"Do you feel there is a good range of weaponry to choose from?"
There are plenty of weapons, perhaps too many, however, far too many otherwise interesting weapons are just "weapon X, except in weapon type Y". Of course Hornet is a Vindicator pretending to be an SMG, of course Talon is Shotgun pretending to be a pistol.
Also, many weapons are underperforming and so aren't ever seen. Rather than coding new weapons for every DLC, I'd suggest other additions. Gear, enemies, enemy abilites. I would however praise the fact that all the new weapons were different on a qualitative level, not just "ah, a shotgun in a pistol slot" or "a sniper rifle in an SMG slot".
"Do you feel there is a weapon that fills every niche and level?"
(e.g.
- From low: "Give this weapon to the rookie so he doesn't hurt
him/herself or anyone else for that matter" to High: "This weapon makes
things go away just by its mere presence on the battlefield", and
everything in between)
Yes - the Carnifex... Light, stopping power, efficient against armor, recoil is not too bad...
"With the above questions in mind, which is your favourite weapon overall?" I am not asking which you think is the "best", only which one do you simply like to play with most of all.
Depends on what the question wants to ask.
What weapon would I take if I were stranded on a lonely colony with just a horde of husks to keep me company? The Carnifex, of course, it is practically the perfect weapon (however ugly it might be). It's light enough not to slow down skill recharge at all at X level, deals damage in a single packet which keeps it effective against armor and it's ability to kill in two headshots is great, since two headshots are reasonably simple to pull off (problem with full auto weapons: it's harder to get off a full burst of headshots than it is to just hit twice).
But a better question might be: what weapon would you dearly like to be brought to a properly functional level? Which weapon would I WANT to be efficient? That's a different question. Shuriken (looks great and the only SMG that's held correctly), Geth Plasma SMG (the thing looks so amusingly unlike a gun that I can't help loving it) and a ton of others...
Since feedback is sought: I think the dev team forgets to consider some nonnumerical factors in their game design approach. Please, at least be aware that these are factors too:
-what enemies we face in the game has a great effect on what weapons are effective. For example, we can see a clear trend: easy enemies have flesh only, medium enemies have shields and every really hard enemy has armor. Except the phantoms. Of course this means that "one big damage packet" weapons are significantly more effective than the full auto ones.
-an alternative to tweaking weapon numbers is adding a few new different enemies. If we had a few light, low health high speed enemies present, that'd be an incentive to use full auto weapons more
-since new enemies are a lot of work, what about new abilities? For example, a Marauder could grant different buffs, changing the whole playing field (ability 1: target has triple movement speed but a third the hit points, ability 2: target has 10 times the damage but only shoots once and then dies). That might be less hard to code.
-guns firing visual effects might make it hard to aim a full burst (Revenant, for example) Three bullets into the burst I no longer even see what I'm shooting at on my Turian Soldier.
-some skills visual effects negate the skill effects. For example, Marksman is a great skill, except that the visual "vinyl foil over the screen" effect negates accuracy since it makes it harder to clearly see the enemy. Blood rage makes it hard to tell friends from foes.
Oh, and lest we forget: thanks for asking. For caring about our opinions.