I have been thinking their balance a lot, however there is not much feedback coming about their stats and abilities, other thing is that i cant “test them”.
However here is what i Currently think about them:
Berserker:
Similar to fragger, but faster and uses rifles as primary. Rush is pretty good with melee weapon (but could be op with rifle still in use…)
Trowing axe is hard one, since its all about how devs would make it work, the trowing knifes back in the closed beta where terible to use.
Countered with explosives and sniper. (i will look at his balance bit more now)
Riot:
Strong but slow, shield is good for protecting her, team and objective but only until the shield breaks. Shield throw again is up to devs just like the axe and knifes.
Pretty easy to counter with explosives and fast moving mercs.
Whir:
Weak engineer with a (pretty much) flying turret, can be compared to bushwaker.
Drone is easy to destroy, but focusing both on whir and drone can be chalenging, unles you have explosives.
Easy to counter with explosives, snipers and phantom.
Scorch:
Strong engineer with ground control ability with overheating as a limit.
Compared to skyhammer, she has the weaker weapons but more versitile ability, compared to Rhino she does not deal as much damage and has limited range.
Can be countered with snipers and fast mercs.
Attirer:
Very strong engineer with AI budies, however the AI is up to Devs. Deadly when decoys are in the field, but destrying them will make Attirer vunerable since she does not get her armor back leaving her with less health. Exo boost is mostly for escape, but it does not work without all decoys (must write that in ability stats)
Weak vs explosives and snipers without armor. Weak vs fast mercs and snipers with armor on.
Scorpion:
Slow merc with abilities that are more harrasing than actual threath unles enemy is trapped while Scorpion is ready to sprear him to death. Good in range and close range.
Weak Vs faster mercs and heavy mers.
Infiltrator:
Very low health but fast, has good abilities with scanning and defusing abilities, however is very weak and can die to a single grenade and pretty much to everyhing.
Dual smg is good but recoil management can hurt.
Weak vs fletcher, nader, fragger and vasili.
Ray:
Fast (but sligtly slower than vasili) with average health, has pretty good smg, ability slows him down but is effective if player knows where enemy camps or hides, even better if allie is scanning for him, but abilitys bullets have cooldown and to atchieve full strenght the railgun has to be charged, very weak without range to heavier enemies.
Weak vs heavy enemies and to other snipers.
Rocketeer:
Similar to skyhammer and arty, but is more mobile, ability deals heavy damage, but has long recharge per shots and rockets can kill her self in close quaters. Rockets can be shot in mid-air.
Very similar to other fire supports so counters are pretty much the same.
Speeder:
Fastest merc alive, but does not have any other pros realy, other than being the best ammo suplier in team and while she excels in close range, he is very weak and cant take much damage and cant realy deal much damage other than with hes shotgun.
Weak vs heavy enemies, snipers and explosives.
Xygen:
Strongest medic with good healing ability, able to make him tank a lot of damage and to keep allies in the battlefield, however if both healing nades are used, he is pretty bad situation.
Weak vs snipers and other heavy mercs.
Gunslinger:
Offencive medic, slow and weak with good offencive weaponry and ability, but mediocre healer and unlike others, cant heal her self.
Grenade is good for ground control but only one is caried and the grenade it self isnt realy strong in most of the moments.
She is mostly fighting in close range since she cant attack far (atleast accurately).
Weak vs snipers, faster mercs and enemies with better range. IS not very good healer. Suffers from long reloading times.
(can heal her self now)
(some of these are fixed but need further looking)
