Art: There is some talent here, but almost every aspect of it has a "not quite there yet" element to it as well. There needs to be more work on symmetry, anatomy, facial construction and prespective. Now you do have a great sense of cinematography and detail, but you tend to lose sight of the forest for the trees quite often. I'd seriously recommend reallocating some of the time you spend drawing wrinkles on hands to making sure the prespective from the finger to the thumb is proper. Also, keep in mind that the further away from the camera an obeject is the less small details we would see in real life. by including so many tiny blemishes on something that is pretty far away, or should be justifiably in shadow, you're losing sight of the basic emotion that you want your characters to be conveying.
http://www.drunkduck.com/Human_City/index.php?p=339675 This comic is a great example of too much detail in the wrong places. It seperates it from professional quality work. Also, look at all the wrinkles in his shirt in the last panel. In real life clothes aren't that wrinkley, so it stikes the brain as looking unnatural. Really this problem presists with cloth throughout, but the last panel is a great example of it. Shadow is another problem. Where is your lightsource in the first panel of this page? If you look at parts of the page it looks like its coming from the lower right. If you look at other parts it looks like it's coming from right above him. And if you look at other parts it looks like it's coming from the camera. How are you doing your shading? It looks like you're using markers. It does add depth to the work, and it gives a noir feeling water-stained shadow element, but I think it looks amatuer, because the inking is still rough and the already exists the problem of too much detail and some larger issues of symmetry and prespective that I mentioned earlier. I don't wanna say back off in it, but maybe just reevaluate your priorities, back up in the detail and the coloring and work on some of the more primary things like character models, prespective and use of light and shadow. You definately have talent, and know what you want to do, it just seems that you're not always going about it the correct way.
Production: The font you used is ok, I guess. I could imagine a more appropriate font for your story, but this one works. Your text bubble strangle your words alot though, you should open them up a little. They shouldn't shrink wrap your text. I breeched this in the previous page too, but it looks like you're using pencil and ink and marker. You should really settle on a maximum of two of these.
Writing: I'm eager to see this develop some more. But thats not to say there aren't problems with the writing. So far the plot seems focused around making the reader hate these ammoral super-mercenaries. You describe them as bullies in your summary, and I think you did a great job of getting that point across. But, by the same token, they're not really very good at being bullies. I mean, a bunch of regular dudes totally took out two of them, and they didn't even have guns or anything. Batman would tear these supers apart. Theres also a problem of some things occuring as cliche, or unrealisticly. For example, when he gets his arm ripped off... I might've been able to buy it if you hadn't showed it in gruesome detail, but because you did my first thought looking at the page was "his arm wouldn't have ripped like that. Structural ingegritey of the bone dictates it would tear at a joint. Most likely the shoulder, but I would've bought elbow had you done it there. Theres a certain level of suspension of disbelief that a reader will accept. I'll accept that he somehow survived having his arm torn off without major brain damage from the bloodloss. I 'll call it a miracle or artistic liscence or something. But ripping his arm there is akin to shooting out a car's headlight and then just having it exlpode. It doesn't make sense. Theres some blatant cliche foreshadowing going on as well, which is really a problem that comes from bad television. Having a character complain about something taking too long and then repurcussions for it taking too long. Saying "she kissed me like it was the last time" and then having it be the last time they kiss. These are pulp devices that the average reader sees a mile away. Its hard to build suspense when you are constantly forcasting what's going to happen. Foreshadowing should only be for major events and it should be so subtle that the reader doesn't notice it till after the fact. Also, having the characters act in such a hyper dramatic fashion saying things like "I can't believe he's dead" and "I realize that it's now or never" is false. These statements don't reflect anything about the character, or how he/she deals with extreme situations. Its the difference between characters who seem like real people and characters that feel fictional. Your characters should be driving your storyline, not the otherway around. Your concept is good, but your execuection is lacking. Starting the comic at a dramatic scene is tricky. The reader doesn't know or care about any of the characters yet. You do a good job of getting the reader to hate the supers right off the bat, but you don't nessecarily get us to empathize with the criminals. Instead of the narrator spounting cliches throughout the first attack you could've had flashbacks to them preparing for their heist. Instead of having one character bitching about it taking too long you could've flashed back to the same character being reluctant to even do it because of the possible super backlash. Instead of having the narrator say she kissed me like it was for the last time, you could've had them fighting about where their relationship was heading. Instead of having the characters wax poetic about how they'd never leave tim behind you could've flashed back to an event that showed just how tightly knit the group was, and just how important tim was to them. We really don't know anything about the protagonists, even if we like them. We just know we don't like the antagonists.
Final Word: This comic really has potential, but the author needs to figure out exactly how he wants to tell the story. Right now the art is half gritty noir, half realistic, and not always fully planned out, but conceptually it's moving in the right direction. The story is a little rushed and under developed, but again, conceptually it has alot of potential and is taking things in an interesting direction. My recommendation would be to plan things out a little more, not nessecarily the plot, but what you want to convey to your reader about your characters, and then to try not to be to over-the-top about it. And also to simplify your art some, which will deemphazie the grittiness a little, and bring more empasis to the emotion