Tagging energy weapons can make the game reallly easy...
I remember the first char I ran through Fallout I. I had already won Fallout II, so I didn't care too much about character and skill development, or challenging combat, I knew all about that already from playing Fallout II. So I decided to just make my character a super-munchkin.
I vaguely remember starting out with energy weapons tagged, and then getting the finesse and one-hander traits, then getting perks to improve shot speed, criticals, accuracy (I had high AG, and Luck). THEN, the real kicker, I managed to stumble across the crashed flying saucer special encounter, and got my hands on the alien blaster. By the end of the game I was wading through the final compound turning everything into piles of dust, usually two in a single combat round.
When I first won Fallout II (this was my first exposure to Fallout- no pun intended) I built an unarmed combat character who was strong (yes, I realize that this wasn't really necesarry), had a high INT, also specialized in medical skills, and eventually tagged heavy weapons through a perk. This character probably wasn't the best-designed, but it was still a lot of fun! Having a high doctor skill gave him access to a sweet perk that raised HtH damage, and he of course also got perks to increase action points, give better criticals, etc., so he was kind of bad-ass by the end. Still, I am sure that being good with small guns or energy weapons would make a more deadly character.
Too bad the trend in games these days seems to be towards making PC stats, combat and tactical features more simple (developers like to say things like "We don't want to get all bogged down in statistics- we remove everything that isn't fun!"), because developing characters according to a certain play style was a big part of what made Fallout fun!
I definitely buy the whole line about console games dumming things down.