A lot of those class changes are not accurate for some reason. For example, the sniper no longer has an SMG if he also wears any backpack, and the mantreads actually don't boost your rocket jumps at all.
-With playtesting, it looks like medics might be super strong and potentially OP considering they can be a one man medichain. To get around this, Hales can often just jump away, but it looks like people generally have fun with this unless they are a Hale stuck in a small room full of medics.
-Being able to set your boss sounds kinda popular from when I played.
-The mantreads desperately need to boost rocket jumps
at least by half the power they used to. Soldiers are never seen anymore because there's little incentive to play.
-Also, it sounds like people feel the scout is also hardly viable anymore. I think this is because the BFB got nerfed, and I feel like it wasn't too hard to manage when you're Hale (you can just jump over/onto the scouts most of the time). Something needs to draw players to scout more, and I'm
personally fine with the necessary evil that is rebuffing the baby face's blaster.
-Doors act strangely on some maps and many seem to remain open all the time (at least on urban_works). This wasn't a problem before, and I don't know exactly if it can be linked to updating the plugin, but all the restaurant doors and the elevator access are constantly open strangely enough (red team can now access Hale's lift to the roof next to McHeavy's).
-Last thing, and this is
pretty big (ESPECIALLY on weaponsdepot). It seems like, if you're Hale and you get caught in an area where you take (a lot of?) environmental damage, you get sent straight back to your spawn instead of being given a super "duper" jump it seems. On weaponsdepot, your spawn gets locked down and you cannot leave, meaning if you get stuck in the water that hurts you and don't get out in time, you are sent back to your spawn and locked up. You can't suicide as hale, so most players have to quit and rejoin in the middle of their round and lose their chance at playing hale (sometimes with only like 3 red team players down and only a fifth of their health missing.
- Please make it where you don't get sent back to spawn as Hale if you get stuck in a pit of env damage. It'd be best if the super "duper" jump made a return if it's not a serious pain to work back in.
- Please rebuff the mantreads. They are next to useless.
- The Baby Face's Blaster may have to be rebuffed. It's a necessary evil to give scout players more of an incentive to exist.
4. No Sniper Nerfs:
- Sniper was always a powerful class, like on Urban, Toys, Weapons Depot, etc. The new update didn't do anything to change that. Instead of nerfing the knockback from the rifles or the damage, the update nerfed the Huntsman, a weapon that isn't even overpowered
The sniper's climbing ability is a nudge slower now, so he can't climb as high as he used to. I haven't tried this on Jurassic but I'm willing to bet it's a lot harder for them to at least perch up on the cliff ledges now (also Hale jumps higher now, so it may be entirely fine now outright).