There is one problem with this 'solution'. I've seen some of the recent gameplay videos, and the HUD definitely has ammo counters. So what, heat sinks can only fire a certain number of shots before needing to be 'ejected'? If it truly is a heat sink, then can't it just cool down normally like heat sinks from the first game? Like in the sentinel gamplay video, Shepard was using some sort of SMG, and the HUD said that each 'heat sink' could fire 50 shots, and he had a total of 500 shots in his inventory. Since when do heat sinks become unusable after a specific number of shots, and have no chance of recovery? And when the counter gets low, it advises the player to 'Reload', not 'Change Heat Sink'. Hell, this system even recycles the unused shots from each 'heat sink' back into the total ammo pool, like how every other FPS does. Mass Effect's heat sinks don't work like that. Let's just face it, we are firing bullets from a magazine, no matter what the 'official' explanation is. I propose a system that is a hybrid of old and 'new'. First of all, get rid of the ammo counters, and put something similar to the old heat bar back in. Now when the gun shoots, it generates heat that will be dissipated after a short amount of time. But if you need more shots NOW, you can eject the spent heat sink. They wanted 50 shots per clip, and 500 total ammo? Fine, make the SMG's overheat point at 50 shots and give the player 10 heat sinks. Of course, some players could play the game in a similar fashion to the first, never 'relaoding', so we'd need balance, making the player need to reload more often. Perhaps the heat dissipation rate could be lowered accross the board. While I hate having to 'downgrade' existing mechanics, it seems like a feasible solution. Perhaps out of combat it will cool down much faster. So in combat it would be a choice of either having to wait for the gun to cool down, wasting time, or to change their heat sink, of which they only get so many. Another thing that could be changed is that when gun actually 'overheats', the heat sink breaks, and will have to be changed in order for the player to fire again. But if the player does not pass this threshold, the heat sink will recover. This seems a like a fair compromise, but I think it breaks lore, as the guns in the first game had no such problem. The exception of course would be the heavy weapons. As they won't operate like mass accelerators, they'll need finite ammo counts.
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