Made a list of equipment, technology and weapons available for the Inner Sphere by 3049.
MWO probably won't include everything from the list, specifically experimental tech will be probably excluded. But it gives a nice overall view of potential customization.
Leaving out melee weapons since melee attacks are not in MWO as of now. Also leaving out any system not having alternatives as of '49, like gyros.
Notes after :
Weapons
Energy
-Small/Medium/Large Laser
-Small/Medium/Large Pulse Laser : fires rapid pulses, increasing odds of hitting the target. Less range, more damage, more weight.
-ER Large Laser : ER means Extended Range, useful for snipers.
-PPC : Particle Projector Cannon.
-ER PPC : also good sniper weapon.
-Flamer : heats enemies in addition to dealing damage.
Ballistic
-Autocannon 2/5/10/20 : higher rating means more damage at the expense of ammo per ton and range.
-Ultra Autocannon 5 : similar to AC5, fires two shots in succession, doubling damage potential, has chance to jam.
-LB-X Autocannon 10 : shotgun version of AC10, has ability to fire both cluster rounds and standard rounds, though this is not implement in MWO yet IIRC.
-Gauss Rifle : high damage, low heat, weights a lot.
-Machine Gun : weak, lightweight, ammo efficient (one ton of ammunition gives 100 firings in tabletop game).
-Thumper, Sniper and Long Tom Artillery Cannons : artillery weapons mountable on mechs. Weight a lot, long range, high heat. Probably not in-game.
Missile
-LRM 5/10/15/20 : Long Range Missile, rate=missiles per salvo. Less damaging than SRMs.
-SRM 2/4/6 : Short Range Missile, rate=Missiles per salvo.
-Streak SRM 2 : "Streak" version of SRM 2, can only be fired with proper lock-on, more accurate than standard SRM. Costs more. How exactly these will work in game is unknown.
-Arrow IV Artillery : missile artillery, extremly long range. Powerful but heavy. As with -Artillery Cannons, might not be in-game.
-Mech mortar 1/2/4/8 : considered a missile weapon. Not as good as LRM for all intents and purposes but immune to AMS. Has variety of alternate ammunition.
Ammunition
-Inferno ammunition for LRMs and SRMs. Less damage, increases targets heat. Unknown if in-game.
Others? Most alternate ammunitions for missiles and autocannons are developed after the Clan Invasion.
Equipment
-Anti-Missile System : AMS for short, when activated, tries to shoot down apporaching missiles but not mortar rounds nor ballistic weapons.
-Beagle Active Probe : can detect shutdown units. Practically enchaned sensors.
-Guardina ECM Suite : disrupts lock-ons and various equipment. Beagle can detect jamming but no the unit itself.
-Narc Missile Beacon : fires a pod on the target that attracts all Narc-comptible missiles to it. Narc-enable missiles cost more.
-Target Acquisition Gear : TAG for short. For lazing targets. Guides missiles to target.
-Artemis IV Fire Control System : increases accuracy of LRMs and SRMs. Line of sight only. If one launcher has Artemis, all other launhcers of the same type must have it equipped too. Artemis compatible missiles cost more.
Mech parts
-CASE : protects from ammunition explosion. Ammo is still lost and rear armor is damaged but at least you won't blow up completly. Mountable on torso sections only. Some additional weight.
-Heat Sink : cools mech.
-Doble Heat Sink : improved version. Slightly more bulky but weights as much as standard heat sink. Cannot be used with standard heat sinks, a mech must mount either these or the standard ones.
-Fusion Engine : this is what powers your mech.
-Extra-Light Fusion Engine : larger engine, taking space in side torso as well. Weights only 50% as much as standard engine.
-Standard Armor
-Ferro-Fibrous Armor : takes some critical space but weights less than standard armor. Slightly more expensive.
-Standard chassis : essentially the mech's skeleton.
-Endo-Steel chassis : lighter than standard chassis but takes some critical space. Expensive.
Note sure when following were introduced:
-Triple Strength Myomer : TSM for short, when running suitably hot, increases strength for melee attacks and speed. Cannot be used with MASC.
-Myomer Accelerator Signal Circuitry : MASC for short, when engaged, increases movement speed. Prolonged use can lock up mechs joints, leaving the mech immobile. Cannot be used with TSM
-Supercharger : increases speed but risks engine damage. Can be used with TSM or MASC.
Experimental
-Binary Laser Cannon : nicknamed Blazer, it is made from two combined Large Lasers. High heat, high damage. Could be viable weapon with double heat sinks like ER PPC (indeed could be an alternative to ER PPC if expected engagement range is shorter than ER PPC's range and one wants to save weight).
-Hardened Armor : half the armor points of standard armor, absorbs 2 points of damage per armor point. Harder to score a crit against hardened armor. Very expensive.
Other
-"Rifle" series, predecessors to Battletech autocannons, comparable to World War 2-era tank guns.
-LRT/SRT series, Long Range Torpedoes and Short Range Torpedoes respectively. Meant for underwater combat. Very, very likely not in-game. Same stats as their Missile counterparts. These are not Artemis IV Fire Control System compatible nor there are Narc missile beacon compatible torpedoes.
-Cockpit Command Console. Adds additional equipment for another person in a mech's cockpit. Likely not in game as it requires two people (the other one is usually a field commander).
Please say if you noticed i missed something. Do note i left out all post-'49 tech.
I wish the site would actually remember me like I tell it to.
Indeed. What browser are you using? Firefox here.