Classified the skills here nicely so I can talk about them while comparing to their counterparts.
HealingSelf-Repair (I'll call it SH for Self-Heal)Description - The Physical's SH is a highly versatile healing ability. It is able to instantly heal a large amount of health whenever needed, whether in combat or out of combat. Unfortunately, SH has a long delay between each use and players must be very quick to use SH before being killed.
Comments - For now, -5% to the current values. I don't know how to balance this one heck of a crazy skill.
RegenerationDescription - Mental's healing takes place all the time, with every second granting a bit of health. This is perfect for Mentals who need to run and hide very often. However, regeneration is a very slow process, so it is very ineffective in heated combat.
Comments - I think it's perfect the way it is.
VampirismDescription - Cyber's healing is based on a % of the damage dealt to an opponent. It is potentially the most powerful healing ability in the battlefield. However, it has a severe drawback. The more enemies a Cyber can face, the more he can heal, but the more likely he will also get killed instead. The other problem is that a Cyber cannot heal on his own when not fighting - he needs a teammate.
Comments - It's strong, it's good, I like it. Vehicles are coming around, but I don't think Cybers can actually gain HP from damaging vehicles, or can they?
SustainingCorpse ConstructionDescription - CC sustains a Physical by adding to his HP after each kill, making him harder to kill. It also boosts the healing effects of Self-Repair. It's only disadvantage is that it requires a Physical to achieve a few kills before receiving its full benefits.
Comments - It is okay as it is at the moment. Though I have to say vehicles running over a character will completely nullify this...
DashDescription - Dash sustains a Mental by allowing him to run away where necessary, as well as being able to chase after enemies when necessary and cover a longer distance within the same period of time and same stamina.
Comments - It's fine as it is.
Mana DrainDescription - Mana Drain sustains a Cyber by allowing him to regain his mana with each time he hits. This means he can continuously cast multiple spells, dealing great damage while healing/sustaining himself.
Comments - It's fine as it is. Vehicles are coming around, but I don't think Cybers can actually gain MP from damaging vehicles, or can they?
DefensiveForce FieldsDescription - FF can aid a Physical defensively by creating 4 diagonal shields around himself. These shields can absorb all bullet damage, reducing the amount of damage that can be done to a Physical, therefore making him a bit tricky to kill.
Comments - FF is helpful, but it needs to be more easily available considering how easily FF can be destroyed and how FF's chinks can be quite easily exploited, not to mention FF doesn't save you from spells. 30 seconds to recharge and a mana cost of 20 mana is ridiculous. I suggest changing its recharge to 20 seconds, mana cost to 14. Other than that, it works great.
Silver ShieldDescription - Silver Shield aids a Mental slightly. Not a very effective defensive ability as it merely absorbs a portion of damage from bullets, but nevertheless helps him stay alive slightly longer.
Comments - Inconclusive.
Bullet TimeDescription - Bullet Time is the Cyber's defensive ability. It slows down all bullets nearby a Cyber, allowing him to delay his potential demise. While extremely effective for defense and defensive fighting, as a trade-off, his own offensive ability is compromised because his own bullets travel slowly as well. Therefore, a player can easily react when a Cyber attempts to attack offensively while in BT.
Comments - The current Bullet Time is pretty much fine I guess. I have to say this from experience though: trying to fire a whole load of bullets into your Bullet Time and then stepping back to watch it all fly forward is a very poor tactic. By the time you step back, your enemy has already found cover or has moved away from the bullets' general direction.
Defensive AttackBouncing BulletsDescription - BB is an add-on to the Physical's FF. This causes any bullet that hits a Physical's FF to bounce off, moving slowly while seeking after an enemy.
Comments - Bouncing bullets barely helps. I believe it should have a greater bullet speed (level 1 at 13%, increase 3% per level). Steer Speed can generally remain as they are or be about 5 degrees more per level.
Blade FuryDescription - The Mental's Blade Fury is a close-ranged skill. It acts both defensively and offensively by hurting any enemy who stands too close to a Mental. It is very weak on its own, but can be devastating when used together with certain skills that work as excellent combos.
Comments - Lower mana cost from 20 to 15. Recharge time can remain the same though, or change from 30 seconds to 25 seconds.
Stolen SeekersDescription - The Cyber's Stolen Seekers is an extremely powerful counter-attack. When a certain number of enemy bullets are within a Cyber's Bullet Time, it converts all enemy bullets into homing projectiles belonging to that Cyber's, which then turn around and fly back at his foes. Although extremely powerful, the required number of bullets to perform this feat is very high.
Comments - Requirements are still too high sadly - I've never seen it work even at level 6. I'd like to balance things towards the current game modes seeing as War mode will only come out much later. Make it start at 47 (level 1), still -3 bullets per level.
Anti-MovementStagnationDescription - Stagnation is an add-on to the Physical's Radiate. It causes the Radiate field to not only deal damage, but severely slow down anyone who steps inside the field.
Comments - Looks okay, but does it work against vehicles?
ThunderjumpDescription - The Mental's Thunderjump allows a Mental to stun enemies around him when he jumps off a height, excellent for hunting escaping foes and starting ambushes. The higher he jumps, the greater its AOE. However, its use is severely limited to terrain conditions.
Comments - I believe it should work against vehicles, maybe make them unable to move in addition to slight damage.
E-BombDescription - The Cyber's E-Bomb is a ranged stunning ability, unlike its counterparts which are close-ranged, and it has the longest stun duration. Coupled with Disable, it will leave enemies caught in the E-Bomb unable to fight back. However, it has a long recharge time, so it may only be cast occasionally.
Comments - Seeing as vehicles are coming around, I am suggesting that it remains as it is, and make it an effective vehicle-disabling ability - make them unable to move.
DisablingClip MagnetDescription - The Physical's Clip Magnet doubles as a disabling and a sustaining ability (more of disabling). It allows the Physical to steal his opponents' ammo, therefore making his opponents run out of ammo quickly (effectively disabling their weapons) while he still has a lot of ammo.
Comments - Clip Magnet is broken. The purpose of Clip Magnet is to disable your enemies by draining their ammo, while sustaining yourself with the stolen ammo. However, the sustaining part is unbalanced. Sure, it works well with machine guns, but it is overpowered with ammo-efficient guns like the Railgun and Seek Rifle (notably the latter due to its seeking ability), which makes them effectively last forever.
DarknessDescription - An add-on to the Mental's Blackhole, Darkness will cause enemy players to be unable to see at all while caught in the Blackhole, the effects of which will continue to linger for a while after getting out of one. This leaves enemy players, if not killed already, momentarily confused.
Comments - Haven't seen anyone use Darkness yet, so can't say much about it. Wit vehicles, it may need to be stronger though.
DisableDescription - Disable works as the add-on to the Cyber's E-Bomb. Disable causes the enemies caught in an E-Bomb to be unable to fire their weapons as quickly as before, effectively reducing their offensive capability, therefore making them more vulnerable to attack. The effects of Disable lingers for a while even after stun duration is over.
Comments - Haven't seen anyone use it either because I haven't seen enough E-Bomb users lately. However, since vehicles are coming around, I'm suggesting to leave it as it is.
Area DenialRadiateDescription - The Physical's Radiate leaves a large field that hurts anyone who attempts to walk across it, which will deter enemies who are unable to move across it quickly, as well as those who are too weak to be able to make it past. Weak on its own, but coupled with Stagnation, it will deal a lot of damage.
Comments - I suggest to mix the old and new radiate together. As for vehicles, I'm not sure, it's your call. Here's the post talking about it (scroll down to somewhere in the middle):
viewtopic.php?f=4&t=366&p=3243&#p3243BlackholeDescription - The Mental's Blackhole serves as a moving area-denying skill. It causes enemies to actively attempt to retreat for fear of being sucked in and potentially receiving a lot of damage or even killed. Its disadvantage is that the Blackhole may be prematurely stopped by simply killing the Mental before he comes too close.
Comments - I don't think blackholes should suck in vehicles, though it'd be extremely humorous to see that happening. If blackholes should affect vehicles, then they should not suck them in, but merely slow them down.
VaporizeDescription - The Cyber's Vaporize is a highly-damaging area-denying ability, so damaging that few can walk across it without getting killed, and it lasts for a rather long time. It's disadvantage is that, it requires an enemy to be killed by a Plasma Ball - it may be difficult to kill an enemy with Plasma Ball at a desired chokepoint. A vaporize may chain another vaporize.
Comments - Vaporize should deal more damage to vehicles (since they can just zoom past a vaporize) and vaporize can occur when a vehicle is destroyed by a Plasma Ball.
Weapon BoostingWeapon HandlingDescription - Since the Physical relies heavily on his gun, he will need to be able to use it more effectively than any of the other classes. Weapon Handling greatly reduces the recoil and reload time of the gun, and also reduces the amount of pushback you receive when firing your gun (though the force that is acting on your enemy when your bullet hits him will still be the same). However, it only takes effect when the Physical is under the effects of Frenzy. Best used with Machine Guns.
Comments - Seems fine.
Critical ShotDescription - The Mental's Critical Shot is a chance-based, weapon-damage-increasing skill. By probability, the individual bullets of a gun may deal a lot more damage than usual. Best used with Shotguns and SMGs.
Comments - For a skill that is available from the very first level, it is very powerful, but relatively okay. Maybe a slight nerf in terms of damage, like 180% instead of 200% critical damage.
EnergizeDescription - Energize is given to Cybers. Using mana, a Cyber may enhance his gun with special properties. At the moment, it simply increases its damage. Unlike Critical Shot, it is consistent throughout. However, since the enchantment is not linked to the character but linked to the weapon, anyone who picks up an Energized weapon will be granted full-access to the gun's enchantments. Therefore, while it is excellent for boosting your teammate's weapons, it can also backfire to boost your enemies' weapons as well.
Comments - No comments, though I know the Energize skill is to be expanded. If the next version (0.6) does not feature any new skills for the Energize branch yet, please set its mana cost back to 10 temporarily.
ProjectileFrenzyDescription - Unlike its counterparts, the Physical's "projectile" is purely bullets. Frenzy boosts a Physical's firing rate which can be increased whenever he successfully hits someone and its effects will last as long as he is able to continue hitting someone. An increase in firing rate would also mean more firepower.
Comments - I'm seeing vehicles as excellent targets for Frenzy.
Venom ShotDescription - The Mental's projectile is a slow-killing skill, draining the health of its victims slowly overtime. It can be stacked so that the Venom becomes stronger and lasts longer.
Comments - It will need to be slightly stronger when there are vehicles, seeing as Venom Shot cannot damage vehicles.
Plasma BallDescription - The Cyber's projectile moves rather slowly, but deals a lot of damage in one shot. It is weak on its own without Splash Damage since it has a very small initial AOE, making it hard to hit. It also costs quite a lot of mana, though its recharge time is very short, so it is possible to continuously nuke your opponents if you can get a steady supply of mana.
Comments - I'm suggesting a big change to Plasma Ball. I noticed a common trend in Plasma Ball - everyone loves to get very close before firing a Plasma Ball in. Its damage is also ridiculously high. This will be a problem. Firstly, Mentals coming close to use blackhole - even when sucked into a Blackhole, a Cyber can just easily cast Plasma Ball on the floor next to him and chances are, the Mental will be dead or severely injured while the Cyber gains health and survives longer, allowing him to put in a few more bullets to finish off the Mental. Secondly, I see the big problem of having multiple plasma ball users in a team. 1 plasma ball is scary enough, but 2 will almost definitely kill anyone and if not dead, severely injured. 3 is pretty much able to kill anyone unless the person is a Physical will crazy amounts of Corpse Construction and a decent level of Self-Repair.
Plasma Ball should have an inverse DistanceFadeOff - the further it flies, the more damage it deals, but the closer it detonates, the less damage it deals (every 1m a Plasma Ball travels, it gains 0.5 damage. 1 screen width is about 35m and diagonal is about 55m. A sniper width is about 55m and diagonal is about 75m). This also encourages using a sniper while being a Cyber. Mana cost lowered to 10, recharge time lowered to 2. Damage (not counting distance bonus) will be 15 less than the current values to make up for faster recharge time and the distance bonus feature. Against vehicles, it will deal x1.5 damage.
AOE DamageRuptureDescription - The Physical's Rupture takes effect upon killing an opponent. It causes multiple shrapnel to form and spread out, moving towards and hitting anyone nearby. It is able to chain should another person be killed by the shrapnel.
Comments - I'm suggesting to revert Rupture back to Bullet Rupture and making sure it works only for guns, separate it from the Radiate skill tree. (Heck, use kamikaze's sound file when the victim explodes, it fits very well!) On death, 5 shrapnel will be released, each dealing 12 damage. All 5 shrapnel will fly towards the nearest one opponent. After hitting that one opponent, it will bounce off to hit the next nearest opponent, creating a chain-lightning effect. Leveling up this skill will increase the number of jumps (starting from no jumps, +1 jump per level) and damage per shrapnel (+2 to each shrapnel per level). If the destroyed opponent is a vehicle rather than a character, the shrapnel will be pieces of metal instead of flesh, which deal x1.5 more damage.
InfectionDescription - Infection will allow for the Mental's Venom Shot to affect more than one opponent. It can also be said to area-denial and disabling at the same time - area-denial because walking while being infected leaves a trail, which will affect teammates who attempt to walk on the trail, disabling because infected players, in an attempt to stop the spread, will stay stationary (making them easy targets) or split up (no more support and easier for Mentals to hunt down one by one).
Comments - It will need to be slightly stronger when there are vehicles, seeing as Infection doesn't affect vehicles.
Splash DamageDescription - Splash Damage will raise the Cyber's Plasma Ball's AOE, making it easier to hit targets, as well as enabling it to be able to deal massive damage to multiple enemies at once.
Comments - It is pretty much perfect.
Unique AbilityStatic ShieldDescription - Should a Physical stand still and not do anything else, a timer starts. When the timer expires, the Physical becomes completely invulnerable and acts as a wall. However, it breaks as soon as the Physical performs an action. Due to its need for a timer, it is ineffective in combat, and is therefore only usable prior to combat (preparation).
Comments - Not very usable at the moment... make it start at 8.5 seconds, lose 0.4s per level. Also, could you make it NOT de-activate/restart the timer when standing still while casting Self-Repair?
InvisibilityDescription - Invisibility is special to Mentals. It allows them to move to a location without being seen, which is excellent to prepare for an ambush. On its own, it is not effective as players will move very slowly and cannot sprint, but Dash will increase invisibility movement speed, gradually to the extent of being able to move slightly faster than simply walking. However, invisibility has its own flaws. An injured player (bleeding) will leave trails of his own blood, so escaping using invisibility while being low on health does not work. Upon receiving damage while invisible, he will briefly appear, revealing himself, so stray bullets and attempting to escape with invisibility in a firefight usually does not work.
Comments - Seems fine, though mana cost could be lowered to 10.
SlowMo Speedup (SMSU)Description - SMSU is a special ability for the Cyber's Bullet Time. BT normally compromises a Cyber's offensive capability by slowing all bullets down, but with SMSU, he would be able to regain that lost offensive capability by speeding up his own as well as his allies' bullets that are travelling within his own BT. As an extra benefit, bullets belonging to a Cyber with SMSU can pass through an enemy's Bullet Time at the speed of the Cyber's own SMSU, rather than be fully affected by the slowing-effects of the enemy's BT.
Comments - Seems fine.
Now for the Guns.With vehicles, we're gonna have some problems, and I want to make the autos very clear-cut.
1) SMGsHard to say. Leave them as they are for now.
2) RiflesReduce damage by 1.
Change their vehicle multiplier from 0.75 -> 0.5
3) MGsIt's very strong this version, but with vehicles and being strong at the same time, it'd be overpowered. I want to greatly weaken them when used against players, but very strong against vehicles.
A) SAW damage 25->20. VehicleMultiplier 0.75->1.3
B) M60 damage 40->35. VehicleMultiplier 1.00->1.4
4) SnipersUse an inverse DistanceFadeOff. Meaning the further you shoot, the more damage it does.