The Agility Skill

Post » Wed Mar 30, 2011 5:59 am

Agility also affects your running speed, which is half the reason I put any points in it at all, since I don't use VATS.



From what i've tested so far, there's absolutely no difference in running speed between a 1agi character and a 10 agi charater.
I made both, ran between 2 telephone poles and timed it. 20 times and no difference in time.
Agillity does however effect weapon drawing and reloading speed.


Personally i play a sniper kinda character. I've got 2 Agi since i need to have 1 and get 1 from the implant. Never use VATS either and the only 2 perks you will miss of any importance, are Silent Running (which when you think about it, isn't that important anyway, since you'll probably be at a good distance from your targets) and Fast Reloader, which isn't really needed anyway; most "close" combat ranged weapons have several rounds in a mag and the only 1 shot sniper rifle i've found so far, is the Anti-Materiel rifle, which can deal enough damage to 1 or 2 shot everything. The regular sniper riffles have a 5 round mag so they don't suffer either.
Shotguns tend to be bad with low reload speed, but if you intend on being the long range rifle guy instead of the close gun 'n run guy, you won't be needing those anyway. Not unless you're a bad aimer.
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Tina Tupou
 
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Post » Wed Mar 30, 2011 9:52 am

If you are making a power build, there is NEVER ever ever a reason to make ANY build with less than 7 endurance. Every single point you put into END up to 7 is refunded when you get to the Vegas med clinic with caps. END also gives you health, and 8 END is good because it allows you to grab all the attribute implants and the +4 DT implant (equivalent of combat armor reinforced mk II helmet!!). 9 END is only good if you are building as a tank, as the regenerative implant is total garbage and 9 - 10 END doesn't really give you anything 8 doesn't.
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Kerri Lee
 
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Post » Tue Mar 29, 2011 11:16 pm

Shotguns tend to be bad with low reload speed, but if you intend on being the long range rifle guy instead of the close gun 'n run guy, you won't be needing those anyway. Not unless you're a bad aimer.

Because you don't have to fight through buildings, vaults, and caves in order to complete more than a third of the quests in game, amirite? You'll be using the shotgun a few times as a sniper, if only due to lack of 'elbow room' during quests.
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Jenna Fields
 
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Post » Wed Mar 30, 2011 12:44 am

Because you don't have to fight through buildings, vaults, and caves in order to complete more than a third of the quests in game, amirite? You'll be using the shotgun a few times as a sniper, if only due to lack of 'elbow room' during quests.

Well, there are alternatives in these situations. I just used the shotgun as the worst case scenario given that it only fires of 2 shots before reloading (excluding the riot shotgun).
That Gun, Lucky, or a high DPS auto weapon is perfectly viable. I personally prefer Lucky.
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Mrs shelly Sugarplum
 
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Post » Tue Mar 29, 2011 11:11 pm

There are no "big weapons." There are only Guns and Energy Weapons. If it shoots bullets, shells, rockets or grenades, it is a gun. If it shoows lasers, plasma, or fire, it's an energy weapon.

You can pretty much wield any gun in the game with a STR of 3 or more. STR doesn't affect GUNS, but melee/unarmed. The only thing you need STR for in a firearm character is just so you can carry them, and like I said, nothing has a STR requirement above 3.

All the good AGI perks increase critical hits, really. But, it's not just for VATS that these come into play; your accuracy real-time is affected by them too.

I said big weapons not big guns, by big weapons I was being literal: Anti Material Rifle Str8, Sniper rifles Str 6, Riot shotgun str 7, LMG, minigun etc. Not just guns but the larger melee weapons, energy weapons and explosives all require high str (gatling laser, fat boy, grenade machine gun, chainsaw, thermic lance etc).

@swish lizard : Without the str required , damage is lowered, spread increased and wobble higher - quite realistic and better then saying you can't wield this until you have the required strength - anyone can fire an AK47 but can they handle the kickback and therefore ongoing accuracy.

Also I think it has been confirmed that the agi affecting accuracy is a misprint and not implemented. You are damn right on perks though - better criticals is very useful.
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celebrity
 
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Post » Wed Mar 30, 2011 4:29 am

From what i've tested so far, there's absolutely no difference in running speed between a 1agi character and a 10 agi charater.
I made both, ran between 2 telephone poles and timed it. 20 times and no difference in time.
Agillity does however effect weapon drawing and reloading speed.


Personally i play a sniper kinda character. I've got 2 Agi since i need to have 1 and get 1 from the implant. Never use VATS either and the only 2 perks you will miss of any importance, are Silent Running (which when you think about it, isn't that important anyway, since you'll probably be at a good distance from your targets) and Fast Reloader, which isn't really needed anyway; most "close" combat ranged weapons have several rounds in a mag and the only 1 shot sniper rifle i've found so far, is the Anti-Materiel rifle, which can deal enough damage to 1 or 2 shot everything. The regular sniper riffles have a 5 round mag so they don't suffer either.
Shotguns tend to be bad with low reload speed, but if you intend on being the long range rifle guy instead of the close gun 'n run guy, you won't be needing those anyway. Not unless you're a bad aimer.

That's an interesting experiment regarding running speed - such a shame it's not in the game.!
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Schel[Anne]FTL
 
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Post » Wed Mar 30, 2011 1:34 am

If you are making a power build, there is NEVER ever ever a reason to make ANY build with less than 7 endurance. Every single point you put into END up to 7 is refunded when you get to the Vegas med clinic with caps. END also gives you health, and 8 END is good because it allows you to grab all the attribute implants and the +4 DT implant (equivalent of combat armor reinforced mk II helmet!!). 9 END is only good if you are building as a tank, as the regenerative implant is total garbage and 9 - 10 END doesn't really give you anything 8 doesn't.



Plenty of reasons when you realize the limited usefulness of endurance and charisma. I'm kind of curious what the stats are for mister 2 agility. LOL. Take you like 6 seconds to reload. ROFLMAO. Must be playing on easy mode normal or something. Ecuse me mister death claws, I need to reload my gun for a few minutes.
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LijLuva
 
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Post » Wed Mar 30, 2011 12:18 am

There are no "big weapons." There are only Guns and Energy Weapons. If it shoots bullets, shells, rockets or grenades, it is a gun. If it shoows lasers, plasma, or fire, it's an energy weapon.

You can pretty much wield any gun in the game with a STR of 3 or more. STR doesn't affect GUNS, but melee/unarmed. The only thing you need STR for in a firearm character is just so you can carry them, and like I said, nothing has a STR requirement above 3.
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All the good AGI perks increase critical hits, really. But, it's not just for VATS that these come into play; your accuracy real-time is affected by them too.



WHat he meant by "big weapons" were the BIG Enery and Gun weapons. And strength affects how you carry a weapon.
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Amy Gibson
 
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Post » Wed Mar 30, 2011 2:16 am

That's an interesting experiment regarding running speed - such a shame it's not in the game.!

I'd love proof on your view then.
Just did several tests again, completely naked and also with armor. There were 0 difference between 10 and 1 agility in run speed.
The only change to run speed i've come across so far, is apparel weight and equipping a weapon.

I've been through several threads where people discuss this and so far it seems that where everyone can agree on agility effecting guns skill, drawing speed and reloading speed, it does absolutely nothing for running speed.
My guess is that when the fallout wiki mentions "speed" as a factor when describing Agility, it relates to the relative speed your character must have inorder to execute alot of VATS attacks, not movement.
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Ross Thomas
 
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Post » Wed Mar 30, 2011 12:40 am

I'd love proof on your view then.
Just did several tests again, completely naked and also with armor. There were 0 difference between 10 and 1 agility in run speed.
The only change to run speed i've come across so far, is apparel weight and equipping a weapon.

I've been through several threads where people discuss this and so far it seems that where everyone can agree on agility effecting guns skill, drawing speed and reloading speed, it does absolutely nothing for running speed.
My guess is that when the fallout wiki mentions "speed" as a factor when describing Agility, it relates to the relative speed your character must have inorder to execute alot of VATS attacks, not movement.

I think you misunderstood me: I was saying such a shame agility affecting running speed is not the in game. Not that you were not in the game when you did the tests. I now have a 10 agi character and its very fast reloading etc but I wish running was faster.
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Emmie Cate
 
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