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That's the only thing that is really important to remember about VATS and weapons mods except for a Critical in VATS always hits.
When you are upgrading a weapon (making it heavier) it will effect how much AP is required for each shot in VATS. The upgrades should indicate their effect +/- on AP when you hover over them.
You can test this yourself. Take a gun with a heavy receiver on it and queue up shots in VATS and count the shots. Then remove it and put a standard receiver on it and repeat. It should permit more shots.
Stocks and other mods also effect weight so they also cost AP.
Edit: All of this only applies to VATS. AP is not expended in free fire.
Agility increases AP available for Attacks.
Range Weapons Scopes Increase Cost of AP per Attack.
Luck Generally Boost Critical Gain per Attack.
Simple way to put it.
Here is an example with a good explaination.
https://www.youtube.com/watch?v=rB5TKcQAD1Y&list=PLWfn8XPMjoaNdk9KmK0j7OTzHgVFhxkbm&index=1
The reality is that the displayed stats themselves have absolutely no impact on AP costs, instead each part has its own personal AP modifier that is hidden in the unmodded game, and numerous parts have modifiers identical to some or all of their peers.
For basic ballistic guns,
Standard, calibrated powerful and powerful calibrated all have the same costs, the llight frame ones have drastically reduced costs, the heavy have considerably increased costs and the advanced ones have slightly reduced costs, automatics also have increased costs but are all the same. As light frame has such feeble DAM your normally best off avoiding them outside of very early game or if you want a dedicated crit gauge filler.
Stocks/grips. If you think of the short rifle stock as a zero, every rifle stock above that increases costs by the same amount while pistol grips reduce it by increasing amounts as the level increases. True on energy weapons too.
Barrels. Short light uses the least, other shorts use the same amount as long light hwile other long ones use the most.
Magazines. Quick eject reduces costs so is always nice, but smaller mags reduce costs in their own right (it is slight though), which you want to balance against capacity as reload costs will more than offset this.
Sights. What you heard is correct here, reflex uses the least while scopes increase it and get worse the logner they are.
Muzzle parts have no impact. True on energy weapons too.
My go to VATS rifles tend to be something along the lines of a short stock, long light barrel*, reflex sight and QE mag. Receiver depends on whether I want to use crits a lot, I tend not to so usually opt for the advanced types.
*I pick the long light over short light as the range on shorts sucks, severely hampering its practical damage and VATS accuracy.
My experience is that on a specific weapon the change in accuracy you get from swapping from a reflex sight to a scope has a very marginal impact (unless it is a rifle and you have the third rank of the sniper perk), nowhere near making up for the AP cost increase. Though you will notice the difference between weapons, the high accuracy on plasma for example is very apparent compared to most others.
Range seems to be the dominant stat for VATS accuracy, even if its only due to the large variation you can have on a specific weapon. The impact of range is most pronounced with a laser sniper with beam focuser on a pistol with gunslinger, a range of 395 almst feels liek cheating.
Thanks!