[quote=RoyBatty]
Making some posts for other facts to go along with what Risewild posted for speech checks.
Weapons with 100 Skill Requirement (some moved to Big Guns)
Guns (Small and Big)
-
Minigun -
Riot Shotgun (stays small guns) -
Anti-Material Rifle -
Light Machine Gun -
Marksman Carbine (stays small guns) -
All-American (stays small guns) -
Brush Gun (stays small guns) -
12.7mm Submachine Gun (stays small guns) -
CZ57 Avenger -
Automatic Rifle -
Bozar -
Medicine Stick (stays small guns) -
12.7mm Submachine Gun (GRA) (stays small guns) -
Anti Material Rifle (GRA) -
Eugene
Energy Weapons
-
Gatling Laser -
Plasma Caster -
Tesla Cannon -
Heavy Incinerator -
Tesla-Beaton Prototype -
Elijah's Jury Rigged Tesla Cannon -
Sprtel-Wood 9700 -
The Smitty Special -
Tesla Cannon Prototype -
Vengeance -
Precision Gatling Laser -
Drone Cannon -
Drone Cannon Ex-B
Explosives
-
Fatman -
Grenade Machine Gun -
Mercy -
Red Glare -
Esther -
Fatman (GRA) -
Experimental MIRV
Weapons with 75 skill that would be moved to Big Guns
Guns
-
K9000 Cyberdog Gun -
FIDO (skill 85) -
Shoulder Mounted Machine Gun
Energy Weapons
-
Arc Welder
Explosives
-
Missile Launcher -
Annabelle -
Miss Launcher
Weapons with 50 skill that would be moved to Big Guns
Guns
-
None
Energy Weapons
-
Flamer -
Cleansing Flame -
Burn Master -
Rapid-Torch Flamer -
Slo-Burn Flamer
Explosives
-
None
Weapons with 25 skill that would be moved to Big Guns
Guns
-
None
Energy Weapons
-
Incinerator
Explosives
-
None
Weapons with 0 skill that would be moved to Big Guns
Guns
-
Rock-It Launcher
Energy Weapons
-
None
Explosives
-
None
The spread is mostly OK, the only issues is 100 skill weapons for Energy and Explosives. I would address this by raising the skill for the Tri-Beam Laser Rifle/Metal Blaster to 100 since these were end game weapons in Fallout 3. Additionally the Alien Blaster, Captain's Sidearm, Firelance and Microwave Emitter could be raised to 100 to give some 100 skill weapons.
Explosives is a bit more difficult, but the role could be filled with C-4 and a couple of the Mad Bomber things like the MFC Cluster or something.
[/quote]
Honestly for the energy weapons the Metal Blaster is just a laser shotgun at the end of the day so upping it's sway really isn't going to do much of anything...that and while powerful it's not the most powerful energy weapon and I don't even know if I would consider it a truly end game weapon in terms of power. The Metal Blaster is also something most players are going to grab at low levels considering the fact most experienced players play the Pitt at low levels because playing it at higher levels is a cake walk. While very powerful at level 5 at level 30 it's not the most powerful energy weapon in TTW.
Really the ultra powerful fallout 3 energy weapons are the alien weaponry. The Alien Blaster and Destablizer make mincemeat out of everything. The first time I played Old World Blues I brought the Destablizer with me and I killed the X-42 Giant Roboscorpion instantly. The alien weaponry should be energy weapon skill 100 and the rest of the energy weapons more or less left alone.
