While earlier versions of the MechWarrior series were more simulation oriented, I felt MW4 reached a peak in terms of the finished product along with community modding efforts.
Yes, MW4 had graphical issues that it should not have as the newest version upon launch, but by the time we got MW4 Mercenaries in 2002, the next several years offered a very complete package, with a wide variety of mechs, weapons and maps.
MekTek was at the time the top producer of community content, and I volunteered some time to help them get it done. The game was able to hold 100 mech chassis, and they maxed it out with a wonderful selection of Clan and Inner Sphere mechs, and their quality modeling put mechs in the game that were among the very best looking in any MW game up until then.
Guys like Ash rounded out the experience by putting in top shelf custom maps, and the custom map building tools that were released meant a really wild and creative spectrum of open maps and Solaris style arenas were available.
What the MW4 games got most correct was that they first pioneered the hardpoint system.
Sorry haters, but it IS a superior system for configuring mechs in the lab. While it was new at the time and I did approach it with considerable hesitation, in retrospect it was an upgrade to the old, open slot system on the classic record sheets for tabletop play.
The community used and abused free slots like a dead horse. In retrospect I felt the system translated poorly to video gaming media.
Sorry haters, but the hardpoint system keeps mechs more within their designs and roles:
There is a nice handful of 55-tonners in THIS game, and they all stand out as slightly different performers; something that would not have happened with full open slots.
I'll likely make few friends with this statement, but the only real argument for open slots is boating...plain and simple.
While we all know that boating is effective, it also makes a game with that system pretty damn vanilla, and dull in some respects.
If your mech hangers in MW2, MW3 and MWO were or are stuffed full of pure boats, especially jump-capable for pop-tarting, then you are not a fully rounded player, lacking creativity and flexibility. Sorry, but it is what it is.
We've all boated at some point and to some degree, but the open slot system has largely sapped the spirit and the spectrum of Battletech's deep lore and ambience.
After 30+ years as a Battletech veteran, I have to say one of the things that makes HBS BT a superior product among the many games in the franchise IS the hardpoint system.
Sure...it would be an easy and simple thing to go free slots. To make my lance a collection of brawlers loaded to the max with medium lasers...to make pure LRM boats...to specialize with crit and heat seeker variants, stacked with machine guns and flamers.
Sure.
But having to take each chassis on its own terms and functionality, and at least earlier in the game, also limited by the weapons and equipment I have in store, ultimately makes me a better player, and makes the game feel more correct.