[quote=H1ms3lf]
I'm gonna be a bit bothersome and voice a small concern between everything that's "optional" or "by default".
It is usually better to have the stuff that everyone will (or should) be using to be the default. I'm not voicing pro/con any optionals, just wanna highlight what would be the best approach, player base wise. TTW policy conflicts with that sometimes.
There's supposed to be a "right way" (AKA best way), not literally, but a way that the main design was planned/executed/tested taking into account that set of conditions, which speaks volumes since a TON of time was spent tailoring the game to fit better into this set of conditions.
Like (I guess) most people, I try to always abide by what is default, since it is usually best/safer, but even above that: Default implies the way IT IS meant to be.
Back to this big guns deal, I'm not educated enough in TTW ways to make a decision, hope you guys can make the best of it =]
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The main designed of Fallout New Vegas about removing Big Guns was because there wasn't many weapons for the skill and there wasn't low tier weapons either. But with the addition of some FNV DLCs + Fallout 3 and it's DLCs there are a much greater choice of Big Guns and there are low tier available (Rock-it Launcher)
[quote=DarthDaedric]
The Plasma Caster was not a Big Gun in Fallout 1/2 and should not be on that list. If you're going to do this, please keep it an energy weapon.
http://fallout.wikia.com/wiki/Plasma_rifle_(Fallout)
If your goal is consistency then the classic Plasma Rifle shouldn't be a big gun. It never has been and it doesn't make any sense to just change it to one now.
Overall, I really don't like the idea of restoring the Big Gun skill. It's totally superfluous with the strength requirements.
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That doesn't really work when FNV already broke the consistency. In Fallout and Fallout 2 it weights 12lbs, in FNV it weights 20lbs, it is definitely a heavy weapon that weights almost twice as much as in the classic games.
[quote=tghs]
It seems arbitrary to split guns into 3 categories instead of buffing big guns altogether. If you meet the strength requirement to wield them, you should be able to wreck shit with them.
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The thing is that in TTW, it is easy to max all skills to 100 even before reaching max level. Having another skill would balance that. So it is not really that arbitrary in a way.
At the moment people have been using mods to deal with the get all maxed before level 50, like skills 250 limit or other similar mods. But it is a bad design to have TTW not deal with it itself.
About compatibility, it was said already several times that this is not an issue. Also another benefit of having Big Skills by default is that we can revert the GOAT results to it's vanilla status (it had Big Guns answers), the bobblehead and the skill books to their original places (so it's closer to the FO3 experience) not to mention it seems like it would also be better for converting FO3 mods that have big guns or affect the skill (although I am not sure).
I am playing the devils advocate here just so people can get a different perspective, I don't have a preference to be honest. I am a melee/unarmed character fan and the only time I would use a weapon that would fit in this discussion would be when I wipe a LMG to kill some enemy out of range, so it doesn't matter if it is Guns or Big Guns to me because I wouldn't be investing on either skill to begin with xD
Keep your opinions coming, the team loves to hear from you .