Spoiler: List of all bugs found so far 1. Mandalore is listed as having CR3, but has CR2. 2. G0-T0 can go out of bounds easily. 3. G0-T0 can go through the shields and attack the caches. 4. Trandoshan Mercenary is listed as having "Staff Vibroblade," but has Dual Vibroblades. 5. Skakoan Tech is listed as having ARC Rifle 3, has ARC Rifle 1. (ARC Rifle 3 doesn't exist. afaik.) 6. Skakoan Tech has Stamina 3, which isn't listed. 7. Duros Boss has Stamina and Dexterity 3, which aren't listed. 8. Vibroblades have very short hitboxes. Seemingly the orange/gold part of the sword rather than the blade. Pleaaaaaase fix this, it gimps their range so much. It forces you to facehug and it's unintuitive, although I suppose it at least makes it harder to hit your sword on terrain... but having to worry more about terrain would be more interesting. 9. Skakoan Tech is listed as having Ammo Packs, but doesn't. 10. HK-47 description typo: "Missle Launcher" should be "Missile Launcher", and probably "Rocket Launcher" instead. 11. HK-47 is listed having a level 3 Missile Launcher, but only has one rocket. 12. Water in rivers and waterfalls displays "in front of" lightsabers, always. See S o l d i e r's post below for screenshot. 13. There's a specific spot where you can go out of bounds. This might be where I saw G0-T0 going out of bounds. See S o l d i e r's post below for screenshot. 14. Human Mercenary's pistol 2 doesn't actually fire any projectiles (although it uses ammo). Applies to both Primary and Secondary (charge) fire. 15. This may not be a bug, but, after spending his one rocket, one frag, and two pulse nades, HK is left with only a disruptor. Which would be almost fine, except that that disruptor also has really low ammo. 16. The Exile is listed as having Force Lightning 2, but doesn't have lightning at all. 17. War Droid (Close Quarters Combat) is listed as having "Force Block 2," but even at full FP can be (for example) Force Pushed without needing to be Force Focused. He has 50 FP. Is Force Block defined as being "have X FP less than your maximum" or "have less than specifically 50/85/95 FP"? 18. Hanharr is listed as having 0.5 BP, but actually has no BP at all. Perhaps this is intentional? He still has saber defense enough to block blaster shots, but without any BP he's vulnerable to Kata spam, and with his movespeed he's already vulnerable to blaster spam. 19. Trandoshan Mercenary is listed as having Strength 1, I believe he has Strength 2+ seeing as I couldn't push him even when he was clearly running, or possibly even in midair. Given that he has a knockback weapon to control space around him, he shouldn't also be able to run freely. 20. Visas's auto-sense only senses allies, not enemies. This is also the case on mb2_commtower with the auto-sense characters there. Amusingly: She can't sense Atton, cuz he's sense immune. 21. Ranged Mandalorians are listed as having "Blaster Rifle 2," which suggests an E-11 2. They have a Clone Rifle 2. Maybe add (Clone Rifle) in parentheses the same way the Skakoan Tech has (ARC Rifle) in parentheses? Spoiler: List of all perceived major balance issues tl;dr Upon Further Analysis, the balance works out pretty well at higher levels of skill and coordination/planning, but certain things like Flamerifle, Concussion Rifle, and Kreia's Lightning are plenty "op" at lower levels of skill and coordination. Not sure how it feel about it. 1. Concussion Rifle lacks plausible counterplay options for most classes, is especially unfun for newbies, single-handedly makes people dislike the FA. (Update: From using it myself, I'll admit that it seems like an especially poor weapon to use against multiple enemies, thanks to the low fire rate. In 1v1s against most classes it still feels too good, but in 1v2s and 1v3s it starts to feel bad compared to a higher ROF weapon. You fire at one person and while you're in the long endlag the other might kill you. It also just has a long time-to-kill, which doesn't matter as much in 1v1 since you're juggling them around, but matters a lot in 1v2 and 1v3. Direct hits may do a lot more damage and help the TTK, but they also require more skill. Hmm. I have mixed feelings about it now.) 2. Flamerifle Jetpack combo (Duros Boss) is also I think waaay too effective when used properly (although I seem to be the only person I've met who knows how to use it properly.) I can just cruise up at high speed and melt people while safely hovering eight feet above them. The aim requirement for counterplaying this is much higher than the skill requirement for using this well. EMP Rockets and lightning could work, though. (Update: Still need to test this more against better players in light of my shifting opinion on concussion rifle, above.) (Update 2: Having used it against slightly smarter players, I can say that the basic counterplay to flamerifle for rebs is to all stick close to Kreia, and for Kreia to lightning the flamerifleman if he gets close. It still bothers me a bit that flamerifle devours most classes on rebs for free, but a counterplay certainly exists at higher-than-dirt skill/teamplay levels.) (Update 3: Kreia herself can beat or at least not-lose-to most classes on imps, since while a lot of them have vibroblades to block lightning, none of them have force block, so they can't actually swing at her or be close to her Lightning + Double FP Regen. The counterplay for her is basically to attack her with two people at two different ranges, so that while she's close to one, the other is shooting her. Again: Not fair for 1v1s, but it works out with more players and smarter players, so maybe it's not an issue as long as people are "honorable" in lower pop / lower skill matches. There are a lot of low-pop low-skill matches tho.) (The Twi'lek Bounty Hunter's probably the best equipped to 1v1 Kreia, thanks to poison blaster (stopping Kreia's ridiculously fast FP regen) and sword (blocking lightning), although I dunno if she can break through a Kreia that's just camping. Ever. But she can also assassinate thanks to Sense immunity.) 3. Hanharr is too slow for a strictly Melee Only class, even with the extra HP. (This is still true, although he may have SOME role with better teamplay. He has Rage 2 and fire grenades. Presumably if he lands a fire grenade he gets a ton of Rage, but with Strength 1 he's still not gonna move that fast with Fury active.) Spoiler: What I recommend to quick-fix the FA to not actively repel people 1. Just remove G0-T0, he's too weird. 2. Change Trandoshan Concussion Rifle to... uh... a CR1 with concussion blobs, or a level 1 T-21 or Bowcaster. 3. Remove flamerifle from Duros Boss and either buff his armor or give him regenerating armor. Also clearly list his Dex and Stamina levels so it's clear that he's an ARC with a Jetpack, because that's crazy strong by itself. 4. Other inconsistencies are lower priority. Bug #1: Mandalore is listed as having a CR3, but has a CR2. This possibly is a continuation of a bug that happened on the christmas event map with one of the Power Ranger characters, who was listed as having a cr3 but clearly had a cr2. A dev (possibly Tempest) told me in that case that the character was clearly coded as having a CR3, but still clearly was using a CR2. Bug #2: G0-T0 can go out of bounds very easily by flying as high as possible and just flying at the top of a wall from up there. Edit: I haven't actually tested this myself so I'm not sure where in all it can be done, I just know I saw Alex and Rosh+ doing it (Alex to troll, and Rosh+ to test, I suppose.) Bug #3: G0-T0 can get inside the forcefields and destroy the weapons caches before the shield has been disabled. He does this just by flying at the forcefield, possibly at some particular angle. Bonus Comment: It would be pretty funny if G0-T0 actually behaved like a droideka, like, his "unpacked" mode would be low hover and his "packed" mode would be literally rolling on the ground.