More a technical issue I believe. Depending on the number of class variants and outfits we might have (still under discussion), with 16 players each having the five classes available to them they’re likely to need to keep all of these in memory at the same time (bad!), or suffer from them taking a long time to stream in (meaning the player might have entirely the wrong appearance).
There are things we can try to do to manage this, but right now it’s a risk we have to be aware of, character ‘decks’ are good way to solve this.
What we’re really keen to do is ensure all variants within a class can fill the same role on a team and have a similar play style, both in terms of optimal combat ranges/locations and ability usage. For example the Assault is all about breaking through the front-line and initiating fights at bottlenecks, the Engineer focuses on taking and holding positions as well as doing objectives.
The variance between them is just a type of side-grade that gives you different ways to fill that role, but the overall feel should be quite similar. With all of your feedback on the characters we feel we can do this well enough to ensure a fixed 5-man roster going into a match doesn’t ever leave you feeling like you’re totally restricted.
There may well be sections of maps where a character is not the most effective he could be, but all players will face this issue equally over the course of a game. You could either build your ‘deck’ to try and account for this, or you can learn methods to be as effective as possible in these tougher circumstances.
At least that’s the intention, these things are always subject to change based on feedback and how it ends up playing