And of course there's the Lightning Arrow, thats now the new fad, apparently. Can it be a tad slower, or slightly less damaging, perhaps? Its absolute murder to even THINK of LOOKING at a Hunter as an Jitterskull. Let alone kill one without getting hit for over 1/2 hp with just one mistake. If not dieing while doing so.
I think we should just give certain classes lightning resistance. It is fairly BS for Jitter, but like I had said in an other thread, if you can hit a creeper with that small of a hit radius it should die. I still think that more ammo wouldn't have been needed for the Ghostbuster if we gave him regenerating traps. (At a really slow rate, mind you, and they would only regenerate if you were under a certain amount, like 3 traps (and you couldn't place more then a certain amount at a time)) Back when I played as GB, if I ran out of ammo, I'd place some traps in a circle, activate them, then stand still to regain some ammo. The ghoul could risk it and try to hit me (usually losing their life in the process, causing them to lose the frag they just gained.), or a patient creeper could time their ball correctly and still get me, but most ghouls aren't foolish enough to go charging into a vortex of doom. As for my opinions on some other weapons...
The new Marine is a little better then the other one, but I still find that the grenade's radius hates me when I play creeper (Which is most of the time now that nobody wants to play ghouls that much anymore).
Everything the Cyborg has is fine. Maybe a jetpack regen (but will only regen up to a certain amount, like 40, so they can still boost but can't stay in the air too long.)
The Engineer... As one user put it... "Your nail launcher sounds like spam spam spam." I agree with a reload.
Hunter has always been a wildcard to me (sometimes I can fail terribly and other times I can kick ass). I feel the ice magic isn't as good as fire and lightning but it is made up for the ice arrows being great at close range and magic is only useful for close range. Fire arrows are great for Sjas. Lightning is too powerful vs Jitter but just right for other classes such as Creeper.
Ghostbuster, I believe I said everything I wanted to on the matter on my beginning paragraph, to sum it up: Possible trap regen (to a certain amount), and if so, they don't need that much extra ammo. On an extra note, Blood Spreader is somewhat useless, but perhaps it could work more like a trap? For instance, the blood it spawns stays on the floor for a little bit and deals damage. It would help in taking down the ghouls who like to spin in circles.
As for ghouls...
Creeper is fine, possible balljump addition would be welcome.
Choke is better now that he regains health, but still can't stand up to Cyborg unless caught by surprise. I suppose that's fine though, because Choke is silent.
Frostbite is fine. Maybe a slight frozen wind nerf could benefit, but I'm fine with what we have now.
Jitterskull is pretty good, But I think the addition of a way for him to om nom upwards might lead to some interesting results (in particular getting rid of those annoying flies we call cyborgs) Lightning resistance is also welcome for the Jitterskull.
Sjas only needs a range reduction.
Santa's alt fire snowballs seems to fire really fast. I can't see the point in using normal snowballs when the alt fire is so much faster. (Which is why Santa owns the Yurei.)
I also found something really strange in the bowl map...
Is this supposed to happen? I activate the elevator and this section comes down. I also notice that there's some missing linedefs on the sides of where this section comes down. (not shown in this picture).
There's my thoughts. All in all, the balances being done appear to be going in the right direction. Keep up the good work.