- Dec 9, 2017
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Lol as if your posts werent a huge part of what pulled the thread off topic. But whatever you said youre done.Okay.
EDIT: Okay, I looked it up. You could stack weapon mods. However, stacking two Frictionless Materials X mods only gives your Shotgun an extra 4 or so rounds to fire before overheating... Which means you're getting 11 shots instead of "infinite". Plus, Frictionless Materials starts at Level 8... which is only available from Level 50 onwards.
However, if you did want "infinite firing Shotguns", you would use "Snowblind Rounds". With this, it is possible to make both Pistols and Shotguns fire indefinitely. However, it comes at a severe cost:
-40% Rate of Fire Reduction. -20 to -28% accuracy reduction.
The wiki actually recommends you don't do this as the damage bonus you get for doing it is only a negligible 5% more DPS than you'd get with an unmodded Level X Spectre Weapon. Snowblind Rounds also start at Level 8... which don't begin showing up until level 50 or so either. So you wouldn't have an "infinite firing shotgun" until a NG+.
You're better off with the Frictionless Materials, but you're not getting infinite shots out of them. At most, you're getting like 58% more shots out of the gun before overheat. The most shots you'll get out of a shotgun is like 7.5, but the shotgun that has that is nowhere near as good as the Spectre version which gives a solid 7 shots before overheat. So, with two Frictionless Materials X, you will get 3.92 extra bullets (we'll just round to four shots) on the best Shotguns in the game... and that's it.
You can only render 3 weapon types "overheat proof", and it's only done with the Snowblind Ammo. Pistols. Shotguns. Assault Rifles. But, you'll be firing half as fast, and with one-third less accuracy.
And you can only do it once you've hit Level 50.
Most often, I paired the Frictionless Materials with the Stability mod to ensure pinpoint accuracy... because without it... your accuracy is basically garbage.
With shotguns, I only ever had like a Combat Scanner, a stability mod, and then explosive ammo so that it would one-shot most everything. Though, it did cause constant overheat. Tactical decision on my part. If I was in Shotgun range of an enemy, my plan had failed somewhere.
Though, Frictionless Materials doesn't even begin to show up until you're pretty close to Level 50 as it's minimum level is VII... So... There's that too. For much of a first playthrough, you're picking up IV, V, and VI equipment and you lack the money to buy the VII Spectre Gear.
The levels of everything you pick up is dependent on character level, after all ~_^ Game doesn't really let you loot anything beyond your level except in rare instances where you might get lucky and get a piece of gear that's one level above what you usually get... But since it's random drop... Zero guarantee you get anything useful.
This only applies if you took characters that had these skills, or you unlocked them and put them on a New Character. Even then, it's twelve points to knock out any one of them. Points give you diminishing returns as you gain levels, so it is up to the player if they want their guns to be garbage, their powers to be garbage, or their passive abilities to be garbage. If I remember correctly, of the... what... 20+ things a player could put points into, regardless of class... you could max out... MAYBE 7? MAYBE? And that's if you didn't drop points into anything else. I tended towards maxing out two weapons, a couple powers I used frequently, my class specific upgrade for more health/shields/damage/etcetera passives... and a smattering of other skills at 6 or 7 points so that they would be useful if I needed them.
I found the "extra shields" stuff to be particularly worthless on Higher Difficulties when enemies had equipment and abilities that simply bypassed your shields altogether and ate your health anyway. In fact... there are several mods you can put on your own guns to do this very thing to enemies as well.. Which... could make several fights pretty easy if you knew about those mods.
I mean, some players preferred having that huge buffer of extra shields. I just didn't like anything that could be "bypassed". Because, who cares if I have 1000 extra shields when this mook isn't even hitting them and is hitting my health directly? Not me. I'd rather mitigate that damage to my health. But, that's me. Extra armor could never be bypassed. Extra protection to your health could never be bypassed. But, shields could be bypassed. I simply went with the option that was "this will always work" instead of the option of "this will work about 60% of the time on Insanity".
To each their own.
Biotics were actually the least threatening thing to me in an Insanity run. They constituted just knocking me over most of the time and then I'd wait for the animation of getting up to finish, and kill the person who knocked me down. Biotics were only devastating to me when they were paired with other enemies who output high amounts of damage... Like the Krogan Shotgunners. But, they didn't pair those together much in Mass Effect 1... or 2... or 3... In fact, nobody uses any powers against you in Mass Effect 2 or 3... except Harbinger or some of the Collector Forces. Everyone else just kind of impotently shoots at you until you murder them.
Though, most of the Biotic Powers did have "bleed through" on characters... namely... they all bypassed shields and did direct damage to health... So maybe that's why you had such issues dealing with them? You went full shields and didn't realize those shields could be bypassed easily by some enemies, so those enemies easily killed you because you didn't realize the dynamics? Just a guess.
I found the Biotics users annoying in most instances and deadly in only a few, even on an Insanity run. I can see why they'd removed enemies using powers on players as being knocked down, unable to dodge it or do anything about it... simply doesn't feel good to a player. But, you could mitigate most of the damage from it and kill Biotics users very quickly as they were the squishiest enemies on the battlefield. So, there was at least a little counter play to be had. But still... being knocked down feels bad, man. It's annoying.
I guess you forgot about Saren's base? Stocked pretty much exclusively with Krogan. Only about half of them charge you. The rest sit behind the hexagon shields, take shots at you with Assault Rifles, Pistols, and shotguns. The "Battlemasters" were the ones to always charge you as they were the only ones with the Immunity. They'd pop it, charge you, shotgun you to death instantly.
In Mass Effect 2... All Krogan charge you. They no longer have "Immunity" either, so this is a particularly stupid tactic to design into a game. It just makes them a big dumb and easy to murder target that poses no threat.
And yep, that was the hardest part of the game. It's too bad that Krogan doesn't turn into a Battlemaster until you go up from Hard Difficulty. Which means, it doesn't actually have "Immunity" until higher difficulties. Most players don't experience that with a "fresh playthrough", since you have to unlock everything after Hard by obtaining certain achievements... Like beating the game on certain difficulties. So, they experience it with a New Game + character.
Even with my NG+ character, running into that the first time was tricky, I didn't know what was going on. Why was it invincible? How do I beat him? Turns out, after my second death... he was easy. Move from pillar to pillar on the outside edge of the elevator, killing all the Geth and not sitting still too long. When the Geth are dead (and they do go down SO FAST, as they're just basic Geth enemies that fire assault rifles, even on Insanity), you just Kite the Krogan Battlemaster around the edge of the map, pumping him full of bullets and powers when he doesn't have Immunity on. You can actually kill him before he pops it the first time if you don't let him get close enough while killing the Geth. By the time I was making my Insanity Run, I'd figured out how to kill him pretty effectively, without even losing my squadmates. I never did a "fresh character" on Insanity in Mass Effect 1... But, he might be harder if I did. Which might simply consist of having to kite him longer. Or maybe disabling him with a Biotic Power so I could keep him away from me and keep him from popping Immunity. But, at least there are options to approaching him. Tactics to try. Strategies to employ. Which is more than can be said of Mass Effect 2 and 3 combat... Which consists of, "stay in cover, shoot everyone in the face, easy win game".
Ah, someone can use the Wiki I see. Fair enough. To be honest, I never used Adrenaline Burst that much. The accuracy penalty was something I didn't ever want to incur. As such, I never invested enough points in the Assault Training to get beyond the 120 seconds. Which... I guess I mistook for being 3 minutes instead of two. But, you'll have to cut me some slack. I'm working from memory on a game I last played... um.... Well, many years ago. When did Mass Effect 2 come out? I last played Mass Effect 1 and picked up all the achievements in that like 3 months before Mass Effect 2 launched. So... that long. I was wrong. It's not three minutes, it's two. I never bothered to use it that much, except when I had Ashley with me, and I used hers to recharge other abilities. I didn't even know you could reduce that timer as I never really did.
True... But SMGs generally let you have 5x to 6x as much ammo as the "Heavy Pistol" in ME 2 does. So, in the long run, your SMG is going to dish out far more damage than your pistol will before needing a reload. I ran into this problem quite a lot on my Insanity playthrough. It's what made me relegate my Pistol to "mini sniper" instead of "frontline weapon". As in... it was the last thing I ever used. The only reason I never turned it into an SMG instead... is... because... Frankly, I had an Assault Rifle. I didn't need a less effective version of a gun I was already primarily using.
Still, if you brought along characters who had Incendiary Ammo, you could skyrocket the damage an SMG did by making sure that power was "Squad use". Yeah, it's only 50% effective, but that's extra damage on top of the SMG rounds... which means you're getting a significant damage output over the pistol, which you'll need to find ammo for after only 3 or 4 reloads (depending on what equipment you're wearing). Though, you could get 5-7 reloads out of most SMGs. The clips were also larger. They tended to have less recoil... and took out charging enemies much faster (which would be valuable on an Insanity Run as those targets are far more numerous, especially in timed areas like Garrus's recruitment mission... Which I imagine would be near impossible with a Pistol, but easily doable with an SMG, but, I had an Assault Rifle and a Sniper Rifle, so I didn't have to rely on third rate weaponry).
But, if you'd like a count...
Mass Effect 1
7 full playthroughs, doing every single Quest and Sidequest available.
1 character for a Renegade Playthrough.
1 character for a Paragon Playthrough.
1 character played on New Game Plus on each difficulty setting, starting on Easy. 5 total playthroughs with this character (we're up to six!).
1 character played as a Biotic on Hard Difficulty who was also a Fem Shep, just to see if dialogue changed and what the romance options for a FemShep were.
Mass Effect 2
2 full playthroughs, doing every single Quest and Sidequest available.
1 character was an import from Mass Effect 1 (the one who'd tackled Insanity). I played the game on Normal Difficulty and drug my feet on beating the game because I found it dreadfully boring and annoying. Took me close to a year to beat it for the first time.
1 character was a reimport of my Insanity Character (rather than a New Game +, since you don't really get anything useful from NG+ in Mass Effect 2, other than a reset of all your upgrades and the enemies are just as hard as they were at the end of the previous game... which means you're in for a roflstomping good time due to poor game design) where I played fresh from Level 1 to Level 30 on Insanity. I had trouble in two places.
Mass Effect 3
1 full playthrough. Using my Imported Insanity Run character from Mass Effect 2. Incidentally, this character is also my Paragon Soldier Earthborn Shepard. I played it on "Normal". Took me... two years I think to finish the game? I played it alongside my friend for the first few days. He beat the game over the course of the weekend, and I simply lacked the drive to beat it myself after wading through all the terrible combat. I quit playing just before the mission where you cure the Genophage. I picked it up later to finish it.
1 character is the import of my Mass Effect 2 Insanity run again... But he's as "fresh" as I could get him. I didn't see any good reason to NG+ Mass Effect 3 since... again... The enemies simply scale up and are as difficult at the beginning of the game as they were at the end of the last. It's nowhere near as bad as in Mass Effect 2... But, it's still not that great. Enemies start out as bullet sponges instead of eventually turning into them. I'll complete this run... SOMEDAY. But... for now, I tinker with it now and again. I go in, complete a few missions, do a couple things, save, quit, and wait a while again. Combat is just such a freakin' slog and it's 90% of the game. It's difficult to be engaged when every encounter is "shoot someone in the face twice with my gun to kill them". Or "shoot them in the face four times if they have a Barrier/Shield/Armor".
Mass Effect Andromeda
1 full playthrough. Hard difficulty. Combat is even easier in this game than it ever has been. It's been streamlined to the point that in the first 2 hours of gameplay you can craft an Assault Rifle that's very powerful as well as put mods on it that make it even more powerful... and never have a problem in the game. Oh, and you can quickly craft some of the best armor in the game for a first run within the first 10 hours of the game and never bother upgrading it until close to the end game.
1 secondary playthrough... It's a NG+. This time, there are legitimate advantages to a NG+... namely, I can skip Crafting altogether and most of the side content. My guns are already overpowered... my armor is already too powerful... even at level 80. Enemies die so easily. It's my Insanity run. I'm missing two achievements. Insanity and... Do 20 of the Sudoku puzzles. The game glitched, so it never gave me one of them. There are only 20 in the whole game. Otherwise, I'd just bum rush the main objectives and complete the game in 5 hours.
You don't have to believe me on any of this, but it's about as honest as you're going to get. I'm going to wager you simply played as a Vanguard and that's why you have a lot of talk about Pistols and SMGs. Let me tell you... You got gimped if that was the case. ME2 is freakin' EASYMODE if you have access to ANY Assault Rifle... or ANY Sniper Rifle. Literally no strategy or tactics involved if you have two of the best classes of guns in that game. Pistols, Shotguns, and SMGs in Mass Effect 2 and 3 are just... they're garbage. Most of the strategy involved in those guns is simply moving around the map in such a way as you don't die since it's going to take you like 3 to 4x as much time to kill someone as it would if you had an Assault Rifle or Sniper Rifle.
I didn't neglect Warp Ammo. I simply didn't have access to it. In fact, most players don't bother even getting access to it. You only get it by completing Jack's Loyalty and getting the achievement. At which point, you have to obtain it for Shepard through either Advanced Training (meaning you pick it as your Bonus Power) or you have Jack use it for the whole Squad. Either way, you only get it after Horizon on a fresh playthrough (when you can run Jack's Loyalty Mission, as you can't do it before Horizon) or through a new character who already has the achievement and can thus "Advanced Training" it into their own powers. But, in the instances I did have it... I didn't find it any more effective than my Incendiary Ammo on my Revenant. Maybe it was, I don't know. But, it felt pretty worthless against Shields and Armor. It tore through Barriers pretty good though... But, I would just ignore Barriers most of the game as very few enemies have them and they're typically weak Biotic users anyway... so they go down quickly with Disrupter or Incendiary Ammo anyway.
To be quite honest, I didn't really use Jack all that much, so I didn't have access to Shockwave either. More often than not, I'd simply bring Mordin for access to Incinerate... and Michael Jackson who had access to Overload. I found I didn't really need a Biotic Talent at all, not even on Insanity. Using a Soldier class.
I also never really used shield boosting powers as they're 100% unnecessary to any class except the Vanguard. I mean, sit behind cover, plink enemies. The ones that charge you die quickly and easily at the beginning of any combat, the rest patiently pop their heads up like you're playing whack-a-mole at the County Fair and you kill them without ever losing shields. The only reason to boost your shields is you're stuck with crap guns like Pistols, SMGs, and Shotguns and you get rushed by the dog things with no efficient way to take them out. You never need them otherwise. And most classes don't. Because most classes have access to either Sniper Rifles or Assault Rifles. Some have access to both.
Already covered the Krogan thing.
I'm also sorry you didn't understand what I was saying. So, let me break it down for you:
The only enemies in Mass Effect 2 that even remotely qualify as threats... are enemies who charge you. Why? They apply pressure to you and nullify the advantage of cover. However, they aren't really that much of a threat because A. Krogan move so slowly and are such large targets that you can kill them long before they ever reach you, and they don't even use cover. And B. The "Dogs" that move fast across the battlefield are easily dispatched with a shotgun blast or an assault rifle with Incendiary Ammo before they reach you. In fact, the very linear nature of every map in the game ensures these enemies need to cross a LOT of ground to even get to you and be a threat. Most players die to them the first time, then prioritize them anytime after that, because they are the only threat on the field... being prioritized negates any threat they ever posed. There is nothing any of the other enemy units on the field can even do about it. They don't take advantage of you prioritizing those charging units. They don't use you changing fire to move closer or to empty shots into you while you're out of cover. They impotently wait their turn to be shot in the face when you're done with the only threat on the field.
The only threat in Mass Effect 2 is something that only qualifies as a threat... because it's the only enemy that does anything different in the whole game... and it's only a threat until after the game has taught you to prioritize it and that it won't punish you for doing so. The tactic for dealing with the "charging" enemies is "Shoot it in the face" just like any other enemy except you add, "But, you shoot it in the face before you shoot any other enemy in the face".
I hope that explains things for you better.
Nope, I haven't. I said as much. I'm not sure why you think this is some form of "gotcha!" moment. But, hey, I'll spell it out for you since you don't get it.
Ammo in Mass Effect 2 is dropped by pretty much every single enemy you dispatch via gunfire. Kills with powers and abilities are less reliable in dropping Thermal Clips. I'm not sure why, but it just seems to be the way the game is designed. Though, Collectors don't really drop many Thermal Clips at all either, so the missions you primarily fight them are noticeably tougher (Horizon, Collector Base, Collector Ship). Everything else drops ammo pretty frequently... and there are seldom more than two encounters between every major "ammo reload" point in any mission.
In Mass Effect 3, ammo is rarely dropped by any enemy. You'll get 1 clip on average to every 5-6 enemies you dispatch. Some enemies never drop ammo either. In fact, ammo is so rare, that the game is programmed to "respawn" ammo in a few instances, otherwise you'd never have a reload. This is something that would not need to be done if they'd made the clips naturally more occurring from enemy drops instead. However, even these "respawning clips" are few and far between. They don't even show up that often. Even in the "ammo refill" sections of maps, you could take an entire clip if you were only down 1 shot... and then it's gone forever. Oh, and these ammo refill sections? Outside of DLC, you get one roughly every 3 fights or so in the main game. Sometimes, you go longer than that. But, powers have been buffed, so you're expected to be using those a lot more often instead of bullets, so it's meant to balance out.
On my current Insanity playthrough... I'm using a Mattock. By the time I hit "ammo reload" points, my Assault Rifle is practically empty from the sheer volume of enemies I'm shooting and the lack of ammo that they drop. I suspect I'll be doing far better when I get my hands on the Saber. While the clip count is lower, the damage difference is significantly higher, so I'll be expending less ammo.
Enemies that would flank in ME3... Um... The shield guys... The enemies that had 1 shot kills in melee range (the phantoms, banshees, and giant mechs), and um.... Oh, that's it. I could Mail Slot the shield guys, so they're not a threat. Usually with my Sniper Rifle. The 1 shot kill enemies are usually accompanied by an item on the battlefield somewhere that could one shot them as well... So, provided you knew where it was, they weren't a threat either... And if you didn't, then you'd just pump everything into them until they died and hope they didn't get close enough to you. Everything else... I stood at the doorway of every room I entered and shot everyone in the head from there. I never needed move around the battlefield at all. Well, unless a Banshee was chasing me. Man, those things take SO MANY HITS.
In Mass Effect 1... Any and every enemy could and would charge you if they thought they had an advantage. In fact, most of the Geth AI was programmed to push your position at all costs. Many of the humanoid AI's were programmed to charge you and flank you if they could (and in many locations... THEY COULD and THEY WOULD, to deadly effect).
I did actually find them a lot more aggressive as when I'd "turtle up", I'd find myself being charged and enemies pressing through my defenses. This was less common on NG+ when I had the best equipment in the game and could kill standard mooks with a few shots, but at the start of the game using any of the equipment given to you before Level 50? Yeah, they charged me quite frequently. I'd find myself trying to rapidly kill enemies that ran passed my cover into the open area behind me and were just laying into me more often than not. It led me into a lot of "backpedaling" in early game to force them into choke points that they couldn't run behind me in. Or, using the doors that went outside as the means of dispatching the enemies with my Mako instead.
I'm also sorry you never used grenades in Mass Effect 1. I know many people who didn't. Unfortunately... They were pretty powerful if you bothered with them. Buy the upgrades to carry more. Equip them with powerful mods. Throw them behind cover... watch enemies die with ease. I tended to use the HE mod for them just for the sheer damage output, but I did also like the incendiary and poison mods as well. They could bypass shielding. Heck, even if you didn't score a "kill" with the grenades, they always had "knock down". Which always gave you free hits on enemies that had to stand back up, or who were knocked down behind cover. They were great for Area Denial and Crowd Control as well. I'm sorry you never saw that portion of the game. Especially since I used them to such great effect and had a lot of fun with them.
Though, to be honest... In Mass Effect 1, Restocking Grenades was far more reliable than it is in Mass Effect 3. You could get a grenade back through any loot source. So, you kill someone... you could get a grenade back. Open a locker? You could get a grenade back. The only way to get Grenades back in Mass Effect 3 is to find an "ammo restock bin" and get grenades there. But, you'll only get two. Maybe 3. So, if you carry 6 grenades... and you have ton of grenades... it's diminishing returns all around. In fact, my first run of Mass Effect 3, I tried to take every Grenade power I could, because I thought it would be fun to be lobbing them constantly. I found myself completely depleted of them constantly and they did so little to many of the enemies, that I stopped bothering with them altogether. They're just too rare to be worth using, and if they're gone during a firefight, it is literally impossible to get them back unless you finish that firefight and there's a stockpile after it. Whereas, in Mass Effect 1, it was completely possible to have grenades restocked in mid combat due to the looting mechanics.
I've honestly never experienced that in either game. What I experienced was, "they exist to draw fire, and they do a poor job of it". Or, "they exist to give Shepard extra powers that they wouldn't have otherwise". At which point I just go, "We already had that system in Mass Effect 1... Where I could have like 20 different talents from multiple trees... but I'm limited to like 5 now, because game devs suck... and they've decided that my extra squad mates will fill the role of giving me those extra powers I SHOULD HAVE HAD FROM THE START IF THEY HADN'T MUCKED WITH IT AND STREAMLINED IT".
As mentioned above... I never used a Biotic in Mass Effect 2. I used one in Mass Effect 3 for a little while... until I realized how useless they were. Mass Effect 2 also didn't have many enemies who used "Barriers". So, it was such a non-issue that you never needed to cover it. I mean, you could waste slots to deal with something that comes up like... three times in the whole game (you really only run into it against Collectors, or the occasional Asari Biotic) and it's easily blasted through with Incinerate or Overload, even if you don't have a specific answer for it. Or... a hail of gunfire. I brought Miranda for Overload and Mordin for Incinerate. I was a Soldier. Never needed anything to deal with Barriers. In fact, it was easier for me to kill those with Barriers than it was to kill those with Shields/Armor. Even on Insanity. But, I wasn't restricted to third rate weapons either. I had the best toys at my disposal. Assault Rifles. Sniper Rifles. It's not until Mass Effect 3 that they even bothered bringing the other weapons back in line with those two classes to make them viable again. Pistols and SMG's and Shotguns in Mass Effect 3 are AMAZINGLY USEFUL. In 2 though? Yeah, you're gimped. But, you're expected to spam Powers with the classes limited to those weapons anyway. They don't want you using guns on those classes. Which... makes the game a lot harder for those classes. Unintentionally. Through bad game design. Resulting from "streamlining" the game... or "dumbing it down". Thankfully, it was fixed in Mass Effect 3.
But, I'll get to Mass Effect 3. Nearly every enemy in ME3 has a Shield, Armor, Barrier, or combination of the three. This means... Biotics are worthless unless they specifically deal with one of those. Most of them don't. Enemies are immune to Biotics unless all they have left is "Health". And, if they've got "Health", why would waste a Biotic power on them? I certainly didn't. I'd just get the single headshot and finish them off rather than waste a power or a squad slot to deal with them.
However, on my Insanity playthrough of ME3, I'm finding that it doesn't matter which squadmates I bring along. I just bring whomever I think will make for interesting commentary/banter for the mission. Or, whomever the game assigns me (it's a big fan of assigning a squad for me, rather than letting me pick it myself). I did actually take all the Ammo Powers this time out for my Soldier Shepard... And, you know what? It's better than bringing along someone who knows Warp, or Incinerate, or Overload. Those are powers that need to recharge. That have cooldowns. I can take the ammo power I need and have it on the field constantly with no cooldown, just the short 3 second animation to deploy it. I've got Warp Ammo in ME3 and simply never use it. Once again, I'm finding "enemies that have Barrier" to be pretty uh... rare. I could probably use it on enemies that have "Armor", but these enemies are usually stationary, move slowly, or are giant targets that it doesn't really matter that much. Incendiary Ammo is pretty effective all around. Especially with the exploit Have someone hit an enemy with Warp... Then plow a ton of Incendiary shots into them. Your incendiary rounds now suddenly do like 2x more damage than they normally would, even outstripping Warp Ammo or Warp on its own. Not sure why, but it is amazing. Doing this, I've turned the Saber into a gun stronger than the freakin' Widow Sniper Rifle with just a cast of Warp and a shot downrange of Incendiary Ammo.
As for not needing a Biotic in Mass Effect 1. True, you don't. But, they were insanely powerful and there's no good reason not to have one. They're Crowd Control and nullifiers. Basically, they were anti-fleshy characters. You brought someone with tech skills to be "anti-robot" characters. You could complete the game without bringing either, but bringing them made the game a lot easier. In Mass Effect 2... You literally just need someone who can burn things and someone who can EMP things and that's it. Biotics are worthless because of the Shield/Barrier/Armor mechanics. So, there's no reason to bring them along. Mass Effect 3 makes this even worse as nearly every enemy, even on Normal Difficulty has a Shield/Barrier/Armor bar... and the harder things have two of these on top of normal health. Which renders a lot of Biotic abilities just pure pointlessness. Plus, your allies no longer draw that much fire in ME3 or even actually kill enemies in ME3 unless you've ordered they use a power and THAT kills the enemy... So, in ME3, it doesn't matter who you bring along at all. Unless you bring Biotics... which just makes the game harder for you, for no reason. Bring Soldier types or Engineer types. Well, I guess you could use a Biotic to exploit the game using Warp and Incendiary Ammo if you want. Though, I don't think that's how the game was intended to be played.
I never experienced this either. Though, to be fair, by the time I was tackling Insanity, my Squad had all the best of everything in the game. They were holding their own, scoring kills, and generally not taking all that much damage. I found that it was the Equipment and Mods that made the difference with them. Never lost them at all on the Insanity playthrough... or the difficulty just before it. I lost them on Easy, Normal, and Hard though. Probably because I spent those playthroughs giving Shepard all the best equipment and leaving them with whatever I happened to scavenge during play. Man, I gave Ashley the Spectre Sniper Rifle at Level 10... gave it an accuracy mod and explosive ammo... While she could fire only once every 15 seconds... she DESTROYED enemies every single shot. Even more fun when I popped "Assassination" for her... She could actively destroy Geth Collossus with a single shot. I just loved when my squadmates actually contributed to scoring kills on the battlefield and I could count on them to keep people off of me. When you could get Wrex to charge into a room with his shotgun and just decimate everything before you got the chance to, because you gave him all the right equipment.
I never had an infinite firing shotgun. I couldn't even get an infinite firing Assault Rifle. I mean, I could get one that would fire continuously for a little over two and a half minutes... but not infinitely. I'll check it next time I play, see if it is possible to get an infinite firing Shotgun. I just don't think it's possible to stack two of the same mod on a gun. I think the game excluded you from doing that. Likewise, to even get anything remotely close to "infinite firing", you had to be like Level 42 or above to even get a shot at VII armor, weapons, or upgrades (which is where Frictionless Materials starts showing up). You couldn't get these levels reliably until you hit level 50. So, you'd really on be that powerful on a NG+ anyway. Which, to be honest, I think is a "False Equivalence".
I mean, "You could totally break the game and have it be Easy Mode when you were Level 42+" Isn't really an argument I'd want to fall back on.
Especially since by that point, you're almost done with the first playthrough of the game with not much content left to go. Which means... you wouldn't have that much experience with using that method to win... And on a first playthrough, you wouldn't have thought to do that at all. I'm going to assume this is a "NG+" character you're talking about with the infinite shotguns and on a lower difficulty than Insanity. Simply because getting in Shotgun distance on Insanity is a good way to get killed pretty frequently. Because the closer you are... the more enemy accuracy is 100% instead of less than that. Oh, and there's not really a "cover system" to speak of in Mass Effect 1. You kind of stick to walls, but that's about it. You'd have to be able to tank a significant amount of damage to even be able to run a full Shotgun build on Insanity... and since you didn't know that there are ways to hit your health without ever effecting your shields... I'm just going to find it easier to assume you never ran this build on Insanity... or you died a lot while doing it. Which might explain your complaints against the Biotics in Mass Effect 1 and how easily they destroyed you.
Anyway, I think we've dragged this topic far enough off topic. What we should do, if you decide to continue this conversation, is shoot me a message in my Inbox. I'd be happy to discuss any game you like, in depth, and compare notes. Your only interest in my posts seems to be in the other games I mention off-hand as examples to what I'm talking about, so maybe a conversation between us would best be served via PM instead.
Thanks for the reply. It's been fun talking about one of my favorite games with you.
Back on topic?
I think most of us agree there is very little utility in maintaining any status ailments after battles outside of trivial tedium which most challenging games omit.