit confirmation marker on the screen that fades depending on the current “blindness” of the enemy you hit. Thunder could/should be used as secondary objective taker but due to lack of ammo capacity and unknown of his Nades this is not really the case.
[B]
To Be Continued…[/B]

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