I smell recycled material in the air!.
C'mon - Change the weapons around a bit, upgrades even - they're all the same!
At least change them visually @_@.
you are right, i reused some weapons. Actually there are 16 different weapons for 3 bots.
Thoughts :
Pyro is too weak - needs a Boost in speed and it's weapon needs a noselfdamage=1; tag - at the moment to maximize damage you have to come to them in the face - but if you do that you get hit w/ your weapon's AoE and it HURTS!
You are doing something wrong ^^ With noselfdamage pyro vs pyro would be forced to use plasma (or does noselfdamage only effects the unit and not the weapon?).
Also i dont think that pyro is weak. Lets wait some more days until we can see which unit is over/under powered. After a couple of games i would say that they are all good in their own way - i dont say that they are balanced, but its to early to say a unit is over/underpowered.
Combat Engi is TOO powerful - Games drag on because of this.
Solutions in my opinion :
- Nerfbat it's health to 5000.
- REMOVE Turret Autoheal
- All weapons should do EXTRA damage to turrets - Right now any mech attacking a turret that's being repaired by an engi are doomed to death - the turret is invincible thanks to FAST workertime and autoheal - REMOVE TEH AUTOHEAL DAMN YOU!
after these changes engineer would be the uselest unit ever ^^.
It still loses vs a wargod and the wargod survives with 4k HP.
Removing autoheal would help cause you are right, you can repair them a bit fast. But perhaps increasing the buildtime would do it. The point is, you can take turrets out from long range, even if the engineer repairs the turret, you get exp - the engineer not.
All in all... sounds good for a first impression, but lets wait at east 20 more games before saying a unit is imba.
To the sounds: give me good sounds for a machine gun and i will bring them in the game - but i dont have any

To the weapon visualisations: I m working on it, but its not that easy with the few spring possibilities.