quick pockets

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Vault_dweller

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Normally, reloading a weapon through inventory only takes 2 action points. However, when I try it with a character who has taken the quick pockets perk, it still requires 2 action points. Does quick pockets do anything? (Actually I haven't tried switching weapons yet)
 
In the good old days of FO1&2, anything you did in the inventory will only cost a total of 4AP (2 with quick pockets), so you can do everything in inventory if you have quick pocket.

Now it doesn't, it counts the number of action you did, etc. Quick Pocket should reduce the AP required for those action. But I guess certain actions (e.g. reload) are not reduced in AP for balance and abuse issues.
 
Actually, with quick pockets, changing weapons takes one AP (reloading still takes two). But the upside of this is that my character who has fast shot and 10 AP can shoot 3 times with the sniper rifle, and use the last AP (which would normally go to waste)towards switching to another weapon. In the next round, he can switch back to the sniper rifle and still get 3 shots, with the magazine fully loaded. Not that great, but pretty interesting. Now I kind of wish that I had taken strong back or night vision.

-A
 
A better idea would be, if possible, to have two sniper rifles...one equipped and one in inventory. Fire three times, go to Inventory, double click the sniper rifle in inventory, which technically "swaps" it with the one in your hand, but the overall result is that you just reloaded for 1 AP. =)

This is also really handy if you have someone with Fast Shot and a burst weapon (such as the Jackhammer). Fire two bursts, then INV and double click your extra Jackhammer. Reloaded! This takes only 9 AP, meaning those extra couple attribute points that you'd have used to go to 10 can be used elsewhere.

-Dez
 
there is some perk, i can't remember the name, that reduces the AP cost for actions inside your inventory...
it does not require beyond lvl nine, as i saw it recently after finishing st. louis
 
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