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The speed makes more of a difference over longer trips. If you're gong 2 km then even a small speed boost makes a perceptible difference. Also - vehicles can "sprint" which is a fair bit faster than their base speed.
None of the footwear should give significant speed boosts. 2 or 3 percent should be the max and that's only for footwear designed for running, everything else should give base movement or have a slight penalty of some kind to speed or stamina drain. Go for a run in work boots sometime and you'll know why I'm saying this.
All the new armour types have ridiculous bonuses that make no sense. Not sure what TFP are thinking with that system it's really bad and creates situations like this where running is about as fast as using a bicycle - and it should be nowhere near the same speed.
https://www.nexusmods.com/7daystodie/mods/1764
I tend to spec into light/medium armors + a couple points into the stamina regen perk etc. I pretty much never run out of stamina after a certain point, especially if I pause once in a while to loot a trashbag or something.
Since I do like faster run/tend to not use vehicles very much, I'd be fine if it capped at 10% on lvl 6 boots vs. 20%. Even 10% is quite the speed boost re: sprinting, imo. (and mods still exist if one wants even more)
...also - did the base sprint speed increase at all on top? Even without any speed boots I feel like running is a bit faster?
I would say the minibike is the best at chicken and bunny killing.
Road kill... good eat'n
You can also put a supercharger on a gas-powered vehicle, so there's your speed boost, too.
You're ignoring the fact that encumbrance doesn't affect cycling speed, so the impact of a bicycle on carry capacity is huge, early game. You won't have pocket mods.
It's not just the eight items the bike holds, it's the extra 18 you can stuff your inventory with and then still go home at full speed.