[quote=subtledoctor]1) The .32 revolver and Chinese pistol were HORRIBLE. Why did they even exist?? I say, replace the .32 revolver with the .357 revolver, and change the Chinese pistol to the 9mm pistol. (Why are there so may Chinese pistols around DC? It wasn't a big battlefront in the war, there were just a few spies. Whereas, 9mm semiauto handguns are fairly ubiquitous around the east coast.)[/quote]
The .32 has been turned into a .22 revolver. Though most .22 revolvers I've been able to find in research are 7 or 9 shot, not 5. So really a new model would be needed for that imo.
[quote=subtledoctor]3) Assault rifles & Chinese assault rifles were HORRIBLE. First, again, why are there so many Chinese weapons around DC?? Doesn't make sense. Second, there was NO difference between them, other than that Chinese ones hit harder. If the regular assault rifle had a lower spread or something, at least there would be a reason for them to still exist. But no, they were only valuable for repairing my chinese assault rifle. So, again, replace these entirely. Replace assault rifles with NV service rifles, and replace chinese assault rifles with NV assault carbines. This accomplishes two things: first, it makes a nice progression in Super Mutants from low-level one with slow repeaters, to mid-level ones (Brutes) with semi-auto service rifles, to high-level ones (Masters) with full-auto assault carbines & miniguns; second, it provides a use for all the 5mm ammo for players who want to carry guns smaller than the minigun.[/quote]
The assault rifles served a fine role. Sure, they weren't very accurate, but the hunting rifle was the accurate gun. ARs were for high fire and damage. As for moving the service rifle over, that makes no sense whatsoever. I was under the impression in the game that the NCR was in some way actually producing the service rifles. Hence the high number found in the game. I could be wrong, but that was the feeling I got about it. It could work in Fo3 just fine, I just don't think it should be there.
[quote=subtledoctor]4) Vary up the shotguns... something like the combat shotgun (hits hard, loads cartridges quickly, holds lots of ammo per cartidge) should be VERY rare and high-level, like the hunting shotgun in NV.[/quote]
I do agree with shotguns, the choices in FO3 were very limited. Honestly I think the caravan shotgun should be in Fo3, as should the riot shotgun, the double shotgun, well, all of them really.
[quote=subtledoctor]5) So now we're left with the problem that the 9mm pistol is the only one that uses 9mm ammo; and the service rifle is the only one that uses 5.56 ammo. The former could be cured by switching 10mm SMGs to 9mmSMGs in the CW (10mm would still have two weapons using it) and the latter could be cured by dropping a few (a very, very few) 5.56 pistols around in hidden places.[/quote]
Now you're just changing whole weapon tiers.
My thoughts are, most weapons should be carried over, just much more rare, in the case of say, cowboy repeater, caravan shotgun, etc. Riot shotguns make sense, because there was a lot of rioting etc. Service Rifle, maybe, as well as the other service weapons, most rifles should be in FO3. Again, as was pointed out, most gun types are available everywhere, it's just a matter of how common. If the cowboy repeater was a "Unique" single instance in FO3, that'd be fine with me.
As far as the Chinese pistol should, if anything, be chambered in .45 ACP. Check this article for that. That change would of course require a rebalance of the weapon, giving it more power but moving it way up on the tier lists. It would however give 1) another .45 ACP weapon, and 2) a more fitting .45 ACP weapon in the CW.
I honestly can't think of any gun that would not fit into the CW in some way. Even guns like the Anit-materiel rifle would fit, if made exclusive to military armories, and very very rare (as in maybe 2 in the whole CW).
I had other ideas, but have forgotten them now. If I remember I'll add them as well.