Movement Speed
Running Speed | |
---|---|
Default: | 5 Hex/s |
Increased by: | |
Decreased by: |
Walking Speed | |
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Default: | 2.5 Hex/s |
Forced by: |
Information
Movement Speed is an important stat to keep an eye out for, especially, if you want to run away from enemies, or catch them, as they are running away!
The default Running speed is 5 Hexes per second. The default Walking Speed is half of that, 2.5 Hexes per second.
There are not many reliable things that can increase this value, though there are quite a few that decrease it, or enforce walking instead of running!
Walk Speed
Unlike Run Speed, this value is static and is hardly changeable at all. It is of note that some NPCs have different values for their Walk Speed, and thus could catch you, even when they are suppressed! It is however possible, to force an NPC or Player to walk, instead of to Run.
Forced Walking
Ways to force a target to walk, instead of run.
Suppression
Suppression is one of the more straightforward Status Effects you can apply to the enemy. Simply equip a weapon with the Suppresison perk, the more, the better! Most guns that burst have that perk, with the exceptions of small Submachine Guns. Then, fire in the direction of the enemy! You do not even have to hit them, just make sure they are in the cone of fire at the time of firing your weapon. The more bullets fly, the higher the chance to suppress them and force them to walk for a while!
Winded
Another Status Effect, usually applied by Snipers however, instead of Machine Gunners. It can also be a result of Drug Withdrawal, such as the case for Voodoo for example. Winded is usually the effect of shooting the Groin or Legs. Those shots have a chance to put the target character into a Winded state, which will disable their running for a while, just like Suppression does!
Overweight
If you carry more weight, then your character's Carry Weight, you will be forced to walk. If you carry over double the amount, you will not be able to move at all! This is almost always a user-error, and can hardly be enforced onto enemies reliably. Make sure not to pick up more then you can carry, especially during critical moments, like a firefight!
Manual Walking
Holding Default: and walking, will force a character to walk, instead of run. This can have a few uses. For example, making sure to stay close to a teammate, who has looted a whole warehouse and currently walks back home. Or a Sneaker, who does not want his Sneak-Value to go up faster, as they are spotted more easily, when running! Walking will also make you bleed out slower - though standing still is still preferable in this situation!
Run Speed
Increasing Run Speed
Increasing this value semi-permanently is best done with a Leadership Boost. If the Leader has a Running Speed Implant, you can see an increase of almost 20% at 10 Charisma!
Two additional ways to increase this value are drugs.
- Voodoo increases the running speed of your character by almost exactly 1 Hex per second for 2 full minutes! Due to weird stacking, having a Running Speed Implant increases this number to a whopping 2.35 Hex per second, for a total of 7.35 Hex per second!! Just watch out, when your Voodoo runs out, you will be forced to walk for 30 seconds as a withdrawal effect!
- Blue Nuka Cola is much more "nuclear" - in that it doubles your Running Speed up to 10 Hexes per second! Voodoo does not increase this number, as it gets overwritten by the Blue Nuka Cola - but the Leadership Boost works, to achieve over 14 Hexes per second! Unlike Voodoo, Blue Nuka Cola is only active for 15 seconds however.
Some specific armors can also give a boost to your Running Speed, when specific conditions are met. For example, the Leather Jacket has the Run for Your Life perk, which gives you up to 50% decaying Runspeed over 10 seconds!
Decreasing Run Speed
Most options of decreasing Run Speed of an enemy, actually enforce them to walk entirely. There are ways however, to instead slow their actual running speed - though you would almost always be better off to force them to walk!
Crippled Legs
Having ones leg crippled at the first cripple-level (Yellow), will lower the target's movement speed by 25% [unconfirmed] Since the second level already enforces walking, one could only lower the movement speed even more, by crippling the other leg into the first cripple-level.