» Sat Jan 15, 2011 11:11 am
I'm tending towards the view that VATS is gimped.
The issue with close enemies unable to be targetted when they are right on top of you makes sense, and the solution is to put ground between you and them - don't use all your possible shots in one VATS session, but take one or two shots as they close, backpedal, another VATS shot, repeat. You should change guns from your longarms down to your handgun/s once things look like they will reach you. Even in real life, combat tactics (for law enforcement) stress that safety depends on distance and obstacles between you and the threat. And I can personally vouch that once the threat is on top of you, you won't get an accurate shot off, if you can even fire....you're too busy trying to use your handgun as a hammer. The general rule is if they are 20 metres or so from you, they will reach you before they drop, erring on the side of caution.
Accuracy in FNV VATS is problematic. In F3 (seeing it introduced VATS), someone with high Small Guns or Energy Weapons skills, high agility, appropriate weapons and gear, etc, could use VATS to become the ultimate killing machine in the wastelands - it gave those players an almost omnipotent advantage. Although you could get a few misses, with the right weapon it was ultimately lethal. In FNV, on the other hand, it seems gimped out of proportion...accuracy is not reflective of skill, weapon condition, bonuses, etc, shots disappear, and the bad guys do move a lot faster.
I recall somewhere reading in the pre-release media blurbs that VATS had been re-jigged. I can't remember where, but from that I assume that the developers are pandering to the players who prefer the FPS style, and consequently they have dumbed VATS down, which is a shame, because VATS is what made F3 somewhat special - it wasn't just a run and gun experience, you got some cool cinematics, and you could create a 'larger than life' character who was deadly.