Hello dirty bombers! I’m going to try and keep this as concise and constructive as possible.
Just a real quick overview about me. I played RtCW and UT2K3/4 competitively and prefer fast paced games with fluid gameplay. I prefer simplicity with difficulty. I do not believe in a game being difficult due to over complexity. That is poor design, obnoxious, and a great way to keep players away from your game.
With that in mind, hopefully you can understand my stance from my perspective.
HUD:
Health/Ammo/Nade: For me this is perfect. It’s simple and effective. Everything I need is in a small space. My only suggestion would be to add the actual health number on the bar (80/100 etc.) You can never have too much information when it comes to strategizing your attacks etc.
Look wise, it’s terrible, but that’s not really a concern for me nor would I think it’s a concern during an alpha.
Mini Map: I am not a fan of minimaps. I think people should rely more on their sound but that’s just me. Personally, I will never use it, would like to have an option to turn it off, and in its current form it’s pretty much useless. It doesn’t depict the map layout well and it’s really unnecessary in this style of gameplay.
Indicators: The indicators are quite the niggle. Their are too many and they are poorly placed (covering players heads.) I have indicators on team mates, objectives, class based objectives… they’re everywhere but where they need to be which is over the enemys head. The only time you see them over the enemy is when you mouse over them. I believe myself and many others would enjoy having full control over how indicators are displayed. I.E. You can disable them for objectives, but have them enabled for class call outs and enemies, etc. You can also add a hotkey to flash them on/off on demand.
Weapon, Hit Bliff, CrossHair: The weapon seems a little big and that’s really my only complaint about it. It’s literally 20% of my screen which is excessive. Small weapons option would be nice to reduce its size by 30 - 50% (or maybe even a slider :).)
Without the option to have static crosshairs and to change the color of the crosshair it is dreadful. I can honestly admit I lose my crosshair in a majority of my duels. I am a dot player but I can play with a standard cross if it is static. I would prefer these options be added sooner rather than later as it’s an important part of the game (being able to aim and track.)
I’m not sure if other people notice this but when you shoot and hit your target you get little red indicators on their body where it hit and it’s distracting. I would like to have the option to turn that off as well. Remember I am simple the less I see the better.
Low Health Border - I would prefer an option to disable or slider to increase/decrease the intensity of the red border. Again, for me this falls into the excessive category. When you’re getting your dome dominated you should be well aware of it without the need of a red border hindering your vision further.
Classes and Weapons:
Soldier: Not enough play time for me to be 100% on what needs to be done here but I felt his hipfire was kind of weak making him immediately inferior. His backpack is ridiculous and makes headshotting him far more difficult then it needs to be. I would shrink the back pack so it doesn’t cover his head from behind or go over his head from the front.
Primary: Seems solid if you crouch or ADS
Secondary: Is too inaccurate to use for anything other than trying to kill 2 - 3 people pushing CQC. The problem is he doesn’t have the health pool or resources to take down 3 people at once unless they all get conc naded.
His special grenade is strong but limited which is nice. I personally don’t see him being played much if at all in comp play. Without a panzer or something to really make him stand out he will be out shadowed by a medic class.
Medic: My favorite class and the class I spent the most time playing. I think medics are probably the most balanced of all the classes making them quite possibly one of the strongest as well. The med pack regen seems slow making me always running around with 0 - 1 pack not able to heal allies because I’m too busy healing myself while shanking the other team.
Paddles need to definitely have their range increased or incapacited players need to have a larger hit box. Possibly a combination of both. I’ve often found myself needing to crouch and revive 2-3 times on a player to pick them up when it really should be a quick move in pick up and get out.
Primary: Aside from abysmal hit registration the gun feels and shoots great. I think it’s done very well.
Secondary: I find it silly I can shoot an SMG while strafing and jumping more accurate than a pistol. The gun is strong but definitely needs a small accuracy boost (when firing fast.)
Engineer: I love and hate this class. The turrets need some work, they’re too inconsistent and either too strong or borderline worthless. The lock on time should be faster and the RoF lower. I believe he is rocking pliers and I didn’t check if I could shank people with them. I think it would be pretty cool if it was instead a wrench with a right click that does 49 damage and has a solid blungeon sound to it.
Primary: The best primary of them all imo. It shoots and sounds nice. Very well done.
Secondary: Also done very nice. No complaints.
Lieutenant: Possibly the weakest of all the classes. His only purpose is to take out the EV with his special and then to hit K and respawn back to medic/engi. Everyone drops ammo when gibbed making his special not really special at all. Instead of everyone dropping ammo perhaps you could try this
Medic: Drops a med pack when gibbed
Engineer: Drops Ammo when gibbed
Lt: Drops Ammo when gibbed
Soldier: Drops Grenade when gibbed
Sniper: Drops a pack that refills your special bar (turret, health pack, ammo etc.)
His Airstrike is too slow. I would reduce the blow up time of the AS grenade by .5 and then reduce when the jets come by another .5 for a total of a 1 second faster AS. It also may need its blast radius increased and damage reduced slightly by those not caught in the middle of it. Allies should have blue smoke enemies red smoke. Having them both the same is confusing.
Primary: My least favorite between the medic and engi. It seems to be better long range (perhaps that’s the point) and not so well when hipfiring.
Secondary - Feels solid
Sniper: Solid utility class. His special is imo very strong and this class can and will be utilized in comp play. His major issue is the zoom on his scope. The maps are so small yet you’re rocking a BF3 zoom on the scope. It needs to be reduced by at least 35%.
I personally do not like hold breath mechanics, I find it quite silly to have in a game where you can no scope and jump around firing with accuracy. This isn’t a game based on realism, why implement a realism feature that adds nothing to the game?
Primary: Zoom is too much and it may need a RoF increase
Secondary: By far the best secondary at the moment and I wouldn’t change much about it (maybe less ammo.)
Knife - Obviously people have issues with the knife. I will go over the 2 things that could potentially fix it without making it useless.
The TTK is too low. Make it 3 front 1 back or increase back pedal speed so you can actually shoot the strafeless bull charging you. Range isn’t the issue with the knife in the current build.
Grenade - Feels like I am trying to toss a 15 lb shot put ball that has the explosive power of a dropped soda can.
Decrease the damage, increase the explosive radius and reduce the gravity on it a bit. I can launch a large pizza (health pack) 20 yards but I can’t lob a hotdog into a window without looking at the sky, doesn’t add up right. 
Maps:
I’m not sure if I like the direction the maps are going. They’re too small, some of them will be confusing for new players because they start and end in the same location. Without walls somewhat guiding them they can easily find themselves on a part of the map that no one is even playing on (London Bridge comes to mind.)
Most objectives have 3+ ways enemies can enter making defense frantic instead of synergized. I’m not asking for the Brink chokes to come back, but if you can enter an objective from 3 different directions, you have to split your defense to 3 areas, making 5 people pushing 1 side an easy and effective decision. Without a meta it’s hard to tell if that is the case but I often find myself getting shot in the back or the side and that makes a for a frustrating experience.
Waterloo right now is your best map for comp play
London Bridge coming in second
White Chapel needs to be redesigned. For me the map is boring, offense is designed to be spawn camped at the start and the whole point of the map, the chapel, is the shortest part because you are trying to defend a room the size of a triscuit stuffed with an over abundant amout of objects that you can’t even use to fire from. The floor space should be almost doubled and put some of the benches down in the middle so you can crouch and fire from etc. Defense has 0 chance in that room and it’s supposed to be the highlight of the map!
Movement:
Movement feels good (the actual movement of the character, not the rhythym of combat.) It’s smooth which is important. Strafe and back pedal speed for me seem too slow. Jumping can be weird at times like you’re sticking to the ground or rubber banding.
I personally would like to see some limited trick or strafe jumping implemented. Nothing extreme but better mobility around the map would be great.
Quirks:
Weapons randomly switching back to your previous gun. Had this happen in our scrim today about 6 - 7 times. Frustrating to hand deliver DiGiorno’s when you’re really trying to shoot them in the face.
Low FPS/Refresh Rate feel even though you have 125 solid FPS. I have to run vsync + lightboost in order to make this game feel smooth even though I’m runnin 180+ frames. It’s hard to explain but their needs to be some optimization (I know it’s alpha, probably not on the top of your list.)
Lack of rhythym - I have a very high APM and when combat intensify’s I tend to go even faster. The faster I play the more I feel the delays between weapon switching, sprint initiating, etc. As a medic, I need to run in shoot/shank someone, jump while switching to knife, gib body, jump while switching to paddle, revive, jump back switch to packs, drop 1 - 2 of those, switch back to primary, reload, now I am ready to fight again. During all of that I could have my gun randomly switch to something else or it taking so long to switch between all those weapons that I get ahead of the delays and then nothing happens and I have a paddle out when it should be packs etc. Basically, the tempo of the game is faster then what you can play it at. Weapon switching needs to be refined a bit and it needs to be faster by maybe .2 - .4 seconds. I don’t know the actual weapon switch time to make an accurate number.
Jump height - Jump height seems low. I would like to be able to jump on dumpsters etc. Also, jump crouching would be nice for windows as well. The jumping feels a little off right now.
Hit Registration - Hit registration feels really bad. There have been times where I was unloading into someones side or back and I need to drop 10 - 15 rounds when it really should be 4-6. It also feels like if you don’t have your crosshair on the dead center of the character (body or face) that your bullets won’t hit much at all even if they’re inside most of the crosshair bloom. This is hard to center without static crosshairs as well.
I would strongly suggest without further trying to modify lag comp etc. You implement static crosshairs and make them vibrant green or purple. This will allow us to not lose our crosshairs so much and we can better confirm hit reg is the issue and not us just losing our xhair when tracking.
Team Colors - It is very difficult to differentiate teams. I would make the enemies have red jackets/hats or w/e and your teams wear blue. I actually don’t care what colors you pick but they need to be there and be a bit more obvious.
EV - If you stand anywhere near the EV you get caught dragged and warped all over the place. Makes using it as a defensive point a negative rather than a positive. I’ve seen similar activity occur when running very close or on an enemy player.
The game is feeling great it just needs quite a bit more tweaking which I’m sure we’re all aware of.
I’m pretty sure I forgot some things here. I will add and update them as I remember them. I hope this is helpful for you guys.