As for my personal experience hellfires seem to be most effective at medium to long range.
At close range the firing patern of the missiles often arc past your opponent. Even with the lock on they are still mostly avoidable at close range. And lastly they are very punishing if you hit a wall near you, and the fact that the 2 salvos are delayed only seems to make this matter even more aggravating since you might shoot your missiles at enemies and quickly dodge behind cover only to get hit my splash damage done by your second salvo.
The bruiser class on the other hand would make you think its a CQC mech.
The bruisers primary (SMC/Vulcan) are most efficient at shorter range.
The bruisers ability which is suppose to allow you to tank better gives you the feeling that you need to get into the heat of things to take best advantage of it.
That is why i think the hellfires on the bruiser are an exemple of game design anti-pattern. Since most of the mech would lead you to think getting in close is the proper way to play this fellow. But in actuality staying at a fair range greatly increases the effectiveness of the hellfires.
Your thoughts_
Edited by h0B0, December 07 2012 - 09:17 AM.