Quoting Thrax
All of those can be condensed down into the buttons I outlined.
Seriously, nobody needs a button for every 10% of the throttle. Nobody needs to look around in the cockpit when there's a HUD. Orders can be controlled with an on-screen radial interface. Weapon group assignments can be managed with 2 buttons: assign and cycle.
So on and so forth. MW2's control set was absurdly complicated for no particular reason.
I disagree with you. It wasn't overly complicated, I used almost every one of those crazy controls. Once you mastered the control set, you became an incredibly formidable player online. Being able to look right and swing your arm out for a shot, like K said, is very valuable. Ammo jettison could save your life in many occasions. 10% Throttle increments are essential (very much in the way 'matching speed' in tie fighter worked), directional controls for jump jets to assure proper death from above procedures, manic coolant flushes to keep yourself from overheating, always keeping the temps at a critical level and hovering dangerously near to a critical reactor.
And oh! how many times did I punch the alpha strike key in a final, desperate attempt to survive a bout?
MechAssault was a great game, very fun. But it lost the depth that the MW series had. The complete customization of your mech from color/camo down to individual heat sinks and where they were located. You spent almost just as much time setting up your mech in the MW series as you did completing missions. MechAssault removed almost all of these details, which drove it further away from it's tabletop roots. It was a good game, but certainly a console game.
Garg, that's the kind of stuff that we mean when we talk sim elements. MW4 certainly had them, though to a lesser extent than 3. They kept the complexity while trimming the fat on some of the more nitpicky items. Alpha strike, for instance, was no longer a command in 4. Many purists (myself included) complained about the omission of such a canon-defining attack.