And Bik, care to explain which classes break the balance? I really don't see any.
I'm afraid I might've skewed some people's perception of character balance, sadly. Poor Punk is gonna be on the recieving end of some unecissary nerfs due to a few folks' ire, now.

I will say that I love this version of Punk, despite the fact that he feels almost toned down from YD's version, what with the ammo-consuming Screw Crusher lob, and the shorter roll distance (and I swear it feels like it takes one extra hit to kill with the thrown Screw Crusher, or maybe everyone was just using more high HP characters than usual last night). This version of Punk just feels more intuitive for some reason. Especially his roll--the shorter distance makes me feel like he goes
exactly where I want him to go. He doesn't feel like he's going out of control half the time, and allows me to aim it better. It's the perfect distance.
I will say that Yamato Man and Tomahawk Man need a little tweaking. Nothing major, just tone down Yamato's damage output to something closer to YD's mod, and tone down either Tomahawk's damage with his main weapon, or his speed, because as it stands, he can bum rush you with his high speed and kill you in seconds.
Shmeckie, I actually like the way Napalm was changed, since that's sort of how he acted in-game.
Then it would probably be better to make his RoF only allow him to fire two before cooldown kicks in. The forced two shot makes it unnecissarily hard to be precise with him. In YD's mod, if I get in a strafe war as Napalm Man, I can usually do pretty well and pick my shots as I want them. In this mod, the forced firing of two bombs causes me to lob a useless bomb that wastes time and ammo, and the cooldown afterward screws up my rhythm.