- the high HP dont compensate the slowness
- it hardly survive without Medic
- the Mech is total useless in his purpose to do pressure in qcq
- the weapon heat generation is somewhat pathetic
- turret ability a joke
Now lets see the several Weapon combinations
Flac + Tow
Good weapons in qcq but useless when moving in slow motion while unable to fire because of heat and slow turn rate.
SA + Tow
The Playstyle from the primary makes the secondary useless. Same in reverse. you can shoot from higher range where your tow can only spam. At near Range the primary is to weak for this slow turning mech.
Vulcan + Tow
Vulcan useless at Range for Tow. Tow not good usable at vulcan range. Mech to slow to change Position for proper firing. The old Failsafe would help but it was nerfed for all.
Altogether, the whole concept of the mech is a big fail. Dont know whats the idea behind this mech was.Description says :
The Brawler is built for close-range combat and taking plenty of punishment. The Fortified Turret special ability generates a steady amount of healing to increase this mech's effectiveness on the front lines.
For close Range to weak. The healing Turret would be usable if it could provide so much healing like a tech medic. Then the Brawler could stay in the close combat range while dealing some damage and also could stay in combat while fire pause because of Heat.
The actual concept forgot about to put the brawler in Balance with other Classes. Brawler can not get away when he is in Purpose Position. So he must stay there and deal with the situation against two or more light mechs. Thats the purpose of a Tank he should be.
Otherwise he die like a fly against light mechs which are dealing 500dps(Det+Tow+Flac) without getting caught.
My conclusion after, hours of playing the Brawler and spending a lot of love in this Mech.
Remove this Mech from the Garage and put some new Mech in which can better survive in his role.
good day.