So I finished Mechwarrior 5: Clans. Took about a week and 25 hours, which is more or less exactly what the estimated playtime talked about ahead of release was.
IMHO, if you liked Mechwarrior 2, this is a no brainer. Covers the Clan invasion of 3050, with you playing the oft neglected in novels and games Smoke Jaguar. It's the first work from the exclusive perspective of Smoke Jaguar I'm aware of. Well, that might not be true. I think one of the Twilight of the Clans novels was from the perspective of a Smoke Jaguar who got so shit on he defected to Comstar... with a little help from a deep cover agent they had taken as a Bondsman.
Anyways, it has just the right amount of cutscenes, a pretty good story with some nice personal stakes. Which was a wise choice because how all this turns out is a 30 year old story at this point. So you might as well have some interesting character arcs inside that predetermined outcome.
It goes back to longer, more difficult missions that I was used to from previous Mechwarrior games. A few missions in Mechwarrior 5: Mercenaries were of this sort, but there was a fuckton of procedurally generated filler. Which isn't to disparage MW5: Mercs, it just is what it is you know? So Clans is full of hand crafted missions that wouldn't be out of place in your typical MW2-4 entry. I found myself having to take 2 or 3 stabs at some of them, and tweaking my mech builds to strategize, which is a familiar experience from MW2-4 for me as well. I've seen complaints that means it's too hard and people are bitching about dropping down to an easier difficulty when they can't beat the game in a single attempt. Seems normal to me. That's what the easier difficulty is there for, don't get why you'd bitch about it?
The usual complaints about the mechlab being anything short of tabletop build rules where you can cram PPCs into legs and other ridiculous shit are aplenty. While the mechlab UI is a bit rough, it's not any more offensively bad than MW4 or MW5 was. Has it's differences, but it is what it is. I think developers learned long ago that following the tabletop rules destroys the individuality and character of the different mechs, and personally I agree with them. I like knowing that when I see a hunchback I need to blow out it's right torso ASAP. Or the absurdity of the Clan Nova, and it's preposterous laser vomit default build. Having all mechs of a certain weight just be different shaped paper dolls is boring.
Definitely lacks the replay value of MW5: Mercs, and I will likely go back to that for my MW cravings over a replay of Clans. At least until DLC happens, which I will be immediately on top of.
Win95/DOS 7.1 - P233 MMX (@2.5 x 100 FSB), Diamond Viper V330 AGP, SB16 CT2800
Win98 - K6-2+ 500, GF2 MX, SB AWE 64 CT4500, SBLive CT4780
Win98 - Pentium III 1000, GF2 GTS, SBLive CT4760
WinXP - Athlon 64 3200+, GF 7800 GS, Audigy 2 ZS