1) Fix the real time aiming system: I believe this issue have been brought up consistently with Fallout 3. The game engine would only let players hit their enemy if they have the whole cursor land on them. I understand that have something to do with my moderate (60) in Gun skill, but completely miss someone point blank with a shotgun because their were out of the cursor BEFORE I take the shot, or because I am moving backward due to 'moving penalties'?
Since the game have mechanics to define whether or not player is in combat and whether or not an NPC is hostile, can't Havoc just kick in allowing the bullets/pallets to behave in a more realistic way? What about lessen the moving penalties and increase the steady bonus to encourage people take aim so players don't have to waste a whole clip just to score a few hits?
2) Unnerf VATS a little: I am a fan of VATS, but I also strongly agree that VATS is overpower and completely make real time combat redundant in Fallout 3. Nerfing it is good, but combine with the flicking camera action and action queuing is not. During my 17 hours of gameplay, I actively use VATS due to problems with real time aiming. I found that VAST doesn't always behave the same and often being disrupted by the Critical kill camera; At one instance I unload all my rounds from my revolver into a Nightkins head, but against a group of Viper raider I have to take a whole clip from a sub machine gun after I killed a raider charging me. Throwing Dynamite is even better, I took 5 shotgun shot BEFORE I can get the damn thing ignited and then another 3 slash from a chopper before my character finish weighting for the throw, then founds out that my target is right before me and the dynamite finish the job that those Powder Gangers started.
Please, put the "bullet time" back to full throttle and process action against player PARALLEL instead of queuing them in between VATS actions.
And finally, where is my body part aiming with melee/unarmed VAST attack?