1. They use burning petro chemicals. Not beams of energy.
2. "If it explodes"? Ever used an Incinerator?
3. "Everything else is Energy". How about "everything else is based on Sneak", makes as much sense.
4. Why exactly aren't Explosives meant to be viable in close range? All other weapon types are.
5. What is the bad side of Guns?

People in the forum calling you an AMR newb?
6. Again, why shouldn't you be able to use Explosives up close? Look at youtube, people are doing rocket-jumps with Fat Man to get by this silly design choice when they want to use Explosives exclusively. I think it SHOULD be improved.
7. Make them more powerful for what? They are completely redundant in Energy category.
8. The only perk boosting them is based on Explosives meaning you take Meltdown to cause Explosions - and then you take Pyromaniac and train Explosives for it to have a weapon to use in close range?
9. Why isn't Flamer ammo convertable to other energy ammo unlike everything else in energy category?
10. Why is the only Flamer perk based on Explosives not Energy if they are so energetic?
11. I've modded Flamers in my game to be Explosives. Works like a charm and makes my Explosives character 10x more pleasurable to play. Try it and see for yourself how much it changes the entire picture of this category and how much more viable it makes it allowing to get through the entire game without stupid rocket jumps.
1. Ok.
2. Incinerator doesn't explode, the ball of fire pops and spreads out.
3. I don't get it.
4. Because all weapon skills are meant to have pro's and con's, you pick Unarmed then you go for fast close combat (Fo1/2), you pick Melee and you go for heavy damage close combat (Fo1/2). Explosives, to me, are meant to be really powerful and be able to take out multiple enemies with a single strike, the downside is, they get close and you don't have any other weapons then you're either [censored] or is going to take a lot of damage trying to kill them.
4a. To explain the unarmed and melee bit, in the old games you could get in a lot of unarmed attacks to enemies during your round but they didn't do as much damage as melee weapons, while melee on the other hand required more action points meaning less attacks but packing more damage.
4b. Same applies to the old Small Guns and EW, Small Guns were meant to be weapons that are easily available and has very common ammo while Energy Weapons are far more expensive and rare but do more damage.
5. Guns aren't meant to have a true downside on their own, but when comparing the skill to Big Guns, EW or Explosives it should become clear that Guns should be availability over damage. The other classes should have more damage and be far more dangerous once you get a hold of their weapons. But then again, they failed on that part and tried to "balance" it which has left the Guns skill in New Vegas with no downside as far as I can see.
6. :mellow:
7. Not flamers, Explosives weapons, lots of them fail to do damage against high DT targets.
8. I don't get it.
9. :shrug:
10. Well, I call fail design on that part.
11. I'd rather not, I like having pro's and con's. I picked Explosive skill and now I can take out multiple enemies really quickly, but if they come near me I take a lot of damage as well, I find it to be a fair trade since it doesn't make me too powerful.
4/4a/4b/5. This is how I interpret the game design for the skills, the skills aren't meant to be "equal" to one another. So anyway, "4/4a/4b/5." can have a /opinion I guess. :shrug: