But I want to give my honest impressions after trying out the class.
Seeker Missiles
The only problem with the seeker missile is its rate of fire. It is so high that it gives it the ability to spam while rounding a corner. If anyone follows, they die. The crazy rate of fire on the seeker when not homing allows you to suppress anywhere, making engaging a good rocketeer challenging. These two abilities that are allowed to the Rocketeer are more important than 'QQ aimbot high dps BAWWW' (recap: un-pursuable around corners; suppression). However it is comparable to how SS abuse corners and LoS as well.
Other than that, the rocketeer fills its role of 'stream-of-death' very well. While not able to reliably kill mechs who know how to dodge behind cover, it is excellent at zoning enemies out, and punishing bad positions.
Turret Mode
The turret mode is still a joke, just give them a mortar/siege mode for Gods sake. This would add to the theme of suppression.
The 1v1 Factor
I have purposely avoided the 1v1 discussion, because I believe that players who fixate on 1v1 balance are, quite frankly, bad. Although this is necessary for DeathMatch considerations (save that for another topic).
But just to state the obvious, it is a mech who was envisioned by the designers to be a stream of high explosives. Why would you step in front of that?
That being said, I felt that the rocketeer felt a little too agile and it was too easy to throw around, but this is probably due to the recent boost tweak. On the other hand its comparable mobility allows it to fend off multiple attackers while running away. Something you would expect from a mech that is just supposed to spam ordinance. Something to consider.
Closing Thoughts
All that being said, I still feel that hit-scan is still the most deadly (as in guaranteed kills vs good players - who will likely run away and repair - not just noobs who stand in your volley-o-death), and SS is still my preferred mech

Talking speculatively, I think the Rocketeer fills a nice niche of making fast A-Class damage dealers a little more cautious when choosing when to commit to an attack. As a SS, I for one welcome my new Rocketeer buddy to screen out those nasty infiltrators now that my 1v1 is no longer OP.
All in all an excellent change that only needs a little more tweaking. Before you condemn the new Rocketeer, ask yourself would you really want to have viable mechs limited to an elite few 'class A' mechs? No. You would want each mech to be godly in its own playstyle. And for team games to have a deep and dynamic interaction between classes. So suck it up and learn how to play against this new mech, because it should be here to stay.
*edit* Follow up thoughts:
http://community.pla..._40#entry106135
Edited by ReachH, November 28 2012 - 05:18 AM.

 

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			 and making 900 dmg in a few seconds for camping rocketeer
 and making 900 dmg in a few seconds for camping rocketeer  
					
					 I simply stated that if they intend to reduce the ROF (because that's what most people seem to be complaining about, second being their tracking ability which I doubt is going away), then they need to increase the damage accordingly. It makes it more of a skillful use of the Seeker, rather than spamming it.
 I simply stated that if they intend to reduce the ROF (because that's what most people seem to be complaining about, second being their tracking ability which I doubt is going away), then they need to increase the damage accordingly. It makes it more of a skillful use of the Seeker, rather than spamming it. 
				
				
			








 
  
	 
	
 
								




