'The failing of DT' or 'Why brawl/melee kick major ass'
The game offers a wide range of style of play, but did not get the balance a game like System Shock 2 or Deus Ex had. While Fallout 3 brought that balance a bit closer with DR, the whole idea got scrapped in New Vegas.
There are WRONG choices. Making a character who is a super social wildnerness doctor, but awful in combat just won't cut it.
And so, with many ways to screw yourself over, most gamers will find it frustrating to battle the game trying to beat the simple math formulae: DAM - DT = damage unless damage < 20% DAM, then 20% DAM = damage.
DAM - DT
DAM - DT means that the best weapons in the game will be those with the highest DAM (thus anything with an auto or semi-auto mode will be awful).
Any weapon with a DAM under 16 is completly useless (every pistol, all shotguns, most rifles, chainguns).
Weapons can use different ammos to try and compensate for this, but the ammo system was poorly integrated. Looking at the ammo system:
- Not available enough in early game
- AP ammos being the only good ammo
- Ammo switching on PC should have been connected to mouse (scrolling wheel) as the keyboard is related to movement in fights
Brawl/Melee on the other hand have great DAM & low DPS; which is exactly what you want. They don't need AP ammos, since you can power attack at no extra cost (I'll need to test, but I estimate about +10 DAM) AND even get a double dip with the talent that lowers DT by 10 on target without the 0.95% damage modifier AP ammos have. Overall, that would be like giving shotguns AP ammo to go with the shotgun surgeon perk.
In the early game, the power attack insures that most brawl/melee attack will go above the target's DT which is very efficient. Guns on the other hand cannot power attack and will not have enough AP ammos right off the start.
I'll update this later as I progress through the game to see how middle and end-game brawl/melee handle.