Huh, I didn’t know that about the OmniMechs. I’ll be honest, the whole “thing” about Omnis never made much sense to me as a video game player: it was just a fancy term for something I couldn’t see a distinct difference in. The first “true” 3D Mechwarrior was based on the pre-Clan invasions (a war of… something… between Jade Falcon and Wolf about whether the invasion would happen at all), and it was one of the first that I played which allowed you to really mess with the loadouts of the mechs. Both of the Battletech games (Crescent Hawk and Crescent Hawk’s Revenge) had default loadouts that you just used… CHR in particular was a very ambitious proto-realtime game that was… hard. Really really hard. Also the first time I was introduced to an Urban Mech, but at the time they were terrifying: waves of them would pound your “heavy” mechs (again, the heaviest mechs in the game were on the order of 40-50 tonners) into rubble. Apparently the game had heavier mechs for the later campaigns, but I never made it past the assault on the Kell Hound’s base, so I can’t really say… but gosh it was difficult.
Anyway! Moral of the story is that by the time you could modify your loadouts in the video games, there was a lot of flexibility that may or may not have been intentional. The original “Mechwarrior Mercenaries” game (the one with the Blazing Aces) had only… 7 or 8 total mechs available (Locust, Jenner, Phoenix Hawk, Shadowhawk, Rifleman, Marauder, Battlemaster… that might have been it?) and no flexibility in their payload. Mercs 2 did, but there was no restrictions (ie: you could fit as many machineguns into your mech as you had remaining tonnage for), so there were a lot of very silly builds. My favourite was probably a Locust just weighed down by MGs… take off all the armour because 1 hit would kill you anyway, and just run around behind enemies, ramming them (lightly) and shooting since there was a very limited ability to aim up or down. It wasn’t until I played the HBS “Battletech” (I think now the 2nd newest, since Mercs 5 released recently) that I was introduced to the concept of hardpoints… sure, you could fit any AC into the arms of the JagerMechs, but it only had 4 hardpoints, so you couldn’t fit in 6 AC2s, even if you wanted to (and yes, I definitely wanted to).
ANYway. I read a bunch of the Tech Spec books when I was younger (mid-80s), but never played any tabletop version of the game, which is still true. Loved looking at the pictures, though. Played some “Robotech RPG” (by Palladium Games), so I kinda played with Battlemechs. The original “Robotech” was very much into the stompy mechs being better than the Veritechs (transformable Phoenix Hawks) so the player group consisted of almost all mechs… Gladiators (Archers), Excalibers (Warhammers), and Spartans (Longbows) in particular were popular with my players, which is good because I could never figure out a way to have the transformable Veritechs “work” with the slower, basically stationary mechs. They were just too fast…
ANYWAY! Gosh I can ramble when I’m not paying attention. Sorry.
In the HBS Battletech, vehicles aren’t usually a threat (“Schreks” are… I don’t remember their specific loadout, but I recall it has like… 3 PPCs? I think? And there’s one that has a big honkin’ AC20… I want to say “Demolisher”? I think that’s right…). LRM Carriers are incredibly annoying if you can’t close to them fast or dust their spotters quickly, and as mentioned SRM Carriers pack a punch in close, but most of the tanks/apcs/vehicles are nuisances rather than threats. In Mechwarrior Mercenaries 5 there are also helicopters (barely count as target practice… the worst thing about them is having to use the heat on a medium laser to cut them down) and hovercraft, but again, just buzzing flies unless you ignore them too long (which is sometimes necessary due to the volume of enemies you have to deal with, and some incredibly stupid spawning rules).