1) Thresher
Variant details see
here
60t clan battlemech. In the movement department it comes with a good engine, optional MASC and Jump Jets on every variant. In the firepower department it comes with a mix of hardpoint types, and high weapon mounts. In the vein of the Hellspawn those arm missiles are placed above sholder level. All in all a well rounded mech. One 'hero' variant combines a clan chassis, with inner sphere weapons like MRMs. Unfortuntaly there are only 2 standard variants available, but clans need another 60t option besides the MadDog.
2) Arcas
Variant details see
here
Since the
Rifleman IIC is too slow for my liking, I'd rather see the Arcas as next 65t clan battlemech. It comes with good engine, jump jets and decent hardpoints. We don't have any clan 65 tonner with jump jets at the moment (until the loyalist Linebacker comes out) so JJs are a big plus on this chassis.
3) Grizzly
Variant details see
here
Not really impressed with any of the 70t mechs left. If we ever get Artillery weapons (Arrow IV) than the
Bowman would be a real competitor, but as of now there's really only the Grizzly left. Another jump capable battlemech with decent hardpoints that could potentially look pretty cool.
4) Black Python
Variant details see
here
It looks terrible, but I believe in Alex to take care of that aspect. Apart from that it's a 75t clan battlemech that comes with the same engine as the Timberwolf, jump jets on all variants and rather high numbers of mostly energy hardpoints with ballistic hardpoints here and there. One variant even comes with ECM. I'd actually limit the minimum engine size to something like 340 to take away some of the battlemech inherent flexibility for balancing reasons.
The
Burrock has only one variant, but that one looks pretty cool, so I wouldn't say no to that one either.
5) Lancelot
Variant details see
here
A super fast, energy based variant of the Rifleman one could say. Similar to the Rifleman it serves as direct fire support mech, with the lack of lower arm and hand actuators to allow for high arm weapons. Unlike the Rifleman it comes with a super high engine cap, due to it's 390XL engine on all but one variant. I personally would even consider a minimum engine cap of something like 325 to better distinguish it from the Rifleman. One variant even has jump jets. I would assume it to be more slender and taller than the Rifleman as well.
Alternatively the
Anvil would be a good energy boat with ECM and jump jets on most variants. I personally also dig the
Merlin quite a bit. Further I was pleasently surprised to see that the
Ostroc and
Ostsol both look like capable mechs, even though I am not the biggest fan of their visual appearence.
6) Crusader
Variant details see
here
With 14 eligible variants this is probably record for all mechs not yet in the game. Unfortunately most of them are rather similar, but there is still enough variation in there to get more than 5 unique standard variants. Most variants have missile hardpoints in the legs, which i took the liberty to move into the side torso sections of the mech in my link above. I personally would go for the following ones:
CRD-2R: 2 Ballistic, 2 Energy and 6 Missile hardpoints stock. No jump jets.
CRD-3L: 2 Ballistic, 2 Energy and 4 Missile hardpoints, but this time along with jump jets.
CRD-5K: 4 Energy and 4(2) Missile hardpoints, but this time all energy HP in the torsos. JJ.
CRD-8S: 4(1) Ballistic, 2 Energy & 2 Missile, with the ballistics in the side torso to allow for AC/20s
CRD-7L: 3(2) Energy, 4(2) Missile with ECM and JJ but potentially very low engine cap.
Alternatively the
Exterminator would be great as well.
7) Avatar
Variant details see
here
The mandatory IS omnimech in my top 10
Good omnipods with optional JJ and ECM. Unfortunately no Endo Steel, but in terms of flexibility that might not be a bad thing. Won against the
Black Hawk KU and
Perseus, but mostly because we already have one Nova (Black Hawk) and 2 Orions (Perseus) in the game.
Suggested Variants: Prime, A, B, R, E
8) No-Dachi
Variant details see
here
It's called No-Touchi(ng) for a reason. You don't wonna get near this thing. Requires Triple Stength Myomer (TSM) and Melee-weapons to be added to the game, with the former quite straight forward and the later quite difficult to integrate. But once I've seen Pacific Rim 2 I need to at least be able to preorder this mech. Great hardpoints. Great Speed. Great hardpoints. Great visuals. The only thing holding it down a little bit is the fact that no variant has JJ, but all have TSM to compensate for that.
As a more conventional alternative I've always been a fan of the
Caesar in the books.
Shootist and
Thunder would also be good additions with the later being an example of using shared equipment locations. The 2L variant for example sports an LB 20-X AC in the right arm with 8 slots in the arm, and the remaining in the right side torso. Something you see quite frequently in the IS heavy bracket.
9) Bandersnatch
Variant details see
here
Now tell me that you don't want to see a 75t IS mech with 11 hardpoints (2xBallistic, 6xEnergy & 3xMissile). I definitely do want to see it, and if PGI includes the 01Ar variant, which technically comes during Jihad, but doesn't sport anything we don't already have in game, than we can has an ECM variant as well. All variant even allows for AC/20s in the arms.
Another very good alternative is the
Dragon Fire
10) Penetrator
Variant details see
here
It's called the Penetrator. Nuff said. I know we already have a 75t energy boat with the Black Knight, but the Penetrator has higher weapon mounts, JJ and one variant with ECM while retaining the same speed. One variant comes with missile instead of lazors in the arms.
Alternatively the
Flashman would be another grounded energy boat, but with higher engine cap and a torso that looks suspiciously like an UrbanMech.