I have two opinions on the matter of the scout. Assuming: The scout is kept, albeit renamed: The scout should become very similar to the spy of Team Fortress 2. The scout would use his cloak, which is a slowly regenerating, time-limited bar(like a longer-lasting stamina bar) that renders the scout completely invisible to enemies for a short period of time. The scout would have limited anti-infantry items, such as the shotgun pistol - capable of taking out an enemy, definitely, but unwise for attacking groups or a prepared individual. In short: Anti-Building with the ability to defend himself long enough to attack a building Proposed details: Weapons Primary: Cloaking device (must be out to sustain cloaking) Secondary: Shotgun Pistol OR <insert alternative weapon choice that provides limited protection> Grenade: Sabotage Satchel (see below) OR Concussion Grenade Extra: Combat Boots (provide speed boost) Skills Keep the current skills, minus hide and plus Target Sharing( I'm sure you can come up with a better name) which shows all enemies within your range of sight on the radar for others. The scout's Sabotage Satchel would attach on the side of a building, and continuously damage it until removed by an enemy (via a melee hit on it) or until the building is destroyed. A scout would carry one sabotage satchel at a time; ammo upgrade would allow two. The scout is removed altogether: This one's a lot shorter: If the scout is removed, make grenadier an all around explosives guy, strong against tanks and buildings, but weaker than currently against infantry. A lot of what I proposed has been stated already, although scattered and spread about the thread. I agree very strongly with the people who mentioned the fourth class being anti-building, and I also agree that a sniper rifle is worth beans in this game. Here's hoping to more balanced class usage!
IF WE NEED TO DISCUSS WHAT THE ROLE OF THE FOURTH CLASS SHOULD BE, THEN WE DO NOT NEED A FOURTH CLASS. The role of each class should just be obvious. I mean, we've got a anti-infantry class, a anti-vehicle class and a building/anti-building class. What more do we need? My point of view: Remove the scout, until a new gameplay feature pops up, one that forces us to add a fourth class to deal with it.
Tank Driver: He is a superior vehicle pilot, who gets better stats in tanks (speed, damage, cooling, handling) than the other classes, but doesn't get the versatility and longevity of an Engineer.