So sprinting now drains your Action Points

Post » Tue Dec 01, 2015 10:56 pm

According to the Endurance description. "It affects your total health and the Action Point drain from sprinting." I guess using Action Points as a stamina bar for sprinting helps balance out spam sprinting.

Though, hopefully we are compensated by having more Action Points available this time around since there will definitely be battles we will need to retreat from and live to fight another day, or at least fight at a higher level.

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Elizabeth Lysons
 
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Post » Wed Dec 02, 2015 10:26 am

Since ya only use AP in VATS, if you need to sprint and fight just stick to real time combat until you don't need to do much of the former.
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Marta Wolko
 
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Post » Wed Dec 02, 2015 11:01 am

I hope we get more non-VATS means of using up AP in-game - it would really give AP some value for players that don't plan on VATSing too much. Sprinting is a good start, and apparently we can "hold our breath" while aiming a weapon to steady our aim, which also consumes AP.

But back to sprinting. It's actually an interesting balance, since Agility governs your max AP and Endurance covers AP cost of sprinting - so having high of either will help you, but being agile and hardy will make you a real badass. Unless the AP cost is percentage based, but I doubt that.

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Alyce Argabright
 
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Post » Wed Dec 02, 2015 8:59 am

Actually sprinting is just new. It's been a while, but I'm fairly certain that you couldn't sprint in FO3 or FONV without mods. You could walk and run, but not sprint.

Now in FO4 we can walk, run, and sprint. To balance this new ability, it does require the use of action points. I don't expect any increase in action points due to sprinting being present though. Although it looks like endurance will help you consume fewer action points while sprinting.
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мistrєss
 
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Post » Wed Dec 02, 2015 10:37 am

Yes, sprinting was first officially introduced in SKyrim. FWE and Project Nevada added them to Fallouts, also with AP drain. Good thing they're still incorporating mod ideas to their games :happy:
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Honey Suckle
 
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Post » Wed Dec 02, 2015 3:13 am

Sprinting was in Project Nevada (FO:NV mod) too, the only way to make it last longer was to have more action points. I think you could get a perk to shoot while sprinting, and I hope it's in Fallout 4 too.

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Alberto Aguilera
 
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Post » Wed Dec 02, 2015 9:22 am

This just occurred to me: Sprinting is also governed by Agility, since it determines how many AP you have.

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Ymani Hood
 
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Post » Wed Dec 02, 2015 11:00 am

We shouldnt get more ap points because sprinting uses them now, you get a choice, run or fight
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Prisca Lacour
 
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Post » Wed Dec 02, 2015 8:00 am

I'm pretty sure that sprinting was put in there to force players into making tactical choices about engaging some of the bigger targets and making the choice of whether to hit it with everything you got or save a little back in case diving out a window turns out to be your best course of action.

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rae.x
 
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Post » Tue Dec 01, 2015 10:46 pm

Yep, I see sprinting as a lat ditch kinda thing, in most cases. Increasing AP just to sprint sounds OP. Maybe if you get some endurance perks to lessen AP costs it would be good, but there need to be mechanics in place that keep us from sprinting everywhere.
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Sherry Speakman
 
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Post » Wed Dec 02, 2015 2:27 am

I was actually wondering how that would be affected if there were any perks along the lines of say Grim Reaper Sprint.

And I guess it could be used in an offensive manner if say your a melee fighter and need to charge in close to a target using say a sniper rifle.

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Sandeep Khatkar
 
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Post » Tue Dec 01, 2015 11:33 pm

I really like this as to some degree it resembles how AP was used in the original Fallout games. Although not exactly alike as AP governed everything you did in combat in the original games, in Fallout 4 it is somewhat in control of how far you can move in combat in regards to sprinting and takes up AP that could have been used to combat an enemy. Some resemblance is there and I like it.

With that being said, I hope AP is even more in control of what you can do in other areas in combat.

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Spaceman
 
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Post » Tue Dec 01, 2015 10:27 pm

Yup...

Fight or flight, make your choice.

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Shannon Marie Jones
 
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Post » Tue Dec 01, 2015 11:35 pm

I don't even know how to sprint in Fallout games :lol:
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Hella Beast
 
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Post » Wed Dec 02, 2015 4:05 am


A melee character would want to get to fisticuffs range as fast as possible. A gunner would also be sprinting between spout ws if cover, or flanking
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HARDHEAD
 
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Post » Wed Dec 02, 2015 1:01 am

This is one of the many reasons why I'm immediately increasing the points in my Agility SPECIAL to a 5--so that I can level up and get Action Boy. The extra AP that Action Boy provides is going to be well worth it and needed.
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Lawrence Armijo
 
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Post » Wed Dec 02, 2015 12:20 am


Assuming grim reaper spirit even does the same kind of thing it did in the other games.
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Nicole Elocin
 
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Post » Wed Dec 02, 2015 9:20 am

I would just call in a vertibird...

:D

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Samantha Wood
 
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Post » Wed Dec 02, 2015 9:32 am

Really like this change. The bullet time feature from Project Nevada was a lot more fun than vanilla VATS.

Fallout 4 VATS looks like it will work the same way.

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gary lee
 
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Post » Tue Dec 01, 2015 9:59 pm

Then to a high strength, high endurance character, AP would be largely useless, unless melee attacks are super cheap in vats.

It generally isn't smart to make your only character resource unappealing to use.
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Isaiah Burdeau
 
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Post » Wed Dec 02, 2015 10:28 am

Since most perks seemed to be leveled (1 star, 2 stars, 3...), I'm guessing higher GRS may use less AP points which would also factor in armor weight (light, heavy). I could see how this work strategically for a melee fighter.

Interesting, what else did AP govern in the original Fallout?

I agree, plus if you're using heavy armor outside of power armor, more AP points would definitely make a difference in how far you can sprint.

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Christina Trayler
 
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Post » Wed Dec 02, 2015 4:35 am

You can't (unless you have a mod for it). So this is a welcome addition. The fact that it has an AP cost to balance it is great.

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Kyra
 
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Post » Wed Dec 02, 2015 10:21 am

Literally every move you make in combat. Since it's turn based, combat is a mode that you're locked into, and each character has so many points to designate to different actions until he or she runs out and then it's the next character's turn. Shooting costs AP, moving your character costs AP (one point per space), and opening your inventory costs AP. Obviously the latter two only cost AP during combat. Can't think of anything else right now.

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Sunny Under
 
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Post » Wed Dec 02, 2015 6:03 am

Reloading and using any one of your skills in combat also costed AP. There were many crucial moments in combat where you had to determine what would be more important for the next turn. Put some more damage into your target right now, or reload and wait until the next turn?

Now, I'm not saying something like reloading should cost AP in Fallout 4, as I can already see the annoyance people will have with that. However, something like going into your inventory in the middle of combat I see fair enough to cost some AP. It's an utter advantage for which the player character has that the enemy AI does not have.

These sort of AP cost I'd say would definitely make combat a bit more interesting and make the player put a little more thought into their actions.

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Elea Rossi
 
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Post » Wed Dec 02, 2015 2:48 am

Well.. For me it has been that way since FO3 Wanderers edition mod back in 2009 :) Therefore It didn't come as much of a surprise.
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abi
 
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