Maps
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Marines
General Thoughts: Most annoying enemy in the game, cannot dodge its attacks, cannot be save from afar NOR up close, due to his long-range riotgun that has the capability to one-hit a Creeper.
Grenades: As an Jitterskull player mostly, a quickly aimed charge gets me away from them, however some people may be as unlucky to recieve a grenade bounced from the ceiling to the ground that will then explode instantly. No idea nor recommendations for changes, aside that instant explode trick.
Edit: I also suggest giving marines less grenades in TDM. I mean, they respawn with TEN GRENADES, each grenade capable of one-hitting a ghoul, TEN! (Well, if they're unlucky, atleast. How about 5 or so grenades?)
Dual Pistols: Seems fine, low threat, good versus ghouls close to death, cant take down a healthy one, fortunately.
Riot Gun: Currenty holds position as the most powerfull easy to obtain weapon in the game (one could argue the Bone Cannon is stronger, but you gotta earn it, though). Absolutely requires altering, may it be in the way of it shooting those fastprojectiles, or having more spread. If neither works maybe a tad less damage.
Machine Gun: Not very usefull. Mind you last time it got buffed, it was the most powerfull weapon in the game! So be carefull... A buff will do just fine, but overdoing it repeats the issues of the past.
Edit: Perhaps an accuracy buff? It should prove more usefull that way, and ghouls gotta take more cover, though the damage shouldnt be that extreme however. If it will get altered at all, current damage seems doable though a tad harmless sometimes.
Cyborg
General Thoughts: Fighting them as Jitterskull is quite doable, though the smart ones know how to dodge using their jetpacks, and make for some bothersome enemies that'll tear you apart with plasma in your back, if not carefull. Cant say i think they need a change, though some argue the damage is a tad rediculous, though my response: Its avoidable! Quite easily too, forces ghouls to plan on HOW to approach and kill the Cyborg.
Flight: As has been said, the bunny-hopping-flying is a tad... Long. Fortunately they cannot fire while flying, or i'd be screwed.
Plasma: Personally no complaints nor suggestions. Though any class less... resillient than Jitterskull should be carefull. Though it always relied on raw power to beat back the ghouls coming into his personal space.
Hunter
General Thoughts: To sum it up he's an annoying bastard to fight. From afar, just ONE mistake, (as an Jitterskull atleast, though other classes can pull obvious/bad moves too,) and you're toast, or half-toast/dead. In general he is somewhat powerfull but again, avoidable, aside his lightning attack.
Default Bow: Hmm... Too hard for human players to get frags with, you should see bots destoying people with them though.
Lightning Bow: Versus a Jitterskull, just plain cruel. It forces me to constantly stay on the move, constantly take cover, make unexpected movements, and pull off some rather odd attacks to beat people adapt at using this. Though other classes have the luxury of avoiding it. Would be nice if Jitterskull was more resistant to it, like 1/3 hp per shot. No less, perhaps a little more, but not too much.
Fire Bow: Good against Creepers and targets on the ground that know how to dodge, cant say its overpowered, and its the hunter's only reliable anti-creeper tool.
Ice Bow: Quite powerfull, but avoidable if played well. At this point its pretty much fine i think.
Ghost Busters
General Thoughts: To me, an easy target, only threatening when equipped with the Soul Plasma, and even a foe worthy of playing devensive against when equipped with the Bone Cannon. Though without those, to me, and probaly other good attacker ghouls, he's an easy target. Just dont run into obvious traps along the way.
Default Plasma: Somewhat weak though not entirely to be underestimaged, i try to avoid it because i dont want to give them the most powerfull weapon they can obtain. Quite avoidable, seems balanced.
Traps: You'd need to be an fool, a reckless attacker, or plain unlucky to be caught in these painfull little things. Seems just fine.
Soul Plasma (ex-creeper): The second strongest gun of the Ghost Buster, hmm... No problems with it so far. Seems fine.
Bone Cannon (ex-jitterskull): As long as you avoid the few shots he has and never give him time to recharge, he's toast! Its an powerfull weapon with a powerfull drawback. Good!
Sonic Echo (ex-sjas): Might need more speed or something else to buff it up. Currently, its quite useless in open spaces. Though it can bounce around and hurt stuff decently in small places.
Blood Spreader (ex-choke): I've heard it was quite decent but it is rather short ranged, and ghouls love to eat humans effortlessly in short range of them. It kinda defeats the purpose.
Ice Fountain (ex-frostbite): Short ranged but merely in distance but not Z(up and down) levels. Sometimes usefull. If it doesnt help out atleast he can ditch the upgrade.
Engineer
General Thoughts: No problems with this guy except the Steam Cannon spamming in TDM and the likes. Quite balanced.
Nail Gun: People say it needs a reload, or something. Hmm... No idea, im quite neutral about it.
Steam Cannon: Ah, the nearly unavoidable damage dealing attack that could hit an entire street in a single go... I'd say the weapon is fine and limited in general but should have limited/less ammo in TDM, if you ask me.
Saw Launcher: Deals good damage, but its really rare for anyone to hit someone with it. Suppose its quite balanced due to its low hit rate. And ideal for some traps for chasing ghouls, or teleports... Has strategic uses in TLMS, probaly doesnt need altering.
Sjas
General Thoughts: Ah, the primairy attacker of the Ghoul team, easy to use, easy to kill with, and not too difficult to kill if you got unavoidable weapons.
Normal Scream: People say its overpowered. Cutman said he would nerf the radius slightly back in the day. I suppose that could still be done, its sometimes rediculous from how far people die to its scream, its fairly fast as well.
Reflective Defense: Considering its not an attack, and rather situational... Cant say it needs any altering, seems fine.
Jitterskull
General Thoughts: Ah, my favourite class. Admittedly he's next to Sjas in raw power, sometimes i get more frags then the Sjas users!
Charging Attack: Under the control of an expert i suppose it could destroy half the human team before dieing itself. It has been whacked by the nerfhammer atleast twice now, though the rare few good Jitterskull players still can kick ass. Hmm... I'd say its quite powerfull, but any further nerfs would make it probaly useless! Tricky...
Creeper
General Thoughts: When playing i ussually see them as an obstacle (quite litterally sometimes!), and they dont have enough power and resources to contribute effeciently in TDM, where they take longer to kill with, other classes prevail with brute force or sheer numbers and speed.
Direct (melee) attack: Sometimes feels inaccurate, i think. Been ages since i've tried or even used one, however. Maybe needs more accuracy or longer time the attack can kill people before the hands lower.
Curse Ball: Seems fair. A suggestion i do have is for the Creeper to regain a curse ball after killing a human. Often they are out of balls as they need all they can get to kill their target. And they're an easy target untill they can hide from the humans (there is no escape with the Creeper's slow, slow movement speed).
Frostbite
General Thoughts: The only class to (assumably) withstand an full Ice Arrow hit... Hmm...
Charging Attack: Seems just fine, doesnt instakill but deals about 70 damage, either killing them or making them easy prey for the Freezing Wind or other ghouls. People often use the Freezing Wind where this attack would have been more usefull. Seems quite balanced.
Freezing Wind: A small burst can take out a single human if he repeatedly gets hit, though ussually they escape or the area isnt a small cramped room or hallway. Seems all fair, i guess.
Choke
General Thoughts: Hmm... The only class that can sneak up to people like me without being noticed. Not an great attacker though, would have been more better for support, as he can somewhat offer with Bloodballs.
Chomping Attack: Suprisingly decent provided your target isnt an Cyborg. Cyborgs are just a big no-go, no matter what your skill, unless you can catch it by suprise or take it down with a bloodball. Maybe Cyborgs are meant to be their worst enemy, their bane. A Hunter's Ice Arrows can make quick unexpected work of them too. Well, as long as he is effective against non-Cyborgs, the weapon seems fine.
Blood Ball: Considering all the drawbacks just for that one shot at one-hitting that human, its all quite fair.
Well maybe it'll help. Where no change is specifically suggested, i'm fine with the balance of that thing. Though i couldnt resist adding my opinion along with some of the things either, ah well, it has facts in it too.