» Tue May 10, 2011 11:23 pm
I was very disappointed when I learned that the Big Guns skill was going to be removed in F:NV, since I have been a huge fan of them since FO1 and always had characters specializing in their use.
I have never liked that there has only ever been a small amount of different Big Guns in a given game, but it made sense since there's not much need for multiple varieties of any given type thereof. That said there were multiple Minigun variants in FO1&2, however in practice you never used all of them anyway.
It's true that in FO1 it was difficult (at best) to run a BG character from the start, however in FO2 one could acquire a regular Minigun early on and a decent starting ammo supply. Of course, it tended to be wise to start out using Small Guns anyway, but at least BG were practical for most of the game.
Then FO3 came out, and not only was it relatively difficult to run Big Guns from the start unless you know exactly where to go for early supplies, but the BG themselves were nerfed to hell compared to their ancestors from FO1&2. The Minigun was a total joke and the Missile Launcher (formerly Rocket Launcher) greatly reduced in power. Combined with the ridiculous level of efficacy of sneak criticals the class was a mere shadow of its former self. Fast-forward to F:NV, and the remnants of a once-powerful weapon class have been dismembered and spread all over the weapon skill landscape. At least in trade some of the former power of the weapons themselves has been restored, but they are still inferior compared to sneak-sniping with more conventional weapons.
While I am sad to see the Big Guns skill removed, I am even more saddened by the massive reduction in power so many of the weapons themselves have undergone; the whole point of Big Guns is to be incredibly powerful yet cumbersome to use, and in their current state they only retain the latter aspect.