hmmm... I might just be too used to having the fallout script extender and various ballistics mods installed. I think I remember something like a stupidly short maximum weapon range being built into the vanilla game (in which case, it's not a roll screwing you, it's an arbitrary rule designed to make up for the vanilla game's shitty AI). Are you by chance playing on PC? Because that problem is totally fixable (kind of like the invisible wall problem in New Vegas. I believe the nocol mod was out within a week of release).Random berk said:That's exactly the kind of shot I'm talking about though. At anything outside of point blank range I can place the crosshairs of the scope on a Deathclaw's face, of centre mass, whatever. The shot won't hit it. I aim over it's head, no luck. In fact no matter where around it I aim, it takes no damage. And of course there's no animation for the shot hitting the ground, so I can't adjust the aim for gravity or wind or whatever. It could take me fifteen shots before I find the magical arbitrary pixel I have to accidentally hit in order to make the target take any damage.loc978 said:That is a very odd problem you've got there... I mean, V.A.T.S. didn't make use of scopes in the same way that Fallout 1 and 2 did (increased accuracy at long range, no accuracy at short range), but if you use scoped
riflesguns (forgot about the scoped magnum for a sec there) in first person, it doesn't base your accuracy on just a roll... they're really for making sneak attacks at extreme range (like, beyond the point where the enemy would even render without the scope).