I've noticed a few quirks about the C class rocketeer (my main mech) and I'd like to put in some input about C class balance (note I have no experience with a Brawler, and I've never even seen one in game but I'm assuming most of these points sans weapons are pretty spot on for both).
Ability:
I never use siege mode. Ever. It makes you more vulnerable to fire due to being extremely slow and unable to bail if you start to lose a fight. The idea of a turret mode just doesn't seem to fit well in a game where speed and dodging are the key. I think this is the area that needs improvement with the C class. If this changes it may make the C class worthwhile with no other changes.
Weapons:
Dueling: Both primaries on the Rocketeer can charge doing massive damage on a shot. This is good and bad. Compared to the assault and sharpshooter, a missed shot is probably your death. You have no way to recover easily from that and the other classes will out DPS you while you wait for the next shot to load. It's extremely penalizing. However, with the rockets, you can charge up a shot, pop around a corner or sneak up to a sniper, start a lock, fire your primary, finish the lock, and let rip a set of rockets. You'll leave a medium at about 3 bars after that barrage depending on how many rockets hit. That's nuts. However, due to both weapons having long reload times and poor DPS when not charge you really have to rely on LOSing your enemy between shots and keep popping out, lobbing a huge damage volley, and then popping back into cover.
Fire support: I find the rocketeer excels in this role like no other mech. While a sharpshooter can do great damage it doesn't have the burst of the rocketeer. Use the burst combo to wreck a mech and have a friendly with more forgiving weapons do the cleanup. It's not glorious, but it certainly works. Worst case scenario you get part of the volley off and the enemy has to take cover or continue to take massive damage. So while the mech's weapons have some glaring weaknesses they also fill a really good niche role. I think some adjustment is needed but not so much a drastic change. Maybe the option to have an assault rifle type weapon would help lessen the extreme niche fire support role and add more dueling capability when you need it.
Mobility:
Smart smaller mechs will simply cram themselves down your throat and you'll have a hard time tracking them while they circle strafe you. Due to how the missiles in particular come from the side of your mech and not from the front it can be really hard to hit someone point blank even when aiming at the ground to get splash damage. I think that's a good tradeoff for the rocketeer's burst potential but it seems a bit too easy to exploit with the myriad of cover in the game to help someone close the gap. Again, probably needs more fine tuning than a large adjustment.
Fuel:
I noticed they have quite a bit more fuel which seems awesome at first but has some severe limitations. Due to their weight it sucks your fuel and you still go almost nowhere when trying to move vertically with jump jets. However, I've noticed a REAL strength with the fuel: You can bail out of almost any fight. I can usually 1v1 in a rocketeer with some corner hopping and not have to dodge much or at all. If I start to lose a fight, I just do a 180 and smash the fuel guzzler to bail back to friendly lines while trying to LOS. It makes killing me EXTREMELY hard to kill unless I get out in the open and flanked, ambushed, or just get careless. I'm actually pretty happy with where the fuel is at right now as it makes getting into a perch difficult but it can be extremely rewarding for the rocketeer.
Overall: It just seems the weapons need a bit of a tweak and the ability needs a complete overhaul. Possibly the ability to drop a rocket or machine gun turret as the special would help secure their fire support / point defense role and give them that niche that you guys seem to want them to have. A +50 base HP increase and a 3% damage reduction would really put them in a good spot depending on the overhaul of the ability. I'm, pretty happy with the rocketeer as a whole though. Undertuned, but nowhere near useless.
EDIT: Oh, and I would love to see %hp repair instead of flat numbers. At times it can feel like the extra HP is an encumbrance rather than a boon. It would standardize repair times and compensate for HP upgrades which I don't think is a bad thing
Edited by Robsbot, October 27 2012 - 04:59 PM.