This is an overview article, listing content appearing in multiple Fallout media. For information specific to a given game or TV series, consult the table on the right. |
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Big Guns is a skill in Fallout, Fallout 2, Fallout 3 and Fallout Tactics.
Overview[]
Big Guns[]
Determines combat effectiveness with any weapon categorized as a "Big Gun".
Notes[]
In Fallout: New Vegas, the skill was merged with Small Guns into the more general Guns skill, similar to how it was planned for the canceled Van Buren, which would have merged the skills into the Firearms skill.
Behind the scenes[]
Combining Big Guns and Small Guns was a largely uncontested change among the Fallout: New Vegas development team, though Feargus Urquhart and Chris Parker dissented. Game director Joshua Sawyer assured them that it would be fine.[1]
Previously, Sawyer had attempted to design low-level Big Guns for the early game so that everyone could get what they wanted, including items such as rivet guns, but found that it felt forced and did not work well. As such, the team simply merged Small Guns and Big Guns and redistributed the latter.[2]
Developer quotes[]
It seemed to work pretty well for F:NV, though a remaining contention and expectation is that EWs should be more powerful than conventional firearms. If that expectation is widespread enough, maybe it makes sense to re-organize the skills again for future games. My first focus is always to ensure that when a player starts the game and decides what kind of character he or she wants to play, the options we give to the player are valid from the beginning of the game to the end. Each style of play should have its own rewards and challenges, but character types should not be intentionally neglected, they should not be secretly designed to be inherently superior to each other, and they shouldn't assume that the player has knowledge that they won't reasonably have.
Really, I think you could organize weapon skills in a bunch of different ways. For me, the bottom line is that if a player focuses on a skill, they should get pretty consistent gameplay out of it throughout the game. This includes access to items that make use of it, places where it can and can't be used to provide appropriate challenges/triumphs, and a rough semblance of overall balance between it and other skills.”— Joshua Sawyer on removing Big Guns general weapon balance in Fallout: New Vegas[3]References[]
- ↑ Fallout: New Vegas 10th Anniversary Charity Stream Part 3 (reference starts at 45:17)
Joshua Sawyer: "'Was combining Small Guns and Big Guns back together an uncontested change?' The only people who contested it were Feargus Urquhart and Chris Parker. Nobody else contested it. And I was like, 'It's fine.' [laughter] They're like, 'I think it's gonna do this-' I'm like, 'Nah. Nah.' That was my feedback, like 'Nah, it's fine.'" - ↑ Fallout: New Vegas 10th Anniversary Charity Stream Part 3 (reference starts at 46:13)
Joshua Sawyer: "Yeah, Big Guns, like at first, I tried to... design low-level Big Guns. So the goal in combining them was that I just wanted there to be more stuff available at the beginning of the game for everybody to use. And it was just really difficult, it felt very forced. Yeah, 'low-level Big Guns?' It just didn't work very well. I was making up like industrial things like rivet guns and stuff like that. I'm like, 'Ehhh, I dunno.' And once I just said, 'No, there's just Guns' and I split up all the weapons that were previously in Big Guns. Is it a missile launcher? Then it's Explosives. Is it a minigun? Then it's in Guns. Is it a laser Gatling gun? Then it's in Energy Weapons. And that was fine." - ↑ Joshua Sawyer's Formspring (Archive)