Ok, Let me say I understand they are very different games but there is a ton of overlap. Having played them both BattleTech is just way more refined than Mechwarrior and its actually where they overlap where it tends to show most.
What Mechwarrior got better:
1. Visually better looking with more individually customizable mech appearances... Its nice but actually the least significant difference and easily ignored.
2. Unique NPC pilot stat limits.... I actually really like this it makes buy individual pilots and how you assign them to mechs a lot more interesting.
3. Looking for locations you can head to you can see mission types available icons, high value mission icons, and rare sale items icons. This is great so you don't waste time flying to systems only to find no missing you want to do. This could be greatly improved though by adding system tonnage limits so your not arriving to find out your over tonnage or lack tonnage for the missions and rare salvage could list type so you don't waste time going to a system for a rare AC/2.
4. Improved contract negotiation with damage insurance is nice it adds another option and the point system adds a better visual of how your reputation effects your options.
Where MechWarrior failed:
1. The Lack of Melee and Knock down... they really hurt the game. As result Light mechs run up and circle heavy mechs which can often result in heavy mechs being eaten alive by locusts they would in Battltech computer or desktop would melee it, knock it down, and if it was still alive, step on it. I pretty much will not play a mech without jump jets and good mobility because I am tired tiny circling death. On top of blowing off a mechs leg then after a few seconds it shakes it off and runs full speed again.... that's just plain silly. Knocking a mech down so you can shoot it better is BattleTech to the core this is the #1 thing to add that would improve this game. Where is my death from above!!!
2. No NPC Pilot AI type selections. I would really like to be able to put a pilot in a Jagermech JM6-S with good ballistic skill, set to sniper mode, with priorities First Air, Turrets Second, Tanks Third, and mechs fourth. Then it would head for high ground overlooking the nearest objective marker. We clear that one and it would find a spot overlook then next objective marker. A skirmisher that keeps to the sides and prioritizes tanks first, mechs second, turrets 3rd, and air targets 4th would be good. A Brawler, that heads right into the middle, targets mechs first, tanks second, turrets 3rd, and air 4th would round it out. As it is they all follow me like ducks then lose there minds attacking randomly.
3. Sized hard points suck. I REALLY like how BattleTech did hard points with support weapons in a different category, then if I want to drop all my weapons, armor, and jump jets to turn that energy weapon hard point on center torso of my locust into a large laser I do it. Having hardpoints that restrict me to AC/2 and medium lasers really REALLY kills build flexibly. If they want to keep the hardpoints to exactly what the default build allows, that's fine. A Panther having a choice between PPC + SRM6 or PPC +LRM5 or Large Laser + LRM10 or Medium Laser + LRM20 is still 4 options but MechWarrior ties the missile hardpoint to small which restricts the SRM to 2 or 4 and LRM to 5 effectively halfling the options and the fun. There is no need to keep the Locust models all separated for example. Instead let me buy a locust, pick the hard point variant, then build it out they way I want. If I want to strip all the armor and put a large laser, or strip all the weapons but a medium laser and a small laser let me half my fun. 90% of the mechs are the same it does make since to have me search the galaxy because I want an energy hardpoint in the center torso, instead let me get one mech chassis and pay to convert hard point composition to the model I want it to be.
4. Mission tonnage lock down. Battltech gets it right. There are some missions where they lock tonnage down for a story reason but mostly if you take a lower mission to earn some funds or hunt some smaller mechs you can still do it with your assult lance to save cost in damages. … What your employere is like "No no, I want you murder that guy in your tiny mechs... it will be funnier and you wont make as much money on the mission with all the damage your going ot have to pay off"...… its dumb. It sucks fun and strategy level play out of the game to force it on some tiny little rails.
5. Mechs are not destroyed or sold in parts. MechWarrior 5 goes out of its way to make things harder than BattleTech by not allowing you to salvage mechs in parts then making you save and hunt stores for that moddle of mech you want. Even if you get one on a mission and leg it or blow its head off, you have little to no chance of getting on because they only salvage as a whole mech so you need 12 points or more to get a mech and you can't even get that on most missions. That makes the limited hardpoints more frustrating because you end up not being able to get mechs you fight regularly unless they happen to randomly sell in a shop. Its very unbattletech of a BattleTech game. What's the point of having a system where you pick your salvage... if you then turn around and make me buy everything I want!??!? Why do we bother with salvage negotiation system to under cut it? Worried I will move forward too fast and enjoy myself? No problem!! Make coring mech destroy the mech and risk killing the pilots and I will have to find them again. Don't just make it annoying to build forces in the beginning. It does get a bit better later, but when I got to the point where I could salvage a mech I have only ever done it for selling them. You could really replace the whole system with better mission funds and make me buy it all with virtually no change to the game.
6. Battle Zones cost more time and money. Why? I am using my mechanics on my ship. All this does is mean I spend more traveling to save on repairs. So you let me skip to the next event but then you force me to leave the area for repairs? WHY? If I saw a count down timer or score based on how fast or some reason for this to do something other than waste my time in the real world, that would be one thing. Getting more help should cost more money. If they wanted to make non-combat zones better at building, they should have added an option to buy building support bonuses at manufacturing planets. Makes way more since.
7. Spawning in the hanger instead of the bridge or my cabin. "How can we make it so it takes players longer to beat?, I know put access to everything in one room at one end of the ship and after every mission have them spawn back on the ship at the opposite end so they have to run through every time!!!" … It was cool the first time. I might have walked out a couple of times to admire the mechs since. Really, if the bridge was closed off and we just had screen shot of it like BattleTech it would be fine. Battletech is fine. Really they wasted alot of effort on a feature that looks cool, just to make it a hinderance. The only time having the inside of the ship mapped out matters is when you deploy from the drop ship and you get to spin around and walk out into battle.
What Mechwarrior got better:
1. Visually better looking with more individually customizable mech appearances... Its nice but actually the least significant difference and easily ignored.
2. Unique NPC pilot stat limits.... I actually really like this it makes buy individual pilots and how you assign them to mechs a lot more interesting.
3. Looking for locations you can head to you can see mission types available icons, high value mission icons, and rare sale items icons. This is great so you don't waste time flying to systems only to find no missing you want to do. This could be greatly improved though by adding system tonnage limits so your not arriving to find out your over tonnage or lack tonnage for the missions and rare salvage could list type so you don't waste time going to a system for a rare AC/2.
4. Improved contract negotiation with damage insurance is nice it adds another option and the point system adds a better visual of how your reputation effects your options.
Where MechWarrior failed:
1. The Lack of Melee and Knock down... they really hurt the game. As result Light mechs run up and circle heavy mechs which can often result in heavy mechs being eaten alive by locusts they would in Battltech computer or desktop would melee it, knock it down, and if it was still alive, step on it. I pretty much will not play a mech without jump jets and good mobility because I am tired tiny circling death. On top of blowing off a mechs leg then after a few seconds it shakes it off and runs full speed again.... that's just plain silly. Knocking a mech down so you can shoot it better is BattleTech to the core this is the #1 thing to add that would improve this game. Where is my death from above!!!
2. No NPC Pilot AI type selections. I would really like to be able to put a pilot in a Jagermech JM6-S with good ballistic skill, set to sniper mode, with priorities First Air, Turrets Second, Tanks Third, and mechs fourth. Then it would head for high ground overlooking the nearest objective marker. We clear that one and it would find a spot overlook then next objective marker. A skirmisher that keeps to the sides and prioritizes tanks first, mechs second, turrets 3rd, and air targets 4th would be good. A Brawler, that heads right into the middle, targets mechs first, tanks second, turrets 3rd, and air 4th would round it out. As it is they all follow me like ducks then lose there minds attacking randomly.
3. Sized hard points suck. I REALLY like how BattleTech did hard points with support weapons in a different category, then if I want to drop all my weapons, armor, and jump jets to turn that energy weapon hard point on center torso of my locust into a large laser I do it. Having hardpoints that restrict me to AC/2 and medium lasers really REALLY kills build flexibly. If they want to keep the hardpoints to exactly what the default build allows, that's fine. A Panther having a choice between PPC + SRM6 or PPC +LRM5 or Large Laser + LRM10 or Medium Laser + LRM20 is still 4 options but MechWarrior ties the missile hardpoint to small which restricts the SRM to 2 or 4 and LRM to 5 effectively halfling the options and the fun. There is no need to keep the Locust models all separated for example. Instead let me buy a locust, pick the hard point variant, then build it out they way I want. If I want to strip all the armor and put a large laser, or strip all the weapons but a medium laser and a small laser let me half my fun. 90% of the mechs are the same it does make since to have me search the galaxy because I want an energy hardpoint in the center torso, instead let me get one mech chassis and pay to convert hard point composition to the model I want it to be.
4. Mission tonnage lock down. Battltech gets it right. There are some missions where they lock tonnage down for a story reason but mostly if you take a lower mission to earn some funds or hunt some smaller mechs you can still do it with your assult lance to save cost in damages. … What your employere is like "No no, I want you murder that guy in your tiny mechs... it will be funnier and you wont make as much money on the mission with all the damage your going ot have to pay off"...… its dumb. It sucks fun and strategy level play out of the game to force it on some tiny little rails.
5. Mechs are not destroyed or sold in parts. MechWarrior 5 goes out of its way to make things harder than BattleTech by not allowing you to salvage mechs in parts then making you save and hunt stores for that moddle of mech you want. Even if you get one on a mission and leg it or blow its head off, you have little to no chance of getting on because they only salvage as a whole mech so you need 12 points or more to get a mech and you can't even get that on most missions. That makes the limited hardpoints more frustrating because you end up not being able to get mechs you fight regularly unless they happen to randomly sell in a shop. Its very unbattletech of a BattleTech game. What's the point of having a system where you pick your salvage... if you then turn around and make me buy everything I want!??!? Why do we bother with salvage negotiation system to under cut it? Worried I will move forward too fast and enjoy myself? No problem!! Make coring mech destroy the mech and risk killing the pilots and I will have to find them again. Don't just make it annoying to build forces in the beginning. It does get a bit better later, but when I got to the point where I could salvage a mech I have only ever done it for selling them. You could really replace the whole system with better mission funds and make me buy it all with virtually no change to the game.
6. Battle Zones cost more time and money. Why? I am using my mechanics on my ship. All this does is mean I spend more traveling to save on repairs. So you let me skip to the next event but then you force me to leave the area for repairs? WHY? If I saw a count down timer or score based on how fast or some reason for this to do something other than waste my time in the real world, that would be one thing. Getting more help should cost more money. If they wanted to make non-combat zones better at building, they should have added an option to buy building support bonuses at manufacturing planets. Makes way more since.
7. Spawning in the hanger instead of the bridge or my cabin. "How can we make it so it takes players longer to beat?, I know put access to everything in one room at one end of the ship and after every mission have them spawn back on the ship at the opposite end so they have to run through every time!!!" … It was cool the first time. I might have walked out a couple of times to admire the mechs since. Really, if the bridge was closed off and we just had screen shot of it like BattleTech it would be fine. Battletech is fine. Really they wasted alot of effort on a feature that looks cool, just to make it a hinderance. The only time having the inside of the ship mapped out matters is when you deploy from the drop ship and you get to spin around and walk out into battle.