Frags, frags, frags. Omfg that guy killed me. Omfg pulse rifle spam is overpowered. OMG goons 1 shot kill on head.
NONE of it matters. Frags mean nothing towards anything but stage points. What really matters are bases. I've managed to rack up highest frags on both teams, but still lost because the base was built poorly if on H or just because the H knew how to play when on A. Case in point, any good H base is far better than a good A base.
A good H base can be built with 100 BP at s1. It's basically 'gg' if someone that knows what they're doing manages to set up a signature base of destruction. Enough H camping, and they'll eventually reach S3 and team rush the A base into nothingness. And, since these H are now camping adding an extra defense to the structures, Aliens will have a doubly hard time taking it down. Especially with large aliens. One defender and a repairman can destroy a lone mara's attempts to take down the reactor. Sure, if two or three adv maras decide to suicide one after the other it could be taken down, but that is assuming there's only one defender and a repairman. If that ever happened, any human would sprint back to base and take out hte attackers. The base repaired, they get back on their merry way. Goons and Tyrants rush one after the other to take out a few turrets. If there's a small amount of players, it's futile. The turrets are rebuilt by the team HP is regen'd. If there's a lot of players, tyrant rushing means more spam fire. The Tyrants die quicker. Sure, sudden death rolls around and a few tyrants rush. But, if an H team is good enough to build this base they are undoubetbly good enough to painsaw rush. The Aliens aren't even given a chance to sufficiently group attack before the Overmind is taken out and the entire team charges in to finish off the eggs. One last tyrant rushes, the sheer skilled turret placement takes him out before he does any real damage. A few follow, but the humans are now stumbling back to base with low Luci ammo and no medkit. They take out the remaining attackers with whatever they have and win the match. A perfectly built H base can be made from start and last till finish. Easily.
However, a perfectly built A base cannot. Not only does it take S2 for this to be done, as tubes themselves are useless even with trappers, but one suicide human nading a key structure and another right behind him with some tricky jumping and a painsaw can take out hte overmind. An organized H team will then charge in and destroy the eggs and remaining aliens. One defender, one builder. That can last an entire map. But once Sudden Death looms around, a key structure is down, and the entire base is lost. A key structure, in any good base's case, would be the main trapper. With that gone, any tubes or hives or whatever are deemed useless as they suck horribley. A painsaw rushes, takes out OM, everything is down. You can build several trappers to reinforce during the actual match, but once Sudden Death rolls around they cannot be rebuilt. This means that once the trappers are down, there is literally nothing stopping a rush to the OM. Tubes are horrid. Hives are slightly better, but due to their cost should be used sparingly. Multiple trappers delays the humans, but in perfect conditions with perfect teams, H will win. An H base is, plain and simple, BETTER than an A base. No doubt about it.
If there is to be anything edited to Trem it'd be the concept of bases and sudden death. Turrets could be nerfed so that the direction they're placed in when built matters (e.g., making their rotation only 180 degrees instead of 360), tubes could cost significantly less so that they are more spammable as they are only good in high numbers, hives could cost less so that they could be a better use of that 8 BP tahn trappers or tubes, turrets could cost more so they couldn't be spammed. Whatever it is, it needs to be done. Class indifference means nothing, because in the end it comes down to the bases. Human range easily takes out Alien defenses. An Adv. Goon can barb a human base, but in perfect conditions no major structures would be snipe-able or the Adv Goon would be low on health from defending fire before he's given a chance to get off all three barbs. A tyrant charges in, but is stopped by the pulse spam and insane amount of turret fire. And again. And again. One battlesuit with a grenade runs into an A base and nades an important trapper, another follows with a luci and takes out the second at the door. The third is a painsaw, nading any trappers stopping him and rushing for the OM. Once the trappers are down an Alien base is as good as dead. But trappers don't do damage and are difficult to place, unlike the turret defense structure of humans.
Alright. Enough ranting on my part. I'm going to restate my final point, though, just so it gets through any thick skulls out there:
Balance between Aliens and Humans doesn't matter, it's the balance between the Alien and Human defensive base structures that determine the end outcome. With both teams perfectly matched in skill, H will always win due to superior bases. This is the only type of balance that truly matters, and trying to imrpove anything else is a waste of time. If any developers or someone of importance reads this, please just be aware that the issue is in bases and not in classes.