The Agility Skill

Post » Tue Mar 29, 2011 9:30 pm

Since NV has iron sights I'll no longer be using VATs. Does this mean I won't need to put much points in my Agility for the action points bonus? And if so, where should I allocate the points instead?

Thanks :)
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Izzy Coleman
 
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Post » Wed Mar 30, 2011 4:40 am

Str to handle big weapons, Int for skill points, End for lots of implants and Luck for criticals and easy casino gambling
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lexy
 
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Post » Wed Mar 30, 2011 8:17 am

Go for strength. Almost all weapons have a strength requirement now, whether or not they're melee. Luck is also a solid choice, if you prefer. As far as I can tell agility doesn't even give you additional action points anymore, it just makes them regenerate faster. It does affect running speed and weapon switching/reloading now, though. My character has a mediocre 4 agility and I don't feel like I'm abnormally slow on the draw or sluggish when running, so you're right to not bother with it.
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Alycia Leann grace
 
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Post » Wed Mar 30, 2011 9:55 am

Alright awesome. This give me a better idea for my character build.

I have one more question though. Are there really good agility perks that I'm going to miss out on if my agility is down at 4?

Thanks
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Eduardo Rosas
 
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Post » Wed Mar 30, 2011 2:48 am

Str to handle big weapons, Int for skill points, End for lots of implants and Luck for criticals and easy casino gambling


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.
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Nathan Barker
 
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Post » Wed Mar 30, 2011 5:09 am

Alright awesome. This give me a better idea for my character build.

I have one more question though. Are there really good agility perks that I'm going to miss out on if my agility is down at 4?

Thanks

Most all agility related perks pertain to V.A.T.S., so if you don't play to use it you don't need to worry. The only one that is any good (in my opinion) is http://fallout.wikia.com/wiki/Slayer, which is only relevant if you plan on being a melee character.

And to the guy above me, that's not the case. Large guns such as the incinerator require 7 or 8 (can't remember which) strength to wield effectively, at least without perks. Plus, strength is just nice to have so you don't need to screw around with your inventory as much.
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Lindsay Dunn
 
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Post » Wed Mar 30, 2011 10:12 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.

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'm sure the anti-material rifle has a str requirement of 7. Can someone correct me if I'm wrong?

Also, I'm pretty sure weapons that shoot grenades or rockets fall under the explosives skill.
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alicia hillier
 
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Post » Wed Mar 30, 2011 2:51 am

I'm sure the anti-material rifle has a str requirement of 7. Can someone correct me if I'm wrong?

Also, I'm pretty sure weapons that shoot grenades or rockets fall under the explosives skill.


The only gun that lists a requirement of 7 STR is, for some reason, the 12.7mm Pistol. That Gun lists it as 6. But I guess they don't matter at all because I have only 3 STR and can equip both of these.

Even the really big guns like mini-guns and the like which show a STR requirement of 10, I am able to equip and use with 3 STR.

But yeah; you're right. Grenade launchers use explosives; Rocket Launchers apparently have no associated skill with them. O.o
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Jason King
 
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Post » Wed Mar 30, 2011 9:39 am

Wait - if your strength doesn't meet the weapons requirement you can still equip it?... can you still hit people with it?
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FABIAN RUIZ
 
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Post » Tue Mar 29, 2011 10:51 pm

Wait - if your strength doesn't meet the weapons requirement you can still equip it?... can you still hit people with it?


Yes.

As I said, it might just be a bug. In FO3, if your STR wasn't up to snuff you couldn't equip those weapons.
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Nikki Morse
 
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Post » Wed Mar 30, 2011 1:40 pm

Wait - if your strength doesn't meet the weapons requirement you can still equip it?... can you still hit people with it?


You can equip the weapon if you do not meet the Skill/Stat requirement. However, your Accuracy and Steadiness are supposed to take a big performance hit. I have not tested this extensively to see how much, but last night I was not hitting things as easilly with a gun that I was not skilled for.

According to this thread, Agility has a huge impact on Gun performance, as far as Drawing and Reloading goes.

http://www.gamesas.com/index.php?/topic/1131013-agilitys-hidden-stat/
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Enie van Bied
 
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Post » Wed Mar 30, 2011 5:40 am

The strength requirement doesn't govern whether or not you can equip the item, but it does influence accuracy (in guns) and swing speed (in melee weapons). At least that's what the game says. I haven't really noticed a significant drop in accuracy when using weapons that should require more strength. I'd still recommend putting a few points into strength if you plan on using melee at all, though.

As I said, it might just be a bug. In FO3, if your STR wasn't up to snuff you couldn't equip those weapons.

FO3 had strength requirements for weapons?
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naana
 
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Post » Wed Mar 30, 2011 1:25 am

Also consider perks. Some perks require high agility like Slayer (Ag 7) or Silent Running (Ag 6)
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Julie Serebrekoff
 
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Post » Wed Mar 30, 2011 2:28 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.
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Sammygirl
 
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Post » Wed Mar 30, 2011 2:03 am

As far as I can tell agility doesn't even give you additional action points anymore, it just makes them regenerate faster.


That would be wrong.
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JaNnatul Naimah
 
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Post » Wed Mar 30, 2011 1:44 am

The anti-material rifle has a requirement of 8 like the light machine gun, the "requirement" is more like a recommended level though as you can still use it if you don't meet it but you won't be as effective with the weapon as you could be, and the easiest way to tell what skill a weapon uses is to like above the DAM/ DPS stat in the pip-boy it'll have a little icon showing what it falls under and the recommended level that skill should be to use it well.
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 11:24 am

If agility still gives a bonus to AP i am totally confused. I have my guns skill up to 75 and my agility at 6. But for some reason with most of the guns i am carrying i can only get off 1-2 shots in VATS before my APs are gone. I think with the hunting rifle and cowboy repeater i get 2-3 shots but with the shotguns im luck if i get 2.

I remember in FO3 i could get off much more then that. Are there changes to the mechanics of how AP works and gets spent between FO3 and NV?

Also, i remember a perk from FO3 that had all your APs regenerate anfter killing an enemy. Is that perk in NV?
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Causon-Chambers
 
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Post » Tue Mar 29, 2011 11:18 pm

The Grim Reaper's sprint is still in, but I think that it now gives you 20 AP after killing an enemy, rather than restoring all AP.
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michael danso
 
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Post » Wed Mar 30, 2011 8:39 am

When I started an agility 1 character before knowign about reload speed, I was shocked at how long reloads took. Horrible. Also, character was painfully slow. I will gladly give up perception now, but can't imagine going lower than 4-5 on Agi. With certain characters (my current uses a lot of lever actions and revolvers) high agility bonuses make reloads a lot less painful.
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Alexander Horton
 
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Post » Wed Mar 30, 2011 7:41 am

agility also effects fire rate in rt combat too.. Combine fast shot and 9 agility and a laser pistol looks more like a laser smg.

Still you only realy want a stat in the 4-7 range unless its a dump stat or a REALY important stat for that char.
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Liii BLATES
 
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Post » Wed Mar 30, 2011 6:17 am

Unless you are playing a melee/unarmed based chaarcter, agility is still an important stat. It effects your weapons draw/switch/reload time.
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Chelsea Head
 
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Post » Wed Mar 30, 2011 6:02 am

Agility is for Sneak Characters or VATS characters like the others said. Silent Running the one where it upgrades it so that your running no longer affects Sneak is 6 Agility and 50 Sneak. Quick Draw is 5 Agility. Light Step is 6 Agility and 6 Perception. This is the perk that makes it to where you don't set off mines. Then theres Sniper which increases your chance to hit the head in VATS. This takes 6 Agility 6 Perception. The other perks that effect VATS which is Math Wrathm Nerves of Steel and Grim Reaper's Sprint. Math Wrath and Nerves of Steel is the only one that requires anything out of the three. This takes Science 70. Grim Reaper's Sprint gives you back 20 AP when you exit. Math Wrath reduces the ammount of AP needed by 10%. Nerves of Steel increases AP regeneration. This takes 7 Agility.
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Kitana Lucas
 
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Post » Wed Mar 30, 2011 12:08 am

I found Silent Runner really useful to avoid any unwanted fight. I would keep agility to 6 (with or without implants) just for it.

As for VATS perks working in real time....I can only say I can't tell....
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Avril Louise
 
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Post » Wed Mar 30, 2011 6:51 am

The only gun that lists a requirement of 7 STR is, for some reason, the 12.7mm Pistol. That Gun lists it as 6. But I guess they don't matter at all because I have only 3 STR and can equip both of these.

Even the really big guns like mini-guns and the like which show a STR requirement of 10, I am able to equip and use with 3 STR.

But yeah; you're right. Grenade launchers use explosives; Rocket Launchers apparently have no associated skill with them. O.o


But your accuracy suffers a LOT low strength == big 'spread' in bullet path
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Cathrine Jack
 
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Post » Wed Mar 30, 2011 2:44 am

I keep mine at 5, for fast reload, then implants bunp it up to 6 for silent running. Aside from those perk requirements I find it useless.
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Lauren Dale
 
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