forget everything there is right now
• Artillery
has a grenade launcher that does stuffty radius damage (like, 50) and stuffty direct damage (like, 20) but creates molotov burn embers that forces people to relocate and a magnum that can insta artillery and support. 100 health
this is half of the ordinary's grenade toss ability, except better in every way
• Offense
has a bullpup, a pistol, and moves fast. 120 health. has low enough ammo that he has to constantly scavenge off of dead enemies
this is the pigeon but less bullstuff to fight
• Defense
has a sniper rifle that deals high knockback in addition to good headshot damage (insta to support, artillery and machinegun), a shotgun and a pistol and 120 health
this is the cowboy/hunter, but more rounded and suited for general base defense
• Machinegun
has a machine gun that has an infinite clip but limited ammo. while firing the machine gun they
deflect any bullets not coming directly toward them (and receive less damage personally on top of that (75% from projectiles)) but machine gun projectiles are surprisingly slow and deal bullpup damage. also has a back up shotgun and a supply kit that he can use to top off his own health and ammo. 100 health
this is the lmg sniper
• Sabotage
has
landmines, an assault rifle, and an SMG for catching oncoming offense. 140 health
he's basically jim, but better rounded
• Support
has the assault rifle, conc grenades that fly less far, do radius damage over a wider area but do half the damage in general and a smoke grenade that heals players near it's point of impact. 100 health. in addition, the smoke grenade puts out fires
this is the current shotgunner but more of a general-purpose character
the offensive line is spearheaded by Offense and Support, who fight to give Defense and Artillery breathing room to break down infrastructure laid by Machinegun and Sabotage. as a team's territory grows, Machineguns and Sabotages move up (along with the rest of the team) but at the furthest point Offenses and Supports can break through the cracks in a team's overextended forces by just being fast and tough
so what this means is that at the very end of the game when one team is breathing down the other team's neck machineguns will be trying to hold the enemy off to buy time for the other classes to slip through and flank the stuff out of their attackers, and the game never hits a total stalemate