

IMO crafting should reward players that raise their skills even over 120% (because it's too easy to raise science and repair with books!). Maybe we can add some tribal, early-game drugs (obvious Honest Hearts influence), maybe mixing xander root and broc flower with alcohol or jet (maybe drugs for raising sequence and armor class)? 10-20 dmg, range 12 (way worse than the first shotgun the player can get now).

In Klamath you can find two pipe rifles, so I thought that a pipe shotgun would fit (maybe requiring a tool and two pipe rifles). It would be very, very cool if you could add new weapons and recipes for your crafting system. My proposition: lower it's regular attack cost from standard 3 AP to 2 AP (it has low damage though), make it unnoticeable by the guards, maybe give it a hidden crital hit bonus and hide it in some early game location (Klamath/Den?) so you would reward exploring players, but hide it good.ģ. Shiv currently has no real use in game, but it should! You could probably turn it into a real stealth&crit weapon. Or maybe you could give deathclaw gauntlet a perk (+20% to hit chance - it makes sense because those claws are damn long and thus it's easier to hit!)Ģ. Mega power fist is much better (20-45 3 AP vs 18-35 and 4 AP cost) and I understand that, but being able to attack only twice isn't the best thing for unarmed characters.


Why does deathclaw gauntlet requires 4 AP for attack while power fist attack cost is ''standard'' 3 AP? I see that you probably intend deathclaw gauntlet to be a mid weapon for unarmed characters, but even with 10 AP you can only attack with it twice. Well, now I'm at 29 level and almost ready for Enclave, so I can provide some feedback (I'm afraid I might be posting feedback in the future too).ġ. A while ago you asked me what would I want/expect from your mod.
