Don't they, though? They can load up on stimpacks any time during combat, switch weapons if needed, etc... As long as it's in the programming.
Don't they, though? They can load up on stimpacks any time during combat, switch weapons if needed, etc... As long as it's in the programming.
It would make sense. Essentially AP is your ability to concentrate when you're in VATS. Sprinting uses stamina and would remove a certain degree of cognitive 'sharpness'.
I think it's a good balance.
I sincerely hope it doesn't! that would have been one of my requests. It adds so much suspense when you don't actually 'pause' the game during menu's. Take a look at MGSV just recently.
Not quite for me.
I'm pure RPG player, and each timeI have to go FPS it just bores me to death.
But VATs hasn't been taken away, just modified to slow time right down? You don't have to go into FPS
When I started playing FO3, the VATS system saved my tuchus so many times - I recall a rather prolonged siege battle using VATS when I got in trouble with all the NPCs in Megaton.
However, once I got the hang of using VATS, it felt like it made the enemy counters too easy. It was more challenging to use the iron sights and aim in real time with enemies running at you, but it was also satisfying to finally defeat them after dying and reloading multiple times. By the time New Vegas was released, I'd pretty much stopped using VATS.
Really enjoy some turn based games, like XCOM: Enemy Unknown and the Civ series, but somehow using VATS in New Vegas or FO3 didn't feel like the same kind of tactical challenge.
Yup, but he was talking about bullet time, which means still having to go FPS, even if slower.
But if someone make a mod for Fallout 4 to have VATS stop time again I will take it, cause I like to think about my moves more than I like to try to quickly select a small part of a moving creature, even if it moves slowly (even with non moving creature I sometimes had hard time targeting which part I wanted in Fallout 3).
I wonder if there might even be a game setting we can adjust in the console or .ini files to make it go faster or extremely slow (almost stopped).
Yes, but most certainly not like how the player can do it, stopping time whenever they want to shove five or six stimpaks into them to fully recover their health. And honestly, I've seen very few occasions where enemy NPCs actually do heal themselves, or at least enough for me to notice before they shortly die anyway. But even then, not all enemies are capable of healing themselves such as the local wildlife.
If that were the case, then yeah that would negate the reason for going into inventory costing AP. Would probably much prefer that honestly.
Not only does going into the Pip-Boy not stop time now, you also can't down multiple stimpacks at once - there's some kind of animation plus a cooldown or slow, non-stacking regenerative effect that they apply, so you can only use a single stimpack at a time.
I'm pretty sure going into our Pipboy still stops time. That's at least what people at Quakecon seem to have implied. But yeah, Stimpaks don't stack any more, so we can't spam them from our Pipboy I think.
Wondering if this will apply to the Evade/Dodge perk as well? I doubt the game would just let you repeatedly dodge out of the way without getting fatigued.
Project Nevada for FNV did this and it was the right move. There should be another use for AP instead of just or VATS. Not everyone cheats.