Back to topic, I have to say I much preferred the spread of equipment and items in Fallout 2 over Fallout 3 (and Fallout 1, as well.) In #2, I rather liked how you started out at the very bottom "rung" of the equipment ladder, and (considering a standard play-through - ie, not "exploiting" knowledge of the map to run out and grab some Power Armor right off the bat, etc,) how you generally spent a decent amount of time each step "step" along the way. (Like: you finally save up enough money for some Leather Armor, and by the time you get the Customized Leather Armor, it's still a valuable upgrade that you spend a noticeable amount of time cherishing.)
I seem to remember a pre-release interview with Todd Howard, where he mentioned that he wanted to make use of the item condition mechanic to make some of the higher-level weapons and equipment more available early on in the game - to give the players a taste of what would be out there without making them wait for the most of the game to be able to find it. Ostensibly, I think the idea was that the player would find a high-level item with near-zero condition and be able to play around with it a bit before it broke. Which I think was actually an honorable motive. But the downside was that if you happened to come across something like that, all you really had to do was take it back to a merchant and get it repaired - basically you were getting a high-level item before you were really "supposed" to have access to it. (And ammo was something I rarely found to be all that much of a limitation, for the most part.)
I think that's something that could have worked out - but perhaps needed to have been thought through a little bit more.
Still, what I enjoyed about Fallout 2 was how you'd get to Klamath as a near-penniless tribal with little of any real value to barter with, and even the most basic of necessities was well outside of your price range. I still remember saving up every penny and trading in almost all my disposable good just to be able to buy a couple of actual stimpaks, so that I wouldn't have to rely on those Healing Powders quite as much - and how buying just two of those completely cleaned me out.
The relative scarcity of certain items in Fallout 2 (and of course, towards mid-game this was much less of a consideration - an aspect that's been present throughout all of the Fallout series,) was something I felt really added to the setting and atmosphere. Buying those stimpaks wasn't like going to the drug store to pick up medicine - it felt like I was buying a rare Pre-War artifact that had miraculously managed to stay intact through all of those years. An item that was valuable not just for it's usefulness, but as a rare artifact of the nearly "magical" Pre-War civilization.
Most of the merchants have terrible repair rates and you would be better off using the lower scale weapons at higher repair levels. Only untill you unlock Crazy Wolfgang to the max or use the glitch in point outlook can you rely off of the merchants.
Also I remember looting every gecko once I could skin them even the silver ones to get enough caps, but I also remember having to use a crappy asault rifle I just pulled off a raider because my laser pistol had degraded. FO 3 is just like the others hard to learn easy to master.
What did I like better in 1 and 2?
The sense of urgency from the time limit.
The followers where more specialized.
The fact that they were the first fallout games I had played.
Edit: Parts of Fallout 3 where the situation had multiple ways to end it.
- Paradise Falls
- Col. Autumn at the Vanilla Ending
- The robot in the Musuem of History
- The ghoul watersalesmen in Broken Steel
- The bandits stealing water in Broken Steel
- Oasis
(Thats just from the top of my head)