Strength needed for weps?

Post » Wed May 09, 2012 11:37 pm

I was just wondering, if I had a lower strength than what it said was required for the weapon, does that mean I cannot use the wep at all, or would I suffer some sort of penalty?

I only ask because in a SPECIAL set-up I was thinking about using, I'd only have 5 str (until I got to 6 with the implant) and one of my fav weps (hunting rifle) needs 6 str (this according to the Fallout Wikia)

Can anyone confirm this for me?

Thank you!

-Rob

Edit: I know there is a wep handle perk of some sort that reduces the requirement by 2, but does that mean until I got this perk I would be unable to use the weapon?
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^_^
 
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Post » Wed May 09, 2012 6:47 pm

I was just wondering, if I had a lower strength than what it said was required for the weapon, does that mean I cannot use the wep at all, or would I suffer some sort of penalty?

I only ask because in a SPECIAL set-up I was thinking about using, I'd only have 5 str (until I got to 6 with the implant) and one of my fav weps (hunting rifle) needs 6 str (this according to the Fallout Wikia)

Can anyone confirm this for me?

Thank you!

-Rob

Edit: I know there is a wep handle perk of some sort that reduces the requirement by 2, but does that mean until I got this perk I would be unable to use the weapon?

Not meeting the Strength (or skill) requirement means less accuracy in VATS and more sway when you aim manually, AKA, you won't be holding the gun very steady. For melee and unarmed weapons, you swing slower.
For example if you try to wield an Anti-Material rifle with 4 STR and 50 guns skill, you'll find the gun has a MASSIVE amount of sway to the point where aiming with it is difficult. 8 STR and 50 guns will see less sway, but still a significant amount, and 8 STR and 100 guns will have the minimal sway, to the point where it hardly gets in the way of your aim.

Another thing to note is that even if you think "I don't need VATS and I can adjust myself to the sway of the weapon while aiming," the weapon should also gain a penalty to it's spread, meaning that the cone around where you shoot that represents where the bullet could POTENTIALLY go will get bigger. This may not matter much for an accurate gun like the AMR (I'm currently using the AMR on a character that lacks the guns skill, able to adjust myself to the sway), it would be quite the problem on a less accurate gun.
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A Dardzz
 
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Post » Thu May 10, 2012 12:07 am

Edit: I know there is a wep handle perk of some sort that reduces the requirement by 2, but does that mean until I got this perk I would be unable to use the weapon?

You can use the weapon, you just will waste a lot of bullets until you can handle it correctly.
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Shannon Lockwood
 
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Post » Wed May 09, 2012 5:24 pm

Right on, thanks for the help fellas!

-Rob
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Anthony Santillan
 
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Post » Wed May 09, 2012 3:38 pm

i thing the drug called steady should reduce the swaying.
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Steph
 
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Post » Wed May 09, 2012 6:19 pm

For melee and unarmed you'll have a slower attack speed and do less damage if your below the requirements. As for the penalties if your only slightly below say 1 or 2 strengh or under 25 in skil the effects really aren't that bad and your usually better off using the weapon and taking the penalty if it's a higher tier weapon.
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Rachie Stout
 
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Post » Wed May 09, 2012 2:05 pm

Steady is your friend if you can not use the gun properly while aiming. Though it tends to be addictive, so I would advise going with the requirements.

You will also find that implants & perks will be your friend in this case if you do not have a certain set skill.
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GPMG
 
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