Mechs:
Annihilator
I loved this mech in MW3. I've never played the table top game but Gausszilla would make an awesome hero variant. I'm hoping that at least one variant will have quirks oriented towards ballistic weapons in general (ballistic range, ballistic velocity, ballistic cooldown etc. as opposed to AC range, AC velocity, LB AC X spread, machine gun range etc.), and/or a variant with gauss specific quirks.
Avatar
Cool looking mech. Didn't use it much in MW3, despite its fairly impressive tonnage. Wouldn't make a bad anything, lest of all missile boat.
Champion
One of my favorite mechs from MW3, this one exudes an aura of cool . . . in an odd way. It looks like it was meant for an air port tarmac rather than a ground battle. Reminds me of a jet air craft. That said, I found that it easily lives up to its name.
Firefly
Another MW3 design that looked cool. Might not be much for firepower, but load up the jumpjets and lasers for some hit & run fun.
Hellhound
I recall this one from MW4 Mercenaries. Cool looking and fairly adaptable. Quick too. Looked it up on the battletech wiki and it actually is canonically viable. Like how it looked in MW4 M better though.
Marauder & Marauder 2
Look cool, especially in mod for MW4 M (MechTek), though the Marauder 2 from that mod looked like it should tip over into a face-plant (front looked a little heavy compared to the back, given where the legs are). From what the wiki says, I'm guessing that this cool duo isn't likely to make an appearance ("unseen" due to copyright issues - most disappointing
![:(](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
Nova cat
Canonically, boarder line (non)viable. Apparently 3059 is when production began so . . . ? I loved this one in MW4 and Mech Assault 2. The digitigrade design is pure, top-shelf awesome too rarely seen in MechWarrior/BattleTech for my liking. PPCs, Lasers, autocannons (had omni slots on one of the arms as I recall), whatever your (generally, non-missile) weapon of choice is, this cool cat will tote it in smooth sleek style. As it stands right now though, the clans have enough stuff on the shelf, and with their range advantage (and many of my favorite mechs) I sometimes wish I had joined Smoke Jaguar instead of Kurita. Another demi-god of war made mech into their arsenal isn't necessary or necessarily advised.
Stone Rhino
Another clan (monster) mech designed by Smoke Jaguar based on an epic failure from the end of the Star League era. This would be cool, if over powered. Definite position and hold (mostly just hold) design.
Sunder
A little odd looking, with the slanted forehead and missile launcher in it, this one wasn't bad in MW3 and made for a decent heavy hitter with the right load out. Though I can't remember what load I liked best, I recall a lot of lasers and an AC (or two). Certainly interesting, and powerful.
Tarantula
A quadruped design - BattleTech could stand to see a few more of those I think, though the wiki says they're disfavored due initial design flaws and subsequent bad rep. - this mech was supposedly in MW2 (if I remember correctly, it required cheat codes to aquire). I have MW2 but never played it - couldn't get it working due some compatibility issue, I might try again some time though - so I don't actually know if was in the game or not. Still, I would like to see it, and pilot it.
Weapons:
Light Gauss Rifle
Canonically, this is probably the only viable one among my suggestions (sort of) since it began production 3056. I would like to have it for its range and better ammo capacity (tonnage to). An Annihilator with 5 or 6 of these and plenty of ammo would make a great sniper. (btw, am I the only one who feels that head shots are way too difficult to actually make use of?)
Rotary Cannon (or a range extension for the machine gun)
The range that I like to fight at is generally long (even at its shortest) but the MG's range is just too short for my liking, especially given the low damage and ammo limitation (though ammo is hardly a concern for it, unlike MW4 where you got 600 rounds/ton). Production of rotary cannons didn't start untill after 3060 tough.
Long Tom
It took some getting used to in MW4, but in shooters I generally am good with grenade launchers. The Long Tom would make a great indirect fire support weapon in the ballistics category (LRMs are fine and all but not really my style). Implementing it might be difficult due to the way such a weapon works but I figure that there must be some way to facilitate easier learning with it.
Thundebolt missile
I didn't use this much in MW4, but I did like it. One powerful mech wrecker shot and even the toughest mechs are looking a little weak. Needs careful aim, especially since it has such limited ammo and high heat.
Medium Range Missiles (MRMs)
I love the damage output/missile of these things. The aiming issues are something of a concern but mostly because of the weight of the launcher and ammo, since spread could be reduced with the Artemis FCS. In MW4 M the salvo sizes got to be ridiculous though (MRM 40 ?!) especially given the dumb-fire (deadfire) nature of the missiles (lack of guidance system).
Bombast Laser
I swear by my Madcat's (timberwolf) bombast lasers, these are my all-time favorite energy weapon!!!!!!!!!!!!! At full charge, they did as much damage as a PPC, weighed the same, had better heat management (cooled while charging) and had a variable fire rate. The only drawbacks were their really short (500m) range (given the damage they did, they should have had longer range), the invariable (and irritating) cooldown between firing and being able to charge again, and that the game almost never gave you any. Get rid of the recycle time, extend its range and maybe increase the max charging time and I might never use any other laser again. The variable fire rate makes it good for slow but heavy hitting long distance and fast furious short distance engagements alike. Accentuate that adaptability and I might never use any other weapon again. Seriously, I want my (new and improved) bombast lasers.
As a final note, I think the lock-on time of S-SRMs is a bit too long. At short range, it can be difficult to get and hold a lock on a fast moving opponent. It is also a a little pointless when an opponent is behind cover or too far away to even hit. I liked the way S-SRMs worked n MW4 better (I still missed a lot though). Would it be possible to shorten the lock time of SRMs - as a kind of compromise - and maybe make it easier (or rather possible) to get them around or over (partial) cover to some limited extent? Thanks.