I usually play a gun character, and I found that there's a stark contrast between the base FNV and TTW in term of weapon progression.
FNV has a fairly smooth transition from early 9mm/10mm pistol or 5.56 varmint rifle which are both cheap to repair and restock, and their basic ammo are good against unarmored enemies. Then most people will go South and found the Lucky (or its basic variant) and cowboy repeater in Prim area - both have low Gun requirement (25 IIRC) and good damage per shot but slow RoF, excellent against armored enemies, and these will serve well until Mutant/Deathclaw/Powered armor start to be more common. With the more exotic crafted ammo, they can be useful all game if I really feel like role-playing.
Starting from the DC wasteland I found myself in a lot more trouble because of the much more widespread super mutants and they are too well-armored for 9mm/10mm/5.56mm basic rounds. The .357 caliber revolver and cowboy repeater are basically non existent, even in the Flak & Shrapnel shop. AP or P+ rounds for smaller calibers are rare to come by, and the new .22LR revolver isn't enough to cover that gap either.
However .44 revolvers and hunting rifles are available at a really early stage. So what I usually do is to power level my character through a combination of high starting INT and exploration exp to get to Gun 50 so that I can start using hunting rifle (Yes, I know I can use them before I reach their required skill but I prefer not to for role-playing reason, also it sways really badly if you don't have the required skill reached).
A few times I tried to go to the Mojave desert to grab some weapons and I was quickly discouraged from it because there's a Super Mutant Master with a Missle Launcher guarding the train station.
I feel like FO3 doesn't have this gap because of the DR system, in FNV it's much harder to punch through DT with basic ammunition. Do you run into the same problem? How do you usually start off your playthrough?
