Heya everyone. First time posting on the forums, but I'm sure people have been seeing me online from time-to-time. Anyways, after hours on your server experimenting with the new classes and changes, here are my personal opinions.
Freezeman: Feels underpowered. I like that Freeze Cracker has utility with the spikes on roofs and floors, but there are a lot of times where I wish I had the regular version to shoot and spread on the floor. The fact that he doesn't seem to do much damage hurts too. He needs something to make him truly useful. An alt of some sort, maybe a damage buff, I don't know for sure.
Junkman: At first, I was completely clueless with Junkman. Now, I see he's a master of defense. A few things I feel are off, though. 1) He gains scrap back far too fast. His Junk lobbing weapon that drops scrap refills his entire bar, so you have unlimited scrap at any time. Reduce the intake he gets from scrap a bit, or the whole point of the scrap bar is worthless. 2) Junk Blocks should last a little longer. Along with the scrap change, it should be fine. Possibly 3) Junk Shield should very slowly drain your scrap when active. With these changes, he should feel more rewarding and decent to play, IMO.
Slashman: He's broke. Not because of the claw primary, but that dash alt. The Slash Claw balances itself by being CQC only, but the dash not only nullifies that, but lets him speed away and heal, and he gets in your face without effort. My idea would be to replace the dash with a Toadman-like lunge of some sort, with a little delay on activation. The dash has got to go, or needs serious nerfing.
Cloudman: I like him having to manually recharge his abilities, and for the most part, he's fine. To help him a little, I'd suggest slightly buffing his primary bolt with a speed boost, or a ripping effect like Thunder Beam or Rolling Cutter.
Burstman: Holy balls Burstman is awesome. Both the Danger Wrap and the alt are useful, fairly damaging, and unique. He's perfect to me. Note, there's a bug I found when using the alt indoors and riding it will clip you into the ceiling.
Springman: Some issues I have with Springman. His primary uses up ammo far too much, I'd give a tiny ammo buff. His alt punch feels entirely useless. The range is deceivingly bad, and very slow, making it impossible to hit with unless in their face, which would be suicide. A longer range, a speed boost, take your pick.
Turboman: Underpowered. The Flame Wheel is horrible damage wise, and his alt Chargeman does entirely better. A damage increase might help, but he'd still might feel overshadowed by Quickman and Chargeman.
Shademan: The Noise Crush is fine, the alt flying and swoop is fine, but the problem is that he does so little damage in general, he struggles in any fight. Buff his damage a tad, and he'll be great.
Timeman: Both weapons are fine and balanced. A little slow-moving, but it's understandable.
Oilman: EDIT: Nevermind, don't bother changing him, he's okay, I suppose.
Needleman: Heavy Needleman is hilariously cool. Even with the wind-up, he's good. No complaints here.
Skullman: Not changed, I know, but the ability to use both the shield and the buster is ridiculous. Should probably do something about that.
Hardman: The 2HKO Knuckle is ridiculously strong, and a extremely burly robot master add to it. Being very slow, it might be balanced out, but I can't really say.
Quickman: He's actually too fast. Retarded at CTF, and able to circle strafe and destroy nearly anyone is just too strong. I preferred the old Quickman, still the fastest, but not absurdly so.
Crystalman: The nerf was a little harsh. Maybe go the difference and have three orbs, instead of two or four?
Sparkman: Nerf was needed. He's just fine now.
Any I missed I probably didn't play as. Their just my opinions, so feel free to chew me out or whatever.