With armor and such becoming 100% cosmetic, classes needed changes too, and the changes to them in the playtest were not all quite right.
Provided image is of the class perks and HP values from the playtest.
First issue: Class HP
- In the playtest, classes like assault/ medic/engineer had 100HP. However, support had 125HP and recon had 90HP. Honestly, make all classes have the same amount of HP (preferably 100HP, it can be higher as long as it's uniform). It made support stronger and recon weaker for no real reason. If speed is the concern, it should only be affected by guns, attachments and potentially gadgets.
Second issue: Perks
While classes had perks already (tho hidden), the new ones range from fine to weird or downright pointless.
- Assault
Front runner is pointless since tac-sprint is also kinda pointless and just looks really off.
Instead of Front runner, I suggest a new perk, Grenadier (more hand grenades and grenade launcher ammo) to fit the assault part of Assault. - Medic
No complaints. - Engineer
As much as I love engineer, why are all perks just X-ray vision for gadgets and faster seat switching? Replace with: Demolitions expert (can carry more C4/mines), Defuse Kit (can defuse/disable placed enemy gadgets, takes a couple of seconds, gets twice the XP as opposed to shooting them) and Seasoned driver (while inside a vehicle, C4 has indicators within a small area, can switch seats faster). - Support
Since all classes should have the same amount of health, his third perk should be Flak jacket (10% less damage by explosives, 10% less damage done to the body by bullets, headshot damage unaffected by this perk). - Recon
Recon still not living up to his name. To fix that, y'know that perk that Engineer had which just gives him X-ray for gadgets? Yeah recon gets it now instead of the Hunters eye perk. Also rename it into Techician (Spacial awareness also works) cause the original name sucks. Other perks are fine.

