It needs fixed.
In the majority of the Fallout games, the PA just works, and has no limitations ~(and you can pull the suit out of your spandex jumpsuit
).
In the recent FPP games it's a problem for the person who wants to invent artificial and unrealistic reasons to keep non-motorized conventional armor (and improvised armor) equally viable with motorized power armor (said to make you a human tank), in a game where they've made strides to create a realistic appearing first person environment. Except that there is no way to do this. The armor is supposed to completely enclose the wearer in what looks like ½ to 1½ inch plate, and be immune to trivial attacks;
should be immune to small arms fire entirely.
IMO The PA should be a requirement to wield the minigun; or at least (for game sake) require that the PC strength be a 10.
(In FO1 it was 7, but with FO3 a 10 doesn't mean what it used to mean). However... despite the added realism this would bring, it would prevent those PCs that
were not strong enough to carry a minigun from ever using it.
Modern game philosophy is weird, as they want the pistol round to [somehow] compare equally to the minigun round ~http://i271.photobucket.com/albums/jj125/Gizmojunk/loose-approximate-1.jpg. Single shots don't compare, and then you factor in that the minigun fires 50 rounds per second.
I understand tweaking the values a bit for gameplay, but I've never understood tweaking the values towards equalized utility. They do this with the armor and you get Power Armor that is no better than non-powered armor. IMO what's needed is engine support and level design that makes the PA impractical to use in some areas; instead of hamstringing the PA so that it cannot match it's description.