Instead of doing what I said I'd do, I decided to take a jab at character speed.
I decided to run the following routine: get a dried lake stage, get to the leftmost point on a ledge up to a wall and walk back, measuring the time from the moment the character starts moving to the moment it starts falling from the ledge.
Here's what I got:
7.93 s: Han-D
7.94 s: Mercenary
7.96 s: Sniper
8.02 s: Miner
8.08 s: Acrid
8.50 s: Enforcer
8.55 s: Bandit
8.62 s: Huntress
8.66 s: Commando
8.74 s: Engineer
Now, there is a number or measurement errors. Firstly, the recodring wasn't perfect and got a bit choppy, so the movement might've started a split second earlier than in the recorded clip every now and then. Secondly, start and end of the measurement was done by me tapping the stopwatch app, so there's a delay in eye-to-brain-to-finger reaction, which is not always consistent as I am human. Lastly, character sprites might have different width, meaning not all of them, having come up to a wall, necessarily started from the exact same spot.
With this much noise, any difference less than 50 milliseconds can be safely disregarded. Probably even 100 ms.
I'm fairly sure that Han-D, Miner and Acrid all have the same base speed. They're all melee fighters, and it would be logical to give them a boost of some sort to compensate for range. Sniper is kind of in-between, I'll have to do some more measuring. Bandit, Engineer, Huntress and Enforcer must have the same base speed too, as evidenced by some local co-op letsplays back from beta. Sadly, I don't have a controller so I can't run local co-op by myself (and good luck getting any strictly simultaneous actions in online MP with a 250 ms latency).
EDIT: slowed the videos to 1/8 speed and measured again. Yeah, melee + sniper seem to have the same speed that's rougly 6% higher the ranged classes have.
EDIT: added the jedi ninja mercenary.
Last edited: Nov 24, 2013