fallout
V.A.T.S

V.A.T.S. in action (Fallout 4 VR)

V.A.T.S., or the Vault-Tec Assisted Targeting System, is an advanced combat technology whose developmental origins have been lost to time...Fallout 4 loading screens

V.A.T.S. (Vault-Tec Assisted Targeting System) is a gameplay mechanic that has appeared multiple times in the Fallout series.

Background

Although the first letter of its acronym identifies it as a proprietary technology of the Vault-Tec Corporation, the exact developmental origins of V.A.T.S. have been lost to history.[1] It is known that Vault-Tec loaned the use of V.A.T.S. to third-party organizations such as the Pioneer Scouts, who advised their members to utilize it in the event of inebriation impairing their accuracy.[2]

By 2287, the Robotics division of the Institute was given permission from Father to enhance the capability of the Generation 3 synth's cognitive processor in their brain, creating an emulation of V.A.T.S. that was accessible to their creations.[3]

Fallout 3

V.A.T.S

V.A.T.S. in action, as seen in Fallout 3

While using V.A.T.S., the otherwise real-time combat is paused. Various actions cost Action Points, and the user can target specific body areas for attacks, inflicting specific injuries.

When using V.A.T.S. against a humanoid enemy, seven different areas can be targeted: the head, torso, left arm, right arm, currently held weapon, left leg, and right leg. However, there may be other points available when facing off non-humanoid creatures (e.g. robot combat inhibitors, ant antennae).

When targeting a part, the screen displays a percentage of how likely the attack will hit the targeted area based on distance from the target, visibility of the targeted body part, and combat skill. The percentage of a hit cannot be any higher than 95%.(Note) A higher percentage does not equate to more damage done; for example, an 95% hit to the head will not do more damage than an 80% hit to the head. The readout also displays the overall condition of the body parts on the target. The bar will be empty when the limb has been crippled.

V.A.T.S. also displays a health meter indicating the target's overall health, as well as an indicator showing the amount of damage a V.A.T.S. attack round using the character's current weapon will inflict. Note that the indicator shows the weapon's maximum non-critical potential damage that the weapon would do if the character's relevant combat skill (e.g. Small Guns) were at 100. If the character's combat skill is less than 100, they will do less real damage with each attack than what the V.A.T.S. indicator shows. On the other hand, achieving a critical hit (such as a Sneak Attack Critical) can potentially produce more real damage than the indicator shows.

There is a 15% boost in the chance for a critical hit in V.A.T.S. mode, but weapons degrade at 4 times the regular rate.

Unlike previous Fallout games, it is not possible to target the eyes or groin, nor target any individual body parts in melee and unarmed combat. However, one can still strike specific limbs without aiming for them, and still cripple and dismember enemies. Also, unlike in previous games, children cannot be targeted.

Effects

Although body part damage can be achieved through manual aiming, V.A.T.S. allows more effective targeting of particular body parts. Crippling any body part will result in the target momentarily pausing to clutch the now crippled body part or reel from the injury. When using explosive and melee weapons specific body parts cannot be targeted while in V.A.T.S. The enemy is simply targeted as a whole. The effects of crippling specific body parts are listed below.

Related perks

V.A.T.S. is your friend.

V.A.T.S. is your friend.

Notes

Bugs

Fallout: New Vegas

This section is transcluded from Fallout: New Vegas combat. To change it, please edit the transcluded page.

The Vault-Tec Assisted Targeting System returns to Fallout: New Vegas allowing the player to freeze combat and specifically target six different limbs at the cost of Action Points. It is mostly unchanged in principle from Fallout 3.

Changes

Related perks

Bugs

Fallout 4

V.A.T.S

V.A.T.S. in action, as seen in Fallout 4

General features

Instead of freezing time as in previous games, V.A.T.S. significantly slows down time, creating a "bullet time" effect. V.A.T.S. also significantly reduces incoming damage received by the player. Unlike in previous games, actions queued in V.A.T.S. can now be canceled before they are taken, and being in V.A.T.S. is required in order for the player to electively make a critical hit. Random critical hits are possibly only via certain perks and chems.

The V.A.T.S. display shows the predicted hit probability of the attack. The V.A.T.S. display also shows the predicted damage if a hit is scored, by shading the portion of the target's health bar that would be reduced. (This prediction is not always accurate however). The V.A.T.S. controls allow the player to move between targets and (for ranged attacks) between body parts. Attacks can be queued on multiple targets or on the same target.

The V.A.T.S. display shows an action point bar (see below) which gives feedback on the maximum number of attacks that can be queued with the currently selected weapons. This includes time/Action Points required to load or reload the weapon. Each action - attacking or loading/reloading - is shown as a continuous colored section in the action point bar.

Attack types

Ranged attacks

Ranged attacks in V.A.T.S. can select a specific body part of the target. The V.A.T.S. display shows the predicted accuracy for each individual body area. The body areas available vary depending on the type of creature being attacked. Attacks can be queued on the same body part on the same target, or different body parts on the same target, as well as on multiple targets. Effects of hitting a specific body part vary depending on the creature being attacked. For example, there may be different multipliers for damage, for crippling effects, etc. These effects are not shown in the V.A.T.S. display. The current health of each body part is shown in the display, as a smaller health bar. That body part is fully crippled when its health bar reaches zero.

Melee attacks

Melee attacks in V.A.T.S. do not target a specific body part, but the entire target creature only. They may only be queued up against targets that are currently within melee range, with the Blitz perk increasing the range significantly. An enemy may use a melee attack during the V.A.T.S. sequence and stagger the player character, causing them to drop out of V.A.T.S.

Throwables

Unlike in previous games, throwables such as the fragmentation grenade cannot be directly used in V.A.T.S., since throwables are not equipped as primary weapons. However, they may be thrown regularly, and V.A.T.S. can then be activated to manually target and shoot the throwable, detonating it at the desired point of its trajectory, if a hit is scored.

Critical hits

Functioning in a new way when compared to the older games, critical hits occur no longer randomly; instead, attacks in V.A.T.S. charge up a critical hit bar, the rate of which is primarily influenced by Luck - with 10 Luck, one can expect it to take about 5 hits to build the critical meter to full. Once the critical meter bar is full, the player can elect to upgrade an attack to a critical hit. Critical Hits are guaranteed to hit, regardless of the actual V.A.T.S. percentage hit chance, provided that chance is above zero. Critical hits also bypass Damage Resistance and Energy Resistance. Once used, a critical hit must be replenished by recharging the critical meter. The Critical Banker perk allows storage of more than one Critical Hit.

Related perks

Main article: Fallout 4 perks

Action Points

Cost per attack

Main article: Action Points

The amount of Action Point consumption per attack is based on the base weapon type and the mods fitted to it. (Rate of Fire applies only outside of V.A.T.S., and is a very poor indicator of how many shots one can queue in V.A.T.S.)

For automatic weapons, the Action Point cost is for one burst (usually 3 rounds), while for most other ranged and melee weapons, it is for single shots or single attacks. There is a dramatic difference in the amount of V.A.T.S. points used per attack depending on the stock, barrel and sighting devices attached to the same weapon. For example, scopes greatly increase the number of points consumed per attack, while reflex sights decrease the amount.

V.A.T.S. will only allow up to 16 attacks to be queued.

Weapon modifications

Main article: Fallout 4 weapon mods

(Note: percent changes are additive based on the base AP cost of the weapon, not multiplicative; a combat shotgun (base AP cost 35) with an advanced receiver (-10% AP cost) and a short barrel (-10% AP cost) will have an AP cost of 28 (35 * (1 - 0.1 - 0.1) = 35 * 0.8), not 28.35 (35 * (1 - 0.1) * (1 - 0.1) = 35 * 0.9 * 0.9 = 35 * 0.81).)

Notes

Bugs

Fallout 76

V.A.T.S. appears in Fallout 76. Due to the online multiplayer nature of the game, V.A.T.S. does not slow or stop time when activated, instead functioning as an aim assistant. The new real-time V.A.T.S. system provides the unique advantage of being able to move around while using it; enemies will keep moving in real time too, though, making the player character more vulnerable to attacks than in previous iterations. Another consequence of the real-time combat is that it is possible for opponents to dodge the attack (as if the player character were aiming manually), making V.A.T.S. more effective at close range.

Actions cannot be queued and are instead taken immediately after selecting a target's body part and attacking it. V.A.T.S. actions use up Action Points like in previous iterations and cannot be used very frequently at early levels since all player characters start with 1 Agility. Action Points are also slowly drained while V.A.T.S. is active.

The critical meter from Fallout 4 returns, allowing one to make a critical strike on an opponent by pressing the button shown in the V.A.T.S. screen if the bar is full. However, unlike Fallout 4, attempting to activate V.A.T.S. multiple times in a row will also drain available AP. This hinders using V.A.T.S. to "scan" for enemies.

With less than 5 Perception, the player can only aim for the torso in V.A.T.S. With 5+ Perception, it is also possible to aim for the limbs; prior to Update 58, this was tied to the perk Concentrated Fire instead of a Perception requirement.

Bethesda Pinball

V.A.T.S. appears in the Fallout pinball table of Bethesda Pinball. Because it is based heavily on Fallout 4, use of V.A.T.S. slows down time instead of temporarily pausing the game. Its use is governed by a red meter shown next to the main right flipper that slowly fills as the player attacks enemies, but can instantly be refilled when VATS is spelled on the table's four upper rollovers. V.A.T.S. is used in combat to deal exceptional damage to one particular enemy and is activated by holding down the launch button when the V.A.T.S. meter is full, choosing an enemy to use it on with the flipper buttons and then pressing both buttons simultaneously to use V.A.T.S. on the targeted enemy. There are two perks that enhance the V.A.T.S., obtained from successfully completing certain Vault missions: a Perception bobblehead that fills the V.A.T.S. meter faster and an Agility bobblehead that grants more points every time V.A.T.S. is used. Using it twenty times in a single session grants an extra ball.

Notes

Behind the scenes

Videos

Fallout_3_-_VATS

Gallery

References

  1. Fallout 4 loading screens: "V.A.T.S., or the Vault-Tec Assisted Targeting System, is an advanced combat technology whose developmental origins have been lost to time..."
  2. Middle Mountain Cabins terminal entries; Pioneer Scout terminal, Pioneer Scout Advice
  3. Institute Robotics terminal entries; Robotics terminal 2, Unique Project
    This terminal entry is cut content in base game Fallout 4, but was reimplemented with Far Harbor.

Non-game