Double-posting because big posts bad, sorry. That would be cool. Some stuff is weird in progression. - Energy Weapons are weird. You can get Laser Rifles as soon as Redding if you go on caravans and get Claim Jumpers. Claim Jumpers normally carry the M60 but in caravan encounters, for some reason they bring their A-game and carry laser rifles. Also for some reason they seem to always run up to your face before firing, or so I remember. Does their skill with energy weapons suck? Oh yeah, normally you first get the Laser Pistol in New Reno. But laser resistances are wack so its immensely useless. You can easily upgrade to the Magneto-Laser Pistol, still useless. Its a bit frustrating because Laser Pistols in New Reno are hyped as super weapons which make everyone fear the Salvatores and their lightbringers. From there you can also get the Plasma Pistol from the Toxic Caves, which I don't mind. Sierra Army Depot makes all energy weapons found up to this point pointless, because you can easily score a Plasma Rifle. And from there, a Turbo Plasma Rifle from Algenon. The Turbo Plasma is way stronger than anything in the mid-game (except maybe the Bozar) and can be used all the way to the end-game - hell, my first game I finished with a Bozar/Turbo Plasma Combo. Oh yeah, nobody gives a fuck to the Gatling Laser because, again, lasers are so useless. (and honestly, would love to see lower-level energy weapons from start. Fallout of Nevada had some) (btw Algenon is damn cheesy) - The FN-FAL is so pathetic in general. 7,62mm x 51 NATO is a powerful round, but the game despicts it as a pretty run of the mill round. The FN-FAL is a spray and pray burst rifle, but in real life, people generally fire in single fire, double tap or maybe three-round bursts. The weird thing is that its such a rare round. Makes me wonder if it wans't supposed to be far stronger originally.