I actually dont want to respond to OP because he's too boring and uninteresting in this trigger thread. Worst, he doesnt even play the game sufficiently and just repeat stuffs other people said to prove his own. Still, there's things that need to be said despite it's said plenty of times before. Like the need to beat someone like a redheaded stepchild~
3- Broken combat system. Aside from being broken the combat has some more serious flaws. The encounter design is the worst ever. Mark my words when I say that there isnt a single memorable combat encounter in the whole game, aside from the last boss which requires tremendous amounts of grinding to defeat. The non-premade fights are all dull and follow a similar design pattern. Its always 1 named NPC with a character model slightly different from the rest of his copy pasted guards. The amount of guards is just too damn high, you simply cannot enjoy killing a certain NPC the way you want, you have to cheese the fights to be able to take out the mob of guards. For those who played Fallout 3, imagine if Mr. Tenpenny was surrounded by 10 guards with miniguns, would you still be able to enjoy decapitating him and tossing his remains off the balcony?
F2 combat system has some serious problem but it's not broken. Broken is defined as nonfunctional, but anyone who play F2 can get by just fine with it.
If you havent passed any memorable combat encounter in the whole game, it means you got a serious problem as a player. Let's list a nongeneric encounter (not special)
You pass a map with a cave on the cliff. Sometimes that cave is just a shallow depression, and that map is a single map. Half of the times that cave is a rat nest and you can kill some easy stuffs for easy xp and cheap loots. And that rare 5% chance when you got a deathclaws cave and you get killed because you are too incautious not too look ahead. IF that type of map doesnt get your heart pumped everytime it appear on the screen, you got a weak heart.
4- Unbalanced random encounters. The random encounters met when traveling the world map are arguably the worst aspect of the game. None of them are enjoyable or contributes anything to the game other than xp and loot. Combat somehow feels slower than F1 and is extremely tedious even on fastest speed. Note that it isnt rare to stumble upon virtually unwinnable fights that require a reload. Many times you will get 1 shot on the first round before you can even act. Even when you manage to escape its still very tedious since you often need 2+ turns to reach the exit and you face multiple enemies that all have enough APs for 2-3 actions. Typical encounter : a bunch of farmers (3-5+) getting attacked by a bunch of raiders (3-5+), so lets say 10 units acting 2-3 times and triggering 20-30 animations for 2 turns, thats an average of 40-60 NPC actions that you need to slog through just to reach the exit tile. And those encounters are very frequent. The game teaches you to save scum in order to travel.
You complained like a noobs playing game for the 1st time. Random encounters are there to break the silent travel from one town to another. It's necessary filler. No game is without it. Get over it and get used to it!
As for your specific details. I have two concepts for you "Outdoorsman" and "Forced Start". You can find ODM skill books fairly easy, read them. And when RE map start loading, press Enter repeatedly to Forced Start combat on your turn, then run away. DO it again when you are out of turn to run away again.
In other words: play the game, not reading others' complaints and repeat it like a noob.
5- Terrible quest design. The quest design is where F2 crashes and burns. It simply is the worst of the series. The game is filled with uninteresting fedex quests offering no moral ambiguity. It is always a matter of 'yes or no' rather than 'right or wrong'. More often than not both the player and the character dont give 2 craps about the outcome of these quests because they are devoid of relevant consequences. If you read the wiki, and I am not joking, the large majority of quests begin with words like 'get', 'deliver', 'retrieve', 'collect', 'kill', etc... Very often the quest giver straight up tells you exactly where you need to go and what to do and leaves little to no room for the player's intelligence to be useful. The quests lack the interesting alternative solutions that F1 had, it very often boils down to doing exactly what you were told with no relevant consequences, or you get an out of place evil option.
Again, play the game instead of reading wikis and other people's experience and think that can substitute for actual playing. You want fucking different endings depend on your action you can try Fixing the ghoul's reactor quest in Vault City, which is fairly early in the game. its consequence can lead down to the ending of the game regarding the fate of VC and Gecko towns. Hell, you can try an even earlier quest, resolving the conflict in Modoc and Ghost Farm ghoul community. Or the racial conflict in Broken Hills. OR the choosing of which mafia family in New Reno you can join. etc... and etc...
The examples you choose show you didnt play the game very much if at all. What you did is play, at most, about barely reach Modoc, then quit. Then you read other people to cherry pick things to "proof" your bullshit ideas.
9- Karma system is broken. Just for grinding fedex quests and not selecting the obvious psychopath option each time your character slowly becomes a goody two shoe. The game forces you into some ridiculous C&C, you often have the option of just doing what you were told or pick an unjustified evil option. Like the quest that turns you into a messenger boy/ambassador between 2 towns. You get the option of playing the fedex role or turning the 2 towns against each other for no RP reason. There is no neutral ground (Ignoring the quest triggers the war). Worst part is that I only did those quests for the rewards because I needed caps to progress the MQ and never really cared about them, yet they defined my character as 'good'. As a result you get locked out of content given by evil NPCs in a game already very limited in content.
Again, this show your level of comprehension. NCR and Vault City is at Cold War status. VC suspect NCR is behind the raiders' attacks due to their high level of trainings and weapons, but have no CONCRETE proof to their ideas. If you dont intervene into the chainquest, then Cold war erupt into Hot war, in ending slide. If you intervene into it with good result, so the war can be avoid, then it's good karma to you whatever your motivation.
As for Karma, people's dialog change if you are very evil or very good. If you are not bothered by dialog, then get ready for squad of bounty hunter after your evil ass once you kill a child.
10- Talking heads are dull , most of them use copy pasted assets like 4 out of the whopping 13 total heads are simply metal helmets. Fallout 1 had 21 talking heads and there simply isnt a single talking head in F2 that can compare to those in F1. These NPCs mostly speak with a bored and monotoneous voice.
You certainly never have the pleasure of talking with First Citizen Lynnette in Vault City, whose divine dialog drive most players into rages and fantasy of grudge fucks.
7- Lack of exploration value / bland world design.
12- Overwhelming amount of parodic and immersion breaking content....
Make up your own fucking mind! Either there's nothing in the world to explore, in which case point 12 get invalidated. or There's a fuckload of things (overwhelming amount of content) to explore that dazzle your feeblemind.