As a Soldier, I have completed an entire playthrough using just the Claymore, and another one using the Mantis and later Kishock. I ran out of ammo a few times, but I had squadmates to pick up the slack, and I could also run around and melee enemies to death.
The weight system was poorly-implemented but the Soldier is hardly punished for it. The Soldier has access to all the same lightweight good weapons the other classes have. You only need one gun for the entire game, two if you really think you need a backup weapon.
I often choose to play solo rather than rezz fallen squadmates. Without them, you can end up in an untenable sitch - depending on the location. BioWare does like to put enemies in places the player cannot go, making melee impossible, and sometimes the distance makes shotgun use ineffective.
It is not just weapon variety. You can make a ton of unique weapons using either an overheating mechanic or a thermal clip system or any other type of system. What I want to see, is a unique and fairly-balanced set of weapons.
Making weapons unique is easy. Balancing those weapons is much harder, and I think even harder with an overheat system.
Okay, I gotta ask - why is balance so important in a single player game? Does it really matter if some specific weapon outshines the others? Or does your concern have to do with weapons used in MP?
Keep in mind, too, that weapon overheating in ME1 was similar to having your shields / barriers fully knocked down. Heat would normally dissipate at a specific rate unless the weapon actually overheated, in which case it would take a lot longer before the heat would start to dissipate. So, that's another factor that can be adjusted to balance the weapon design.
Well if you want to go by lore (which you mentioned, [and yes you also mentioned that you hated it]), Shepard tells Conrad that they switched to Thermal clips so that guns did more damage. The codex also mentions that it also allowed for more sustained fire since reloading was faster than waiting for the weapons to cool down.
Yeah, they did create that lore bit to explain and sell the new thermal clip system. If they choose to allow the return of weapons without thermal clips, they could pile another bit of lore on top.
But it is not a compromise though. You are combining two systems that remove the limitations/challenges of those systems. You might as well just make weapons that you never have to stop firing. Just hold the trigger and spray! Which is what you could do in ME1 and it was dumb. I once had an enemy Sabotage my weapon, but it refused to overheat because I had two Frictionless Material X mods and Master Marksman/Overkill activated.
Oh, I understand that a hybrid would not serve the purpose of either system, but I'm not willing to make any assumptions about the motives of those who have suggested it. I thought your response to them was unnecessarily harsh.
I've had weapons sabotaged in ME1. I don't use double doses of Frictionless Material X. There are different schools of thought about exploits - what they are, whether games should allow them, etc. One thing I did like about ME1's inventory system is that it didn't require you to min-max. You could continue to use lower-level weapons and mods as long as you like, which gives you a *lot* more leeway to set up the degree of challenge that best suits your personal preferences.
But as an Infiltrator you also have:
- Sabotage
- Incinerate
- Sticky Grenades
- bonus power
- Disruptor/Cryo Ammo.
You can still use the Incisor -- and only the Incisor -- and not run into any ammo problems.
I once used the Incisor briefly on a Vanguard. I hardly ever used it because it was too easy to just biotic explode everything to death. With the Infiltrator, you can just prime and detonate tech explosions and hardly ever use your weapon. Same thing with any class.
The weapon you use should be another tool in your arsenal, not your only tool.
I'm aware of the capabilities of the class. I'm not a fan of the power combo systems, as they tend to trivialize a lot of encounters - so to compensate, they build in more and more spawns of endless mindless mooks.
Truth be told, unless I'm playing a soldier, I get through a lot of encounters without firing a shot. I just finished a Vanguard play, and it's so easy to make biotic boom-booms with Liara, I rarely ever charged. Or fired.
But sometimes I want a different experience. Sometimes I want to shoot the weapon I want to shoot as much as I want to shoot it. As Wrex would say, "Why shoot something once when you can shoot it 46 more times?"
It's a tough balancing act for developers. By designing the limitations some people want because it provides them a certain type of challenge, they are, in some ways, telling all of us how to play - or in this case, how much we can shoot. When they plant thermal clips and drop rates, they've decided how much I get to shoot. I expected it in Fallout, since I needed to find or buy ammo, but did not expect it after ME1. And it's implementation was a disappointment to me.