So yeah, realizing that I'm, like, a decade behind the times, I finally picked up the Project Phoenix TRO (which I never had looked at before, thinking it was just an expanded book of the old school guys in the back of the 3039 TRO), and discovered that it is full of brand new designs of these classic mechs. Which are all very nicely designed. Cool stuff.
Looking over the classics:
-Locust 5M: A very solid, ridiculously fast little mech. Even with single heat sinks, it isn't that bad off, heat wise, and packs a reasonable amount of firepower.
-Stinger 5R: I don't know that I buy into the efficacy of the Rocket Launcher 15s on this guy (primarily due to the basic design of the RL in general; it is a strong single shot, but with the +1 to hit, it isn't that likely to hit in the one time it gets fired), but given that all those extra 2 tons could be wouldn't really be that extra effective anyway, I can't really fault the idea (i.e. if you get in a scrape, maybe the 2xRL 15s will help you get out). Still works like a Stinger, however.
-Wasp 3L: Still similar to the Stinger, but trades most of the RL firepower for ECM and Stealth Armor, which makes it a solid little guy to use as an ECM getter in the way-er. Of the two, the Wasp seems a lot more of an interesting upgrade than the Stinger.
-Valkyrie QD1: This guy is an awesome upgrade; still reasonable maneuverability and armor for a light mech, the LRM15+Artemis is a great weapon (essentially an LRM20 but with more ammo). I'm not super convinced that the Targeting Computer inclusion just for the single ERML is a fantastic idea, but it's only a ton, so, well, not that big a deal. Overall, a great little mech.
-Ostscout 9CS: Fast, jumpy, reasonable armament, and full of useful electronics (C3i, ECM, TAG, Beagle Probe). A very solid "scouty" mech that is going to be very effective in combat as a hard to hit, close range "spotter" kinda guy. Very nice for what it is.
-Phoenix Hawk 4L: A superb version of this old standby. Great guns and maneuverability, greatly improved heat sinking abilities, ECM. All sorts of good. But really, they couldn't have pulled 3 points of armor off its torso to give it maximum head armor?
-Griffin 6S: Also a great version of an old mech. The long range combo of the ERPPC and LRM15+Artemis is very solid. It probably should have dropped the second ERML (which it can't really afford to fire much anyway, heatwise) for one more DHS, but I can't really fault it. Very solid.
-Scorpion 12S: Totally a reasonable way to make that old, unloved mech into a good combatant. Fast, reasonable hitting power, no more heat problems. Does suffer from having light armor and a LT full of ammo waiting to get hit with nothing to hide the ammo behind, but at least it has CASE, so not an instant death.
-Shadow Hawk 5D: Certainly an interesting version of this guy, who originally was always pretty bad. Still a kind of weird weapons outlay, but the RAC 5 is certainly an interesting way to go. Less armor than the excellent Griffin and Wolverine. Still not the best mech in the bunch, but at least interesting.
-Wolverine 8K: A totally fantastic version of what was originally very underwhelming. Strong firepower, abundant heat sinks, solid armor, excellent maneuverability. While I always thought the original Wolvernie, saddled with the anemic AC5/ML/SRM6 armament was best looked past. This guy? Great.
-Ostroc 4L: Completely reasonable. Kind of suffers from not enough heat sinks with that heavy ER laser armament. Not my favorite of the bunch, but not horrible.
-Ostol 6D: A much better combatant than the Ostroc, with more heat sinks, the targeting computer, and enough short range lasers to make up for not firing the large ones when in close. The TSM means it is fast and good at hand to hand combat, and the TC/Pulse lasers makes up for the heat penalties. Lacks jump jets and the ECM. But still, more attractive than the Ostroc.
-Rifleman 8D: A much more viable and interesting version of this classic guy. Lots of RAC ammo (although they are certainly gonna jam before all the ammo is gone). No more heat problems. Jump jets. Certainly worth using.
-Crusader 5K: Meh. I was never a big fan of the original design for any number of reasons (not enough heat sinks, a lot of exploding). This version relies on MRMs, which with the +1 to hit, are very underwhelming. Not super impressed. I mean, I see why it is what it is (i.e. a different kind of missile mech), but as I'm not impressed by MRMs, this guys fails to look attractive.
-Thunderbolt 9M: A very solid, fighty mech. Strong armor, jump jets, strong armament, enough heat sinks. I'm not a huge fan of the Light Gauss Rifle (which trades damage for extreme range compared to another PPC or an LBX AC10, which I'd have preferred in that arm), but it isn't at all a horrible gun and works well with the LRM15, so, ya know, fair enough. All around, very strong.
-Archer 8M: Probably the weirdest upgrade in the book. Changing the LRM20s to LRM15s with Artemis IV leaves it in about the same boat, missile wise (but with more ammo and less heat generated). Adding the ERLL doesn't *hurt*, but is weird for an Archer. I'd have rather seen it with LRM20s with Artemis IV instead of the ERLL, but, well, it is mostly a wash and makes it less ammo/range dependent. I mean, not a horrivle version, but weird.
-Warhammer 8D: A totally sound version of the classic mech. Enough heat sinks. Good guns. Good armor. The same classic guns. C3 just for extra ERPPC horribleness. Not my usual, but nice.
-Marauder 5L: All around, perfectly reasonable. I mean, I find the 2xERLL/1xERPPC armament kinda weird (as opposed to the reverse, although there isn't enough weight or heat sink capacity for that). The stealth armor is kind of a weird addition, as this isn't a mech that needs to generate +10 heat a turn, although it also has the TSM to take advantage of the overheating. I mean, it doesn't really *lose* anything by having the stealth armor (as the ECM is always a welcome addition, and it has enough armor without FF), but other than using it to close range safely, I can't imagine that it stays on all that much. But still, a good mech.
-Goliath 4S: The original was never that impressive. This version has the heaviest gun in the game, so, well, there you go. The LRM10 seems superfluous, but, well, it is a walking Heavy Gauss Rifle. So something to recommend it.
-Battlemaster 4S: Totally solid assault mech. Lots of good lasers and a Gauss Rifle. No real complaints to be had. I mean, the SRM6+Artemis would arguably be better as just a streak with half the ammo, but then, if you really want the option for infernos, this version is sound. A very respectable version for what is currently the most iconic mech of the game.
-Longbow 12C: A weird, lumbering missile machine. Which is what the original was, so makes sense. It is certainly going to do a lot of damage with LRMs at range. Reasonable.
-Marauder II 4S: Same 3/5/3 for a 100 ton assault, which is nice. Lots and lots of armor. Very punishing firepower with the 2xERPPCs backed up by the insane Heavy Gauss Rifle. Likely suffers from not enough heat sinks--it probably would have been better served by a regular Gauss Rifle and then more heat sinks (and maybe some ECM too). But still, a huge mech with scary firepower. That can jump! Nice.
So, well, that's my opinion on these upgrades of the classic standards. Overall, a very nice set of mechs with only a few small questionable design decisions (and the only real dubious one is the ammo placement on the Scorpion, and even that isn't that bad due to the CASE). Other opinions?