When I saw that DerMax had replied to this thread, I just knew, I knew that absolutely nothing productive would be said.

Nerf - Hellfire Missiles - locking thorugh cloaks is bull and damage should be reduced thanks to increased hit certainty. Buff the missile tracking maybe as a slight offset.
Nerf - The Scout - Plays too well towards game's core mechanics with the sole downside being little armor. It has a higher heat cap than the Brawler which makes no sense.
If not nerfing the scout then buff C-class turret mode and let them use boost to do a 180 in turret mode. That will solve most of the issue to getting blapped through the rear before a reaction is possible
But really just delete the scout and reconsider what role something named the "scout" should fulfill in play. I personally don't think it should be the equivalent of a tank destroyer.
nerf - Grenadier - ridiculous dps and burst in primary Rev-GL mode. Consider reducing armor to 650 from 740. It is support and shouldn't have more armor than the vanguard. - keep the damage as it is now.
Switchout - Predator T32 shotgun - convert to miniflak or reflak shotgun. Charge weapons are BS on some maps and it would be nice to have some dps flexibility.
Buff - G2 Raider - reduce fuel consumption by a factor of 3 when activating special. Give it same base speed and boost speed as Incin/Vanguard
brawler - could use a better dodge timer otherwise its kinda ok.
Flame on!
Now, what you're saying is a common conception - this is a problem. The fact that what you're saying is something of common perception for new players is a problem.
It is a big problem, because some of your more significant points are quite wrong when pressed to their extremes. G2R and Turret modes could stand a (minor) buff, but I certainly wouldn't push it (and what you've suggested is drastic), and the T32 is probably the least useful weapon on the pred, but other than that, what you've stated, I'm afraid to say, is... well... laughable, and the cause of Der's attention seeking spam.
1. Hellfire missiles, ignoring their rate of fire, do less damage than the TOW, even if every one of the rockets hit - which is something of a rarity in itself.Source
Of course, you'd want something similar, being an auto aim weapon, but they have one of the single lowest DPS's in the game - and by a pretty long shot as well - and it's my understanding that this doesn't even account for the time it takes to lock on itself, making locked on hellfires likely the second least threatening weapon (and easily the least threatening secondary) in the game in terms of DPS and versatility, second only to the aggro mode of the helix repair torch, at a paltry 20 DPS - versus 55 for the standard TOW, and a maximum of 106.67 for the charged SAARE on the incinerator.
It is widely agreed on by the competitive community that apart from the G2 Assault, the least competitive mechs in the game are the Bruiser and the Rocketeer - due strictly to the hellfire missiles. The issue at hand is actually the auto aim feature. It's difficult to balance for in any game.
While they can be used situationally and effectively, you will be hard pressed to find an experienced player that agrees with you on the nerf aspect. The best you'll get is a compromise where one might nerf the targeting feature - by implementing a laser guided feature of some sort - and then upping the damage or RoF significantly. Given that hellfires supposedly operate on heat signatures - same as pred vision, it's not anywhere close to unfeasible that they would lock through cloak.
2. The scout, while clearly a favorite of many veterans, is also in the realm of "not so competitve in team fights" mechs. While you say it's only downside is it's health - in a game that's all about health, with hit boxes the size of small barns (literally) that's a massive downside. I'm having difficulty fully articulating the nature of how balanced-to-underpowered the scout actually is, and am hoping someone will be able to do so better.
The lack of health is extremely significant.
3. Turret mode! Yes. Here we have a thing. Vanguard is quite viable, but all else sort of falls short. All that really needs to be done to bring other turret modes in line is to increase forward damage resistance a bit. It's a very boring solution, but turrets are about positioning - and turret mode should be no different. Adding a "whoops I fuzzy bunnyed up" button isn't really the way to go about it.
4. Grenadier. I don't think you understand how significant a nerf 90 points of health actually is. This is a game where people complain the berserker, with it's 355 points of health, has too much compared to the infiltrator, at 330 - and they've got the moves to make the best of it. The gren is a good mech. no getting around that - but even at the very highest levels of play, it's projectiles are predictable and avoidable and even at the best of the best, it requires significant timing, precision, and map knowledge to use effectively. The vulcan gren may be able to stand a nerf - but even then only for the ability. It can still be easily outplayed by someone of comparable skill in most other mechs.
5. Pred T32 - not going to get much argument. It's an underwhelming "ambush" weapon with comparable (though worse in terms of burst) stats to the breacher without the versatility.
6. The single consensus on the G2 Raider in terms of buffing it is that you shouldn't show up on radar when walking with the ability. That's it. It can be devastating in the right hands. I've never gotten to the point where it's more effective than some of my other mechs, but it can be an absolute terror. It could probably stand some tweaks, but they're few, minor, and far between - no factors of three anywhere.
7. Brawler is one of the most OP mechs in the game. It has the fat to take on anything, and the damage of a scout. You need to be very careful with your heat management, but this thing hits like a howitzer fired at a baby. It could stand a nerf, if anything. Not a lot to say here. Every mech turns at the same speed, every mech aims just as well as the next. Having more than twice the health of the only other mech with comparable weapons - a mech that you declare needs a nerf - is no joke.
All of this said, these are real perceptions of the game, and they do need to be addressed somehow. I just don't know how.
You do have my apologies for any ramblings or grammatical/syntactical errors. I like to get drunk on Wednesdays to alleviate the nonsense that typically accompanies them.
Edited by ticklemyiguana, 08 July 2015 - 11:42 PM.