I disagree. I wouldn't qualify ME2 as a challenging game for sure, but it had enough difficult to make combat fun. And what you said about the Vanguard is just not true. If you charged irresponsibly you'd probably end more dead than alive. With practice and knowledge you could charge a lot, but that would take time.
I'd say your post exaggerated to the extreme.
Hell to the no, the invincibility frames during charge, the regenerating barrier and the slowdown when getting out of charge which gives you extra damage makes Insanity a cakewalk, you can even take on the Geth Colossus on Haestrom head to head.
https://www.youtube....h?v=Lek_gn3h6oc
If people are constantly dying then they're doing it wrong, charging is what keeps you alive. This isn't Mass Effect 3 where many enemies(too many
) have instant kill melee. Charge you fools!
I wouldn't call it zero challenge. Perhaps for you it was the case but I had the most trouble in ME2. What you describe is ME3. I have to purposefully handicap myself to create at least some semblance of challenge.
And weight system works quite fine without Ultraweight Materials mods and broken DLC weapons. Weapon systems in ME2 and ME1 made no sense, first you can't even use certain weapons (you can learn how to use them in a moment's notice on a Collector Ship by just picking the weapon up!) and the second you can't aim with those (really?!). ME3 is the best weapon-wise, they just had too much of them and some were rendered redundant as a result. More than ME2 and less than ME3 should be the best balance
Let's be honest here, the only difference between ME2 on normal and ME2 on Insanity(and the Mass Effect games in general) was that enemies hit harder and they took longer to kill, i.e. typical video game difficulty progression. There was no improvement in AI, most enemy types never even tried to flank you, so you could just stay in cover and pick them off, with the only difference being that firefights would last around 30 seconds to a minute longer, that was it.
You'd think that the different enemy protections and each weapon type being tailored to take down a certain type of shield would make things interesting, until you realised that it didn't even matter, because certain weapons were good at everything and they were all you had to use to down enemies fast *cough* Mattock, Widow and Claymore *cough*
The problem with the weight system was that Bioware didn't balance out each weapon properly. You have weapons like the Claymore which are heavy and do lots of damage, which makes sense, but then you have weapons like the Wraith, which does nearly as much damage per shot as the Claymore, has a faster fire rate (meaning that it has a better dps) and to top it all off, it weighs HALF as much as the Claymore. WTF?! How does this make sense?
Not to mention that the Soldier(who was meant to have to have a higher base weight than the other classes but doesn't) got screwed big time by the weight system. The whole system players in favour of the caster classes since their powers are so strong that they only need one gun, so they're able to keep a 200% cooldown with ease. Not in the case of the Soldier, who is forced to drop weapons and limit his tactical variety if he want's to use Adrenaline Rush or Concussive Shot(a power which came into it's own after the changes to the elemental explosions) on a regular basis. Like I said, I don't want the system removed, just ironed out, because the way it works in many cases makes no sense.
I was going to mention in the Wraith section the big issue of how many of the lightest weapons in the game also happen to be the best, creating a meta completely dominated by those weapons, but I'll write up a post on that later.