Yeah saw it too now, thanks.
Yeah saw it too now, thanks.
Okay, so that shakes things up a bit more lol! But I've got some good ideas anyway about how the whole thing is structured, and all the info you guys have posted still fits. As Rohugh said, we're okay to talk about this new source of info on here, but please do not post any links
The Description under V.A.N.S. reads something like "Let Vault-Tec guide you_______". Maybe Vault-Tec Assisted Navigation System?
Make sense, i bet it is Clairvoyance-like effect from Skyrim.
I think that's actually right, and ironically it's the very first idea I came up with way back on http://www.gamesas.com/topic/1529102-skills-perks-revised-edition thread!
And so:
Vault-Tec Assisted Navigation System would guide us towards our next objective if we ever get stuck (for example, inside of a large maze-like building). And it would make perfect sense because Vault Boy is actually sitting inside a little red VAN!
EDIT: just read the post above. Also, this one would be a single rank only because of the name. Kind of like a special use perk.
Or maybe it′s just the compass. With added features per rank.
It's definitely a single rank perk. This is kind of the 'missing link' I've been looking for in order for everything else to fit better!
You are absolutely right! "Lone Wanderer" seems to be a single rank perk a well.
I noticed when looking at the barely visible Perception perks off to the side there is no telescope on PER 2, but what looks to be a 'action' lines, which fits closer to my guess of Heave, Ho! (which specifically aided throwing weapons in VATS, some PER does in Fallout 4). I'm also falling into agreement that PER 4 is Lock-Picking and PER 1 may have more to do with the the tag to find option I think I saw in the Crafting portion of the E3 demo.
First of all, well spotted! Looking a bit closer at the hi-res images posted above, specifically the icon for 2 Perception, what I previously took to be the end of a telescope is actually the same size and color as the ball in 2 Strength. And so I think you were right all along in terms of identifying a ball being pitched. The only issue is the association with Heave Ho! as almost all of the perks are either new, or are evolved from Fallout 3 perks. And so I think this one is more to do with distance perception rather than increasing Strength for thrown weapons (you'll see why when I post the amended Strength line-up in a short while).
As for what the 2 Perception perk actually does, I've just had another one of my 'hunches'. I think it's actually called Long Shot, and it would allow us to zoom into the distance with our peripheral vision when standing still so that we can see further. This would allow us to identify distant enemies and landmarks, as well as take far more accurate sighted shots without using a scope. This would make sense, as long shot is a term used in real world baseball, and is also the name of a book by former pro player https://en.wikipedia.org/wiki/Mike_Piazza.
As for your other suggestion, I'm 100% sure that 1 Perception is Lockpick and 4 Perception is Safe-Cracking. The reason I'm so certain is because of the 13 primary skills, which tie in with 13 of the bobbleheads as well as many of the skill books. When I post the new Strength line-up, I will also post the revised skill list, and I think you'll agree that the new additions and amendments actually make a lot of sense. I'm just tweaking one or two details, and I should have both of these up really soon.
EDIT: I'll make sure I add in a comment about the whole pitching the ball thing, that's definitely a +1 Perception for you
Hey, just mentioning, but it seems that "Science!" is actually on Intelligence 9, not 6. Looking at the perk chart, it seems there's no way it's on 6, and it certainly looks similar to 9. I don't know, maybe I'm not seeing it right? it just seems to fit better on 9.
That said, I would prefer it if it were on 6. 9 is a pretty steep price just for energy weapons. They better be good.
I have to totally disagree, because of my experience with Shadowrun and Unknown Armies. Sure strength was important in how far you can throw a grenade or other projectile weapon, but has little to do with actually being successful with said weapon. Which is more important to throwing a grenade, throwing it further or throwing it as close to your enemies position? The latter is the answer, why you may ask? Because, Perception is true element of using a bow or throwing weapon, as it has more to do with aim than power (like Sniper and Concentrated Fire are more about aim than strength). Additionally, the original Heave, Ho! granted a bonus to accuracy in VATS with thrown weapons, something Perception specifically governs. Lastly, with the knowledge that VANS is an intelligence perk that likely affects getting around the map, why would you need 2? I would also argue that very few of the strength perks even remotely look like they have anything to do with throwing weapons (something they have dedicated a bit more resources to this time.
EDIT: @ikol, Science is definitely INT 6, as it is pretty much exactly mid-animation Science. INT 9 is also just too big.
Ah, I see. I was looking at Charisma 9, which looks like he's holding a ray gun in such a low resolution.
Also, is there anyway to change your username? I made this account way back, and I'm stuck with an unfamiliar name.
I hear what you're saying, but I'm still going with Long Shot, mainly because many of my hunches so far have been spot on (as you'll see with the revised Strength Line-Up!) And the force is strong with this one. For the record, even with my definition of V.A.N.S., the very first idea that popped into my head when I first heard about this was Vault-Tec Assisted Navigation System, which has now been proven to be correct, but I rationalised it away at the time due to us already having a map and a compass!
What would make sense with the perk you mentioned is if distant enemies were also highlighted when using this ability, for example with a red outline. This would make it much easier to take the shot. Also, if the zoom function increased sighted weapon accuracy, this would be a good option for people without perks to upgrade their weapons. For anyone who is able to add mods, any scope on the weapon may zoom a little further with this perk, and enemies being highlighted would make it much easier to take long distance shots if you don't use V.A.T.S.
Also, I'm 100% in agreement that 6 Intelligence is Science! especially because 9 looks more like a modified icon for Cyborg.
Oh man, that higher resolution perk chart picture is giving me the business right now. I'm going to be looking at that for weeks.
I'm pretty sure the P2 perk has to do with throwing grenades. Demolition Expert (and historically, Explosives in general) is under PE too, and they wouldn't show the Vault Boy throwing a ball if the perk is just for zooming in. Nice juxtaposition to the batter perk in S2, though.
I'm curious what a picture of the Vault Boy pointing a pistol is doing under S7, though... Oh, I bet it reduces the recoil of firearms. And then maybe the perk under it reduces the recoil for two-handed firearms, although I dunno if that should be a separate perk or just a rank above the other perk.
I honestly hope that isn't Cannibal as the E8 perk, though. I'd want Cannibal to be something rewarded as a quest perk, from eating human flesh you find in a container or something. I was hoping to completely fill out the EN line of perks, but que sera sera. The optimist in me wants to think it's a perk for eating mutated creatures without any penalties.
With this new perk system, where do you think the 'Cannibal' Perk will fit in? Do you think it will be under a certain special, an achievement or quest based perk, or excluded altogether?
Will definitely be either quest or DLC. It's a bit too 'specialised' to be on the main chart, especially in light of my desk full of evidence!
Which reminds me. In a short while, I will be updating the OP. Not only will it include the fully revised list of Strength perks, complete with details for all ranks, but it will also show the new list of 13 primary skills, as well as the names of every single perk. This is all the result of around 200 hours of ongoing research, which will eventually include full descriptions for all perks.
Oh, and because I know this is something you were interested in, I thought I'd give you a heads up. If you don't like the in-game companions, there are a few options to select 'new' ones. This could be a robot, a non-named human, or even a Yao Guai.
EDIT: just so you all know, our protagonist couple aren't the only ones with a military background. The perk chart has one as well!
Some peeps think it's unlocked at 8 EN. I guess I'd be okay with that, but I'd rather it was just rewarded from us completing a radiant quest or something. Like we'd get the perk if we found Strange Meat as a consumable, or maybe a random encounter with some cannibals where we can make a decision.
I wouldn't be so sure. I don't think they'd add a perk that lets us talk raiders or beasts into being anything more than low-functioning, mortal companions for us (comparable to what a raised zombie acts like in Skyrim, but maybe with some better banter). How would that interaction go, anyway?
edit: I wonder if perks like Night Person or Solar Powered still provide SPECIAL bonuses when they're active, or if they instead have different effects. Solar Powered can stay badass just by offering health regen. Nerd Rage! would be a lot more viable if it halved damage taken and doubled damage given, like the Orc Berserker Rage power in Skyrim; that would be a lot more interesting than just a ST bump.
What I'd like to see from the SPECIAL10 perks is that they're not absolutely gamebreaking if taken early on, but still offer a really worthwhile edge for beginner players. That's what I'm seeing from perks like Concentrated Fire, Nerd Rage!, or Solar Powered.
I already had 9 and 10 Charisma down as being alternative companion perks purely based on the icons. Also at QuakeCon, Todd mentioned a perk called Intimidation, which allows us to "control other people". Finally, a certain source has revealed part of the description for both.
Charisma 9 says 'Wasteland' and then something else. I think it's actually Wasteland Warrior. The first part of the description reads: "Master the post-apocalypse! Aim at a wasteland [animal]..."
Charisma 10 is actually listed as being called Intimidation, which confirms my guess for this one as well. The first part of the description is: "Time to show everyone who's boss. Aim at a [human]..."
And so, with both of these new bits of information, I'd say it's pretty conclusive. We aim at the target and they submit, probably after a brief delay. Note that this would only work if we currently have no named companions. But this is very good news for anyone who's wanted to bring along a raider, a Yao Guai, or even both.
Mmmkay. With the contextual activator, I can see them adding a coercion button for when a valid target enters our crosshairs; but I'm still not sure how that interaction would work and not be silly. Maybe if they locked it in to actors that were friendly with us (giving synergy with Animal Friend and karma alignments), but I couldn't see us talking to a slaver or Yao Guai and saying "hey, stop attacking me and be my buddy!"
I'd still hesitate to call anything "conclusive". It's one thing to make good educated guesses, it's another to claim rightness. But this is semantics.
Fair enough, all of the information here is of course unconfirmed at this stage. Also, I see what you mean about not making this a 'cheese' option. And so I think it would only work if the target is alone. So that would mean the last raider standing, or the last Yao Guai from a pack. This would actually make it a much better and far more believable option.
So yeah, back on Cannibal: I'm not convinced it's the E8 perk on the chart, like a lot of others are speculating. It does kinda look like a guy eating another guy, but in all of the other cases of returning perks the new artwork is still really consistent with the posture and pose of the Vault Boy. That's not the case with Cannibal and the 8 EN perk.
The E5 perk, with the Vault Boy in a hot tub, probably gives us better resistance for swimming in irradiated water. With Lead Belly and Rad Resistance (and each perk having presumably 3-5 ranks), that's a lot of radiation resistance we can rack up. Of course, seeing as how radiation is much more lethal in this game, I can see that being significant. Lead Belly probably covers all irradiated consumables, "Hot Tub" or whatever for swimming in irradiated water, and Rad Resistance for weather or above-ground radiation only instead of overall radiation. I wonder if we're allowed to get 100% resistance to anything, like maybe after five ranks of 20% Chem Resistance we can never become addicted again.
I hope my last comment wasn't taken out of context! I just reread it and adjusted the first bit so it didn't sound like I was being rude. Sorry 'bout that
With regards to Cannibal and 8 Endurance, if you look really carefully at the icon, VB seems to be holding up a rifle, which is actually pointing towards the Sniper perk at 8 Perception. This would mean that there are 3 perks in a row showing VB holding a ranged weapon. Also, if you look at his feet in the image, he is wearing combat boots, and there is also a combat helmet next to his right foot (shown on the left of the image). Putting all of this together, the perk seems to be something along the lines of Superior Defender from Point Lookout. But because this is listed under Endurance, it would be an entirely defensive perk, and so would therefore increase DR per rank as long as we are stationary with our weapon raised. This could possibly still take effect if we are moving forwards at a moderate rate, as seen at https://youtu.be/D5esyZPt5Jo?t=14m3s in the E3 footage. The increase in defence and the raised weapon are also the reasons I have dubbed this particular perk Tank.
Also, with 5 Endurance, I think that this is purely to allow us to stay underwater for longer. If you look at the pool of water in http://media2.giga.de/2015/07/Fallout4_Perks-rcm640x0.jpg lo-res chart image, as well as http://vignette2.wikia.nocookie.net/fallout/images/9/94/Fo4_perk_poster_PipBoyEdition.png/revision/latest?cb=20150630213830 one from the Pip-Boy edition image, the water looks to be completely clear. If this perk was to do with irradiated water, I would imagine that this would be reflected in the appearance of the water shown in the icon. As you stated above, even if we swim in an irradiated water area, with all ranks in Rad Resistant, if we weren't immune, we would at least be close to maximum resistance.
I noticed something in these Fallout 4 previews that may bear a relationship to VANS.
Mole rats pop out of the ground. Radscorpions pop out of the ground. Feral ghouls pop out of windows. A deathclaw pops out from under the street. Might VANS give us an advanced warning for these ambushes?
What is that nuclear sign in the bottom lefthand corner for "Intelligence 9"?
Do you have any updated theories for Intelligence 10?