That uniqueness can also turn against the player since VATS uses chance and percentages, the player can still miss a target in close range or may make the player lose ammo. That being said the player can choose to fight in normal combat, where the enemy has the same advantages as you and the combat is more based on player skill then complex percentages. In this regard it depends on who the player is to decide on whether the mechanic is fun or not. On one hand having the ability to shoot the gun out of an enemies hand or forcing the enemy to limp towards you after crippling their legs, creates a fantastical setting and a sense of According to lead designer, Emil Pagliarulo, VATS was intended as an evolution of a skill in Fallout 1 and 2 called “Aimed Shot”. Which functions the same as VATS, allowing the player to be more precise with their shots and seeing the chances of acquiring a critical hit. In that regard they succeeded in making a successor to that
That uniqueness can also turn against the player since VATS uses chance and percentages, the player can still miss a target in close range or may make the player lose ammo. That being said the player can choose to fight in normal combat, where the enemy has the same advantages as you and the combat is more based on player skill then complex percentages. In this regard it depends on who the player is to decide on whether the mechanic is fun or not. On one hand having the ability to shoot the gun out of an enemies hand or forcing the enemy to limp towards you after crippling their legs, creates a fantastical setting and a sense of According to lead designer, Emil Pagliarulo, VATS was intended as an evolution of a skill in Fallout 1 and 2 called “Aimed Shot”. Which functions the same as VATS, allowing the player to be more precise with their shots and seeing the chances of acquiring a critical hit. In that regard they succeeded in making a successor to that