So many wrong things I see, I don't feel like using quote tags to address them all.. but I am going to.
Ghostbuster: He’s ok, his ghost traps are very dangerous and the proton cannon is charging very fast too, all in one is he ok.
He's also situational. Ghost Busters are ONLY good in certain maps.
Marine: It’s good that you boost him, but now their shotgun is too strong, in melee it can kill almost every ghoul, the machinegun and the pistols are ok. I think grenades also have a bit too high damage radius.
I don't know what everyone has been talking about. I haven't noticed a single thing about the shotgun playing as a marine most of the time. It's like everyone saying he got buffered, but where? Really? I haven't noticed a single thing about it. It's funny, because now it looks as though his shotgun got more spread now when I started playing Opengl.
His grenades are fine. It keeps creepers from getting bold now, and you could now make an anti-meta sjas game involving potato throwing in a hallway viable.
Archer: A very evil comrade, if you can control him, all in one he’s ok, but you should make a mana limit for all his magic attacks,so they can’t spam around with fire-magic and freezing-arrows.
I swear, where does everyone get these from? Fire magic isn't that buff and Ice Arrows is fine. Even the teleport is fine.
Cyborg: Sure the plasma is slow, but because of the fact that ghouls normally attack in melee, they are hitting so or so (if there’s no noob playing)... I would say let him the power, but decrease his ammo and a bit of his RoFs.
You're a ghoul player. Since you do not play both, I can say where you'd pick up this sort of misinformation. Cyborgs are more potent than ever with their jetpack. No longer are they, "camp here and fire," kind of class. Now ghouls have to work harder in cornering a flying cyborg that doesn't want to stand still. This also gives him even MORE of a chance to fight off Sjas.
Sjas: Sometimes very hard to handle, because of his attack delay, but not overpowered. Only reflect isn’t very useful against good players.
Doomthroughdoom already tackled this, but I wanna throw in my own two cents.
Sjas have a little bit of an absurd radius. They may be the most exposed compared to a lot of other ghouls, but he's absolutely fine. He isn't hard to control at all.
Choke: Well, I only play seldom with it, but I think that he could need a little “boost”, how about slow HP-regeneration, if he stands still? Also I would add a little splash radius for the bloodball, but with only 50% of the damage.
Standing still? You want to make Chokes broken? No. I believe regain is great if he makes successful bites. So if the damage he deals in a bite is, less say by chance, 20? He gets 20 of his health back (if he was below his maximum).
Just to prevent choke camp. They have 120 health.
Creeper: Currently it’s the weakest ghoul in my sight. Sure on some maps he has some advantages, but the most annoying thing is the time it needs to start his attack.
In what universe do you live in?
Jitterskull: The most complained ghoul ever, while n00bs say they are OP, pros just rip them off, because of their slowness. In previous versions I liked it very much, because of his “teleport” function, but now he’s just unplayable.
Again, what world do you live in? Don't answer that, I don't want to know.
Besides DoomthroughDoom's comment, I have a few to add.
Jitter-spam + Certain maps + most maps + inbalanced teams + chomp spam + teleport + radius + health = rape
Unplayable? Sure, if you aren't trying to win easily.
If you attack humans, they sometimes get pushed back
Fixed
and afterwards you receive a nice little arrow rain,
Well if you stay there, sure.
plasma/machinegun barrage (whatever) and can’t do anything about it because you are stunned, after it attacks.
IT'S THE ONLY WAY to get a guaranteed hit on a Jitter. As I have said in another thread involving Jitters, "You have to play like a matador." A Jitter's chomp is very frightening, powerful, fast, and have a lot of range. With all the abilities combined of a Jitter, why would you want them to make attacks without penalty?
But also while attacking you are very woundable because you can’t evade.
MOST players just attack again to avoid the split second paralysis. This makes jitters EXCEPTIONALLY more dangerous than just them moving away normally.
You ever been in a jitterape, son? You'd come out looking beautiful after you rage.
And on big maps humans just run away and shoot you from distance.
I hope you're joking. I sincerely hope you're just trolling right there.
In the off chance that you aren't -- I doubt it, I will answer you. You see. A human player, the guy that isn't a jitter, doesn't have enough health. So in order to, you know, stand a chance with his range weapons, because all ghouls are close quarter efficient, have to survive by, you know, running away. No one wants to stand still and die. So like, they need to kind of run. I mean, what would you like them to do? Jitters, have like, a lot of health and attack power. In a few seconds, a gang of ghouls could, like, destroy a human team standing still. It's only a Team Last Man Standing and all. It isn't like the human team runs to, well, live and stuff, right? They need to stand still because it will only help the enemy team, fighting the ghouls, win and stuff.
Please stop making them weaker, Jitterskulls is only as strong, as the skill of its player is, but most players just want to make them weaker to earn easier frags.
No.
But at least it has an epic taunt xD
And to all Jitter basher: Before complaining about Jitter play as it oneself and you will see what I mean!
No one intentionally post something like this. You're in a forum filled with players that play both classes equally.
Really? You're joking right?