It should really be that weapons run on a ME1esque overheating mechanic by default, but that you can opt to eject a heatsink with stored excess heat instead of waiting for the cooldown if you need/want to keep firing immediately. Say you want a quick one-two with a high powered sniper rifle that's modded for firepower and overheats after each shot (think ME1 SR w/ HE rounds for example), first shot -> overheats -> pops heatsink -> second shot with a much shorter delay.
My half thought through thought:
Make the guns fire up to X shots before their heatsink overheats and you can't fire. At any time you can vent the gun which is effectively the same as an ME2 reload but rather than eject the clip you just expose the heatsink so it can cool rapidly. So basically it works like ME2 mechanically but you can't run out of clips.
Both good suggestions and things they should've done since ME2.
<<<<<<<<<<>>>>>>>>>>
Frankly, if the Andromeda events are occuring long after the trilogy is gone, as per Conal's introduction, I'd wager technology advanced beyond the ME3 universe. It is reasonable to say that weapon tech also advanced, especially in such a current chaotic environment..... as in necessity is the mother of invention.
Here are some ideas:
1. Hand beam weapons with a low, medium and high setting. frequency of changing the energy clip depends on the power used.
2. Smart "missle bullets". Once they have acquired your energy signature, homing in on the target is easy.
3. Flying bug size scouting units providing enemy emplacement data.
Universal thermal clips here won't work or rather should not. Why? Easy! The Helious Cluster is home to you and alien cultures with nothing in common or recognized Central Authority. Each culture will have developed their own tech base. Picking up thermal clips from the enemy to insert into your own weapons is a silly idea. Having said that, Bio may go ahead anyway, in order to simplify game play for the "new broader market".
I agree. You could also devise a system to weaponize the vented heat, resulting in both fast cooling and a combat option if you do overheat that's more effective and more high tech then "use gun as club".
The current mechanics on most weapons allow the player less down time between shots, incorporate skill based mechanics like reload canceling, reward those that can hit the head of the enemy and punish those with faulty aim. Current mechanics push it more to a skill based shooter while having a sliding difficulty that makes it accommodating to those that aren't as skilled or comfortable with shooters.
Let's see if you can articulate an argument better than you aim a weapon with finite shots.
None of this indicates a necessity for finite shots. At best it's an argument for a reload mechanic and headshot damage.
Care to try again?