The rocko, a skirmisher, does not seem to be able to fill the role of a skirmisher effectively. I have made the following observations.
1) It is prone to team kill when clumped. (Yes this can be avoided with proper micro but is still a problem.
2) It isn't very effective vs any general unit type:
a) It easily dies to raiders (as it should)
b) It is too slow to chase arty(not the main purpose so again, not a problem)
c) It is outranged by most static defence (some other skirms can kill lotus)
d) It is outskirmed by every other skirmisher due to it's short range (this is to be expected due to it's very low cost)
e) It is ok against riots (I feel the rocko's best chance to be effective metal-wise is against riots
f) It is very bad vs assaults compared to other skirms due to it's short range, slow move speed, and slow projectile speed
I) Jacks can jump on them by the time they are in range
II) Any aasault tank/lveh can dodge the rocko-shots and close the gap quickly
III) The remaining assaults, thug, zeus, hermit are all somewhat agile and can dodge a decent number of rocko shots due to their slow travel time.
I understand that it is by far the cheapest skirm unit, so it can't be expected to be fantastic, so I propose a complete rework of the unit. I don't have any specific ideas for what to change on it, but right now it seems like a bleh unit that has very little use even though it's cheap.
Please don't try to defend the rocko by citing only very specific situations where it is useful. Skirms are meant to be effective vs slower units (riot/assault) and right now the rocko fails at doing so overall.
Edit: Godamnit this thing was nicely formatted and it got ruined when i posted it