

Random Wastelander Joe Schmoe wouldn't have the know-how to make use of them. And while the "parts" items could potentially viewed as too much of a valuable resource to be found in the wasteland, a guy would need a high Repair skill in order to make use of them. This could reduce the number of weapons just lying around in the gameworld where they would've very likely been looted away. But I think I'd rather see a system where A) you used more standardized "parts" that fit into different sorts of gun. Now, I'm a fan of the weapon degradation mechanic and I think it fits in well. The game world is pretty lousy with weapons, even more advanced stuff like Laser Rifles aren't hard to find at all. I think the effort to balance the weapons in Fallout 3 is admirable because, yeah, it really was unbalanced in the other games.īut I think it also leads to other problems, which works in tandem with how they made the Repair skill work. The Rock-it Launcher was actually a pretty good idea in terms of introducing a Big Gun that wasn't super-powerful at the beginning of the game (really, what Big Guns needed was a single-shot weapon that wasn't explosive), but it takes a lot of hoop-jumping to get.Īll of this was the reason why Sawyer saw fit to condense gun skills in SIMPLE. Big guns by their very nature are much harder to balance, but they had to include something.

Every other build - big guns, energy weapons, melee, unarmed - paled in terms of efficacy because they all either had only top-quality high-power weapons (big / energy), or there was no sensible progression in power from weak to potent (unarmed / melee) Up until the point where the higher-tier weapons were introduced (all big guns and energy weapons, super sledge, power fist) Small Guns were much better than any other weapons skill, at which point there was either an abrupt leveling off or even a massive jump in efficacy that made other builds even more effective than Small Guns (energy and melee builds specifically)īreaking that pattern with Energy Weapons was rather easy, since even in the original Fallouts laser weapons and pistols in particular were pretty weak, so in Fallout 3 they did an admirable job of positing energy weapons as a viable alternative to small guns by introducing laser pistols very early. One of the things about SPECIAL was that in terms of fighter builds the only really good one for the beginning and middle of the games was a Small Guns build.
