This is something that was written by someone on another site, where he explains how the programming of the thermal clips work, and it makes them sound even more ridiculous, and really defeats the point of introducing the mechanic to begin with.
"Thermal clips are a blight, even by normal game design standards. I think it’s pretty universally agreed that the idea behind ammo mechanics is to force players to aim more carefully and be economic with their shooting, by tying shooting to an expendable resource. This rewards pre-planning and smart play; if a player stocks up on ammunition and aims well, they won’t run out in a time of need.
…but thermal clips are not expendable, and can’t be planned around. The damnable things are scripted not to appear unless the player is already low on ammo, and magically poof into the surrounding environment. Thanks to the small capacity for spares, they’re needed constantly.
So… the only time you can find more bullets is after you’ve run out of them, and must flail around awkwardly in the midst of battle looking for environmental cues. You cannot go exploring to stock up ahead of time. But rationing your shots is pointless, because once you’re spent the clips will reappear infinitely. We wouldn’t want you to actually run out of bullets, after all – just to experience the same annoyance over and over with no way to mitigate it.
This is a system designed specifically to capture the biggest downside of ammo-based shooting mechanics (having to dumpster-dive for bullets halfway through a boss battle), while eliminating all of the upsides with precision that borders on the immaculate.
Game design is part of my job. I’ve built a competitive FPS. I could not make a more horrible mechanical framework if I tried my hardest. Thermal clips are a true marvel."
You can find this comment here http://www.shamusyou...#comment-984332
So since people who dislike thermal clips are going to start believing this I should probably clarify: This is wrong information.
In Mass Effect 2 and 3 there are some thermal clips which respawn, but they are on a set timer rather than following the player's ammo capacity. The reason for these respawning thermal clips is for extended fights where the developers would have worried about you running out of ammo, such as the recruitment mission for Garrus where even a player who is incredibly accurate would run out of ammo if not for the respawning clips.
This is also not a mechanic unique to Mass Effect. Many single player shooters offer respawning ammo during boss fights in order to keep the player stocked up. Especially in Mass Effect 2 where the overall ammo capacity was lower, it would have been bad design to force the player to maintain 90%+ accuracy rates or else have to rely on nothing but powers and melee or half the fight.
The only reason I can see for thinking that it's based on player ammo is that Mass Effect 2 has a lower ammo capacity to begin with, and many players spend much of the game low on ammo so they could start thinking that they're getting thermal clips whenever they're low simply because that's most of the time for them.
One can make the argument that Mass Effect 2 offered too little ammo capacity which punishes people who can't maintain high accuracy or that during boss battles it's not very fun to go and find ammo, but the idea that the game just basically spawns ammo for you because you're low is not true.
Mass Effect 3 should largely be a non issue on ammo because it saturates you with thermal clips. You would have to be very inaccurate to actually run out of ammo.