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Will many powers still be (mostly) useless vs. protected targets?


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#251
dreman9999

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The Spamming Troll wrote...

No Snakes Alive wrote...

OR PLAY ON A LOWER DIFFICULTY. Problems solved. Whether you don't know how to deal with protections properly or you just plain don't enjoy having to, why play Insanity? It's obviously not for you.


unfortunately its not for me. ive found what is for me..... i play on veteran. i dont upgrade a single weapon, or take any health upgrades. i only upgrade my biotics, not even techs. i dont take more heavy weapon ammo, i dont even upgrade medigel to fully heal the entire squad. i play the game with an infinite amount of credits and minerals, without even putting a single aspect of RPing into weapons or whatever. thats the biggest challenge and the funnest way i can enjoy playing the adept in ME2. ive cut one aspect of the game out, in order to not see another. its the worst possible thing in the whole god damned galaxy!

i havent even tried to mod my game knowing i could actually make that singularity, warp, warp ammo, stasis, barrier, dominate adept. i just cant convince myself, my version of ME would be better then biowares, even tho i know its in my grasp. or maybe ME2 just isnt worth the effort to me.

hopefully i can mod ME3.

....Wow......no wonder you can't play the class any higher. TST, you have to be the most stubbern person alive to play with that crappy build. To not even go as far as improving your health for servivability or even upgrading Medigel. Not even upgrading weapons......The biotic is not a mage, it's not powers only...And the fact that you don't have your pull in your hot key when playing verteran which still have common enemies with no protection is even more laughable..TST, it clearly you who has the problem. After seeing what been shown to you and not using a bit of it in battle, it's no wonder you complain so much..
I play ME2 on insanity, using nothing more than a Heavy pistol in Battle. The entire time I use my powers and at most I use my gun 5 or more times. I've taken every advantage I've been given and I get through battles quickly and ruthlessly. The reason why.....I take hints from other adept players.

#252
RPGamer13

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Proposed Vanguard Skill Set

Charge
New Power
Consumable Power
Warp
Incendiary/Warp Ammo
class Passive
Renegade Passive
Shotgun Passive?


I always felt we needed a third passive, ME1 had over 5 of them.

#253
The Spamming Troll

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dreman9999 wrote...

RedCaesar97 wrote...

dreman9999 wrote...
...
2. Instacast would make [Singularity] too powerful.


I think Singularity should be instant-cast. By default, the Adept is the only class without an instant-cast ability. I agree with Lazuli, Singularity should be instant-cast and have 1 second less of a cooldown. This would bring in line with Drone.

....Stasis.....Reave......domination...All insta cast.<_<


bonus power, bonus power, bonus power.

whats next the soldier is a biotic class becasue he can take barrier?

#254
The Spamming Troll

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No Snakes Alive wrote...

The Spamming Troll wrote...

No Snakes Alive wrote...

OR PLAY ON A LOWER DIFFICULTY. Problems solved. Whether you don't know how to deal with protections properly or you just plain don't enjoy having to, why play Insanity? It's obviously not for you.


unfortunately its not for me. ive found what is for me..... i play on veteran. i dont upgrade a single weapon, or take any health upgrades. i only upgrade my biotics, not even techs. i dont take more heavy weapon ammo, i dont even upgrade medigel to fully heal the entire squad. i play the game with an infinite amount of credits and minerals, without even putting a single aspect of RPing into weapons or whatever. thats the biggest challenge and the funnest way i can enjoy playing the adept in ME2. ive cut one aspect of the game out, in order to not see another. its the worst possible thing in the whole god damned galaxy!

i havent even tried to mod my game knowing i could actually make that singularity, warp, warp ammo, stasis, barrier, dominate adept. i just cant convince myself, my version of ME would be better then biowares, even tho i know its in my grasp. or maybe ME2 just isnt worth the effort to me.

hopefully i can mod ME3.


LOL that's the weirdest skill set I've ever seen proposed. I won't say it wouldn't be fun but lol.

Actually to be honest I wouldn't see much of a difference in playstyle with it. Keep the Warp, Singularity and Warp Ammo, scrap the gimmicky Dominate for Pull/Throw Field because they're all more or less used for the same purpose of CC/pulling aggro off yourself, forget Barrier because it's more or less useless on Insanity (Unity makes for a better emergency button IMO for Adepts anyway so they don't have to waste the points) and scrap Stasis b/c it's corny and unnecessary. There you have my Adept on Insanity and I find it pretty damn fun (just not comparatively to my beloved Tech classes).

Sorry you don't. Hopefully Overpower will help, since it should let you throw out more Biotics like there's no tomorrow.


i agree with you!

#255
The Spamming Troll

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dreman9999 wrote...

The Spamming Troll wrote...

No Snakes Alive wrote...

OR PLAY ON A LOWER DIFFICULTY. Problems solved. Whether you don't know how to deal with protections properly or you just plain don't enjoy having to, why play Insanity? It's obviously not for you.


unfortunately its not for me. ive found what is for me..... i play on veteran. i dont upgrade a single weapon, or take any health upgrades. i only upgrade my biotics, not even techs. i dont take more heavy weapon ammo, i dont even upgrade medigel to fully heal the entire squad. i play the game with an infinite amount of credits and minerals, without even putting a single aspect of RPing into weapons or whatever. thats the biggest challenge and the funnest way i can enjoy playing the adept in ME2. ive cut one aspect of the game out, in order to not see another. its the worst possible thing in the whole god damned galaxy!

i havent even tried to mod my game knowing i could actually make that singularity, warp, warp ammo, stasis, barrier, dominate adept. i just cant convince myself, my version of ME would be better then biowares, even tho i know its in my grasp. or maybe ME2 just isnt worth the effort to me.

hopefully i can mod ME3.

....Wow......no wonder you can't play the class any higher. TST, you have to be the most stubbern person alive to play with that crappy build. To not even go as far as improving your health for servivability or even upgrading Medigel. Not even upgrading weapons......The biotic is not a mage, it's not powers only...And the fact that you don't have your pull in your hot key when playing verteran which still have common enemies with no protection is even more laughable..TST, it clearly you who has the problem. After seeing what been shown to you and not using a bit of it in battle, it's no wonder you complain so much..
I play ME2 on insanity, using nothing more than a Heavy pistol in Battle. The entire time I use my powers and at most I use my gun 5 or more times. I've taken every advantage I've been given and I get through battles quickly and ruthlessly. The reason why.....I take hints from other adept players.


nah man you dont get it. im not upgradeing on purpose, to make the game more
challenging. instead of seeing enemy protecions(like turning  on hardcore/insanity). im not recomending it to anyone. you dont need to be a fan of it. it simply makes the game as difficult as possible for my adept without having enemy protections. unless theres another way i havent thought of.

i use pull ALOT on veteran. you dont think i wouldnt be here if i NEVER USED PULL??!!?!! if its not clear, i like using abilities. theres an ability called shockwave you might have forgotten about while your playing insanity. its works pretty good on veteran.

Modifié par The Spamming Troll, 12 août 2011 - 05:12 .


#256
crimzontearz

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No Snakes Alive wrote...
For some reason, on Insanity, I was able to strip entire groups of their defenses in second flat using Biotics. Then I locked them down with Biotics and most of the time killed them with Biotics. Imagine that - I played the class as it was meant to be played with
no extra hoops to jump through.

What, they can't handle shields alone? Neither can Vanguards unless you're Charge-OSK'ing every single enemy one at a time. God, how boring this game must be for all of you who spam Adrenaline Rush, Charge, and Cloak on protected enemies one at a time and wish the Adept could do the same. Yeah Biotic classes need squadmates or a bonus power to get rid of Shields. Just like Tech classes need squadmates to take on Barriers. Hotkey a squadmate's Overload and you can Warp-bomb a group of enemies' protections off in 2 seconds.

OR PLAY ON A LOWER DIFFICULTY. Problems solved. Whether you don't know how to deal with protections properly or you just plain don't enjoy having to, why play Insanity? It's obviously not for you.



maybe it is because I played vanguard and Squadmates' warp is less effective than an Adept's shepard's warp

Maybe it's because my insanity run was NG+ thus I started with 0 upgrades but all enemies were fully upgraded.

Maybe it's a combination of both

but I distincly temember NEVER being able to fully strip an enemy defense with a single power use until I had all my upgrades and even then it only worked on some mooks. Also overload cannot be detonated....so I don't know what you are on about there. Still...the point remains. A lot of people feel this system needs to be re-worked because it's sucking the fun out of their playthroughs as opposed to adding a challenge.

Again, we will see what bioware does witht his feedback

#257
Strugz

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Take out biotics completely , real men use soldier class.

#258
No Snakes Alive

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crimzontearz wrote...

No Snakes Alive wrote...
For some reason, on Insanity, I was able to strip entire groups of their defenses in second flat using Biotics. Then I locked them down with Biotics and most of the time killed them with Biotics. Imagine that - I played the class as it was meant to be played with
no extra hoops to jump through.

What, they can't handle shields alone? Neither can Vanguards unless you're Charge-OSK'ing every single enemy one at a time. God, how boring this game must be for all of you who spam Adrenaline Rush, Charge, and Cloak on protected enemies one at a time and wish the Adept could do the same. Yeah Biotic classes need squadmates or a bonus power to get rid of Shields. Just like Tech classes need squadmates to take on Barriers. Hotkey a squadmate's Overload and you can Warp-bomb a group of enemies' protections off in 2 seconds.

OR PLAY ON A LOWER DIFFICULTY. Problems solved. Whether you don't know how to deal with protections properly or you just plain don't enjoy having to, why play Insanity? It's obviously not for you.



maybe it is because I played vanguard and Squadmates' warp is less effective than an Adept's shepard's warp

Maybe it's because my insanity run was NG+ thus I started with 0 upgrades but all enemies were fully upgraded.

Maybe it's a combination of both

but I distincly temember NEVER being able to fully strip an enemy defense with a single power use until I had all my upgrades and even then it only worked on some mooks. Also overload cannot be detonated....so I don't know what you are on about there. Still...the point remains. A lot of people feel this system needs to be re-worked because it's sucking the fun out of their playthroughs as opposed to adding a challenge.

Again, we will see what bioware does witht his feedback


To clarify, I meant use a squadmate's Overload to strip Shields and then Warp-bomb away. We already know what Bioware has done with the class - they've given them a new power that allows Adepts to do what they already can, just far more rapidly. And speeding up the casting action is something both sides of this argument should be able to get behind.

No matter what you think of ME2 Adepts, ME3 Adepts are looking like an improvement already.

#259
crimzontearz

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No Snakes Alive wrote...

crimzontearz wrote...

No Snakes Alive wrote...
For some reason, on Insanity, I was able to strip entire groups of their defenses in second flat using Biotics. Then I locked them down with Biotics and most of the time killed them with Biotics. Imagine that - I played the class as it was meant to be played with
no extra hoops to jump through.

What, they can't handle shields alone? Neither can Vanguards unless you're Charge-OSK'ing every single enemy one at a time. God, how boring this game must be for all of you who spam Adrenaline Rush, Charge, and Cloak on protected enemies one at a time and wish the Adept could do the same. Yeah Biotic classes need squadmates or a bonus power to get rid of Shields. Just like Tech classes need squadmates to take on Barriers. Hotkey a squadmate's Overload and you can Warp-bomb a group of enemies' protections off in 2 seconds.

OR PLAY ON A LOWER DIFFICULTY. Problems solved. Whether you don't know how to deal with protections properly or you just plain don't enjoy having to, why play Insanity? It's obviously not for you.



maybe it is because I played vanguard and Squadmates' warp is less effective than an Adept's shepard's warp

Maybe it's because my insanity run was NG+ thus I started with 0 upgrades but all enemies were fully upgraded.

Maybe it's a combination of both

but I distincly temember NEVER being able to fully strip an enemy defense with a single power use until I had all my upgrades and even then it only worked on some mooks. Also overload cannot be detonated....so I don't know what you are on about there. Still...the point remains. A lot of people feel this system needs to be re-worked because it's sucking the fun out of their playthroughs as opposed to adding a challenge.

Again, we will see what bioware does witht his feedback


To clarify, I meant use a squadmate's Overload to strip Shields and then Warp-bomb away. We already know what Bioware has done with the class - they've given them a new power that allows Adepts to do what they already can, just far more rapidly. And speeding up the casting action is something both sides of this argument should be able to get behind.

No matter what you think of ME2 Adepts, ME3 Adepts are looking like an improvement already.


it does not really faze me really snakes.....I play vanguard

all I care to know right now is how NG+ works exactly and what special melees vanguards get

#260
Last Vizard

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GunMoth wrote...

I think you're referring to Biotic powers only? Because I use powers all the time in my insanity runs - but they're mainly tech / soldier powers.

They already confirmed that there are going to be more complex enemies. (Enemies with SWAT-like shields that will require a biotic pull or singularity to remove the shield from the enemy etc. etc.)


Since the swat shield thing was meantioned for ME 3 i wondered why biotic abilities will now work on something armored while in ME 2 you can't do anything to armoured foes with biotic attacks apart from lower armour points.
ME 1 got powers right because single player RPGs don't need to be balance between classes because game experiance is going to be different anyway.... why does the ability to move objects with my mind mean i don't spend a couple of hours in the gym every second day preventing me from wearing better armour like soldiers?

#261
crimzontearz

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Last Vizard wrote...

GunMoth wrote...

I think you're referring to Biotic powers only? Because I use powers all the time in my insanity runs - but they're mainly tech / soldier powers.

They already confirmed that there are going to be more complex enemies. (Enemies with SWAT-like shields that will require a biotic pull or singularity to remove the shield from the enemy etc. etc.)


Since the swat shield thing was meantioned for ME 3 i wondered why biotic abilities will now work on something armored while in ME 2 you can't do anything to armoured foes with biotic attacks apart from lower armour points.
ME 1 got powers right because single player RPGs don't need to be balance between classes because game experiance is going to be different anyway.... why does the ability to move objects with my mind mean i don't spend a couple of hours in the gym every second day preventing me from wearing better armour like soldiers?


hence why I VASTLY prefer games like the WoD where there is no such thing as classes

#262
wadeconty7

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I imagine it's already been addressed in an 11 page thread, but just in case...

You do realize Incinerate does 1.5 times damage to shields, yes? If you gave Mordin Heavy Incinerate, combined with full tech upgrades and his own omni-tool boost, you're looking at (210)*(1.8)*(1.5)=540 damage to shields. That's strong enough to strip a regular enemies shield at level 30 on Insanity.

Its amazing how little people understand the mechanics of ME2. If you don't care enough to learn stuff like this, then instead of complaining about characters being underpowered on harder difficulties, stick to Normal/Veteran, its there for a reason.

#263
The Spamming Troll

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wadeconty7 wrote...

I imagine it's already been addressed in an 11 page thread, but just in case...

You do realize Incinerate does 1.5 times damage to shields, yes? If you gave Mordin Heavy Incinerate, combined with full tech upgrades and his own omni-tool boost, you're looking at (210)*(1.8)*(1.5)=540 damage to shields. That's strong enough to strip a regular enemies shield at level 30 on Insanity.

Its amazing how little people understand the mechanics of ME2. If you don't care enough to learn stuff like this, then instead of complaining about characters being underpowered on harder difficulties, stick to Normal/Veteran, its there for a reason.


although how often are you playing a fully leveled and upgraded shepard throughout the game? i wouldnt doubt most players with mordin are playing the majority of the game with basic incinerate. also i wouldnt think someone who is dying alot on harder difficulties, is someone that doesnt apreciate the usefullness of abilities. so its not a matter of being aware of the potential of mordins incinerate, everyones going to be using it whether they suck at the game, or not.

Modifié par The Spamming Troll, 29 septembre 2011 - 04:09 .


#264
lazuli

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wadeconty7 wrote...

Its amazing how little people understand the mechanics of ME2. If you don't care enough to learn stuff like this, then instead of complaining about characters being underpowered on harder difficulties, stick to Normal/Veteran, its there for a reason.


It's not so amazing when you take into account that a lot of that information is hidden from the player.  It certainly doesn't help that the icon for Incinerate turns red when you're about to use it on a shielded enemy. 

Christina Norman talked about wanting to make ME3's gameplay mechanics much more transparent than ME2's.  But as she's no longer on the team, I'm not sure what will happen with ME3.

Is the average player really going to search the forums and stumble across the Gameplay Data thread?  Should he or she need to?  It's up for debate, I guess.

#265
TheShogunOfHarlem

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While I do agree that choosing the right squad for the right missions is crucial. It something that was crucial even in ME1.
However...
Anybody who thinks that Bioware's "solution" in handicapping powers is the best solution is insane. My biggest issue is that shields supposedly provide protection biotic and tech attacks when it's been described that shields only provide protection from high velocity projectiles. Armor should only have provided limited protection from some biotic attacks. It was ludicrous that Singularity and Dominate was useless on shielded and armored enemies.
I would have been content if Biotic attack at least knocked down/lifted up but not killed some enemies. There needs to be a better balance instead of handicapping Adepts and Engineers to use the same tactics as Soldiers.

#266
The Spamming Troll

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I find it funny enemy protections dont do much more protecting then regular health against weapons. Enemy protections are simply more health but a different color. Tge main point of ALL protections is to stop abilities. Thats kindof like how pemacilin was invented, on accident and ujintentional.

"hey i made these shields that kindof slowdown weapon fire, but they also somehow stop every known biotic and tech atack too! Yayyyy!"

#267
lazuli

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The Spamming Troll wrote...

I find it funny enemy protections dont do much more protecting then regular health against weapons. Enemy protections are simply more health but a different color. Tge main point of ALL protections is to stop abilities. Thats kindof like how pemacilin was invented, on accident and ujintentional.

"hey i made these shields that kindof slowdown weapon fire, but they also somehow stop every known biotic and tech atack too! Yayyyy!"


This is not one of your better arguments, Spamming Troll.  You prove yourself wrong in your first three sentences.

How can enemy protections be "simply more health but a different color" and also "stop abilities"?  Health doesn't stop abilities.

I understand that you're dissatisfied with how biotics were all but completely nullified by protections, but there are better ways to convey that, ways that you've successfully used countless times in the past.

If this is a lore vs. gameplay problem, I'm not going to get it into it with you.  Gameplay > lore, every time.

#268
The Spamming Troll

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wasnt it proven that health is actually "harder to take out" then defenses? so whomever developed the tech in shields or armor(and barrier) accidentally made a defensive system that doesnt actually protect against weapons. so that means im no better shooting barrier as i am shooter health, right? so why do i care about having shields to stop weapons fire, when they dont do anything more then health to protect from weapons fire? protections ARE just more health, but a different color(that also happen to stop biotic and tech attacks, for some completely unknown reason).

i dont care about lore at all.

Modifié par The Spamming Troll, 29 septembre 2011 - 05:05 .


#269
ryoldschool

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The Spamming Troll wrote...

wasnt it proven that health is actually "harder to take out" then defenses? so whomever developed the tech in shields or armor(and barrier) accidentally made a defensive system that doesnt actually protect against weapons. so that means im no better shooting barrier as i am shooter health, right? so why do i care about having shields to stop weapons fire, when they dont do anything more then health to protect from weapons fire? protections ARE just more health, but a different color(that also happen to stop biotic and tech attacks, for some completely unknown reason).

i dont care about lore at all.


Shields, armor and barriers do protect the enemy from ammo effects ( cryo, incendary ) on weapons.  Also, most weapons have a multiplier against the various protections, so you are better off using an smg vs shields instead of a pistol or (most) sniper rifles.

#270
The Spamming Troll

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^i think your adding to my concern?.......so yes, they protect from abilities like pull or hacking, and other abilities like you mentioned like ammo powers CC effects. so like i was saying protections are made to stop abilities, not weapons fire. correct me if im wrong.

sure certain weapons are better against certain defenses, but nothing thatll make me want to take out my pistol to kill a thresher maw just becasue it has alot of armor. and its not like the caster classes have alot of options in terms of choosing which gun to use. its the locust, or your bonus weapon, and thats it.

Modifié par The Spamming Troll, 29 septembre 2011 - 05:50 .


#271
MELTOR13

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and its not like the caster classes have alot of options in terms of choosing which gun to use. its the locust, or your bonus weapon, and thats it.


False. That is simply an opinion.

Pistols are devastating vs. armor. The Locust is, I believe, still last in DPS to the Shuriken and Tempest. It's easier to use because it's more accurate, but it's not necessarily the best weapon. It's simply a jack-of-all-trades weapon, a serviceable weapon for all ranges. Short-range, it gets beat out by Shuriken/Tempest/Shotguns. Medium Range, it gets beat out by Vindicator/Mattock (and, if you're a good shot or close enough, Avenger/GPS - they have a higher RoF). Long range, obviously, is own by snipers. 

#272
The Spamming Troll

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im saying caster classes have pistols, SMGs and one main weapon. that doesnt compare to the soldiers fully fledged arsenal in terms of having a weapons that best fits a situation or a specific defense. i dont care much for who has best DPS on paper. the carnafax has the best DPS, but i dont see alot of people using that. but the point i was making wasnt about what weapon is the best, its the assortment of weapons shepard has.

#273
RedCaesar97

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The Spamming Troll wrote...
im saying caster classes have pistols, SMGs and one main weapon. that doesnt compare to the soldiers fully fledged arsenal in terms of having a weapons that best fits a situation or a specific defense. i dont care much for who has best DPS on paper. the carnafax has the best DPS, but i dont see alot of people using that. but the point i was making wasnt about what weapon is the best, its the assortment of weapons shepard has.


The three weapons-based classes--Soldier, Vanguard, and Infiltrator--are designed around disabling and killing enemies with weapons. The Soldier is the weapons specialist, able to disable and kill enemies with all weapons. The Infiltrator is the sniper specialist, and the Vanguard is the Shotgun specialist.

The three powers-based classes--Adept, Engineer, and Sentinel--are designed around disabling and killing enemies with powers.

Pistols and SMGs--the default weapon set for the powers-based classes--cover all three defenses: armor, barriers, and shields. The powers-based classes do not have the assortment of weapons that the weapons-based classes have, but for the most part they do not need them. The weapons-based classes tend to shoot off defenses, then have to keep shooting to kill the enemy. The Power's based classes tend to only need to shoot defenses, then cast abilities to kill the enemy.

#274
The Spamming Troll

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i disagree. id say the combat classes were created with the fact that theyll be using weapons when they play the game. while caster classes were created without a single thought put towards them needing weapons too.

its more like combat classes are designed around their weapons AND their abilities. caster classes only rely on their abilities, which doesnt work so well for them on insanity.

Modifié par The Spamming Troll, 29 septembre 2011 - 11:21 .


#275
RedCaesar97

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The Spamming Troll wrote...

i disagree. id say the combat classes were created with the fact that theyll be using weapons when they play the game. while caster classes were created without a single thought put towards them needing weapons too.

its more like combat classes are designed around their weapons AND their abilities. caster classes only rely on their abilities, which doesnt work so well for them on insanity.


And I will also have to disagree. I find that the weapons-based classes are designed around the weapons:
 - The Soldier's ammo powers and Adrenaline Rush are designed so the Soldier has guns and abilities for every situation.
 - The Infiltrator's Cloak is designed to help them snipe effectively. Disruptor Ammo helps increase a sniper rifle's strength just enough to help take down shields faster.
 - The Vanguard's charge is designed to get the Vanguard up close and personal with the shotgun and Inferno ammo can panic organic enemies long enough so the Vanguard can survive long enough in the open while in cooldown.

The Infiltrator and Vanguad have some other options besides weapons, but those options are limited.

The powers-based classes rely more on their abilities than weapons, on that I will agree with you. But I disagree that no thought was given to their weapon requirements. The Sentinel, Adept, and Engineer only need enough weapons to deal with barriers, shields, and armor, and they have that in the pistol and SMG, which deal significant damage to defenses.

The powers-based classes also have powers that can strip at least two defenses quickly:
 - Engineer has Overload (shields) and Incinerate (armor)
 - Adept has Warp (armor and barrier)
 - Sentinel has Overload and Warp
At most, the weapons-based classes have only one ability that can strip defenses quickly.

Whenever I play a caster class--Sentinel, Adept, and Engineer--I have never relied on just their abilities.

If I strip a merc's shields with an Overload, my character is now on cooldown and the merc is still running around. I then have to shoot him dead, but weapons do not gain bonuses against health so I have to first use a squadmate's pull or Mordin's cryo blast to disable the target; A frozen or pulled target increases my weapon damage so I can then kill him quicker.

Or, I can first shoot the merc's shield off myself and then follow up with one of my abilities, such as Pull or Cryo Blast. The benefit of this second option is that my cooldown is short so I can follow up with another attack very quicky, and my squadmates are not in cooldown so I can have them follow up with an attack (such as Throw or Warp) or I can save their cooldowns for in a more important situation.

I could also get a squadmate to strip the shields for me, but I find that usually eats up my squadmate's cooldown for too long.

The powers-based classes do need weapons, but only enough so they can strip defenses quickly; and they have both the SMG and Pistol which is more than enough.

Now I am not saying the powers-based classes were perfect when it came to weapons. Would it have been nice if they could a get their bonus weapon quicker in ME2? Absolutely. I will also admit that the powers-based classes were kind of shafted in that the weapons-based classes had the choice between an exclusive weapon (Claymore, Revenant, or Widow) or a new weapon type, but the powers-based classes could only select a new weapon type.