Yeah. Craftsmanship is really an underwhelming skill.Some great points and ideas from Git Gud Fox on YouTube here:
Maybe if you could make better weapons with the forge it wouldn't be so bad. There isn't anything special about the weapons you can make with the forge so it's useless. I'm pretty sure all of the pre order bonus weapons and anything you can get from bounty broker is way better then anything you can craft.The only thing I use it for is Barracks 2. Extra bolts is ok but not amazing. Not a fan of the forge. Construction is incredibly terrible. Metalworking basically terrible
How do you make a vehicle upgrade kit without an auto shop?I've never once used a forge or an auto shop and never plan to. They are the very definition of useless. The forge weapons are trash unless you are literally just starting and have nothing but the crap weapons that people come equipped with, but then again if you're just starting you don't have the resources to build a forge and make weapons, and even if you had the resources it's still pointless because you will find better weapons than the ones that can be made in the forge within your first hour of playing.
Auto shop adds absolutely nothing worthwhile either since you can make advanced toolboxes and upgrade kits without one. Even if the auto shop fully repaired parked vehicles once a day like in OG SOD it wouldn't be worth it because anyone, anywhere, at any time, can repair a vehicle with a toolbox.
Remind me what automechanics does for driving. I didn't realize it did anything to physical driving. I only thought the driving skill did that.I really agree with the video for a few reasons.
I'll happily take automechanics because it is Driver Quirk Lite when you max it out. It lets you do all of the mechanical crafting you need, and discounts tool kits to boot. The driving perks are nothing to scoff at when you reach 7 in Automechanics. And you know what? I don't even like the upgraded vehicles. I refuse to use them. I'll drive my clean Norma for days before I consider the Megaladon or Vandito.
A key element here is that automechanics makes one of the most common activities in SOD 2 less punishing and easier to enjoy - driving.
Now, craftsmanship? How often do I get to enjoy any of these benefits?
Construction really does need some other kind of boost. The extra labour from 7 and barracks option is nice and all, but then you don't need it at all once you are finished setting it up. I liked some of the suggestions, but I say that construction should add some kind of numerical bonus to the crafting options, or maybe even new unique abilities. Not going to lie, way too late for anything as in depth as the video suggested. But some extra flavor, morale boosting or even new facility mod craftables would be a great sign of life.
Currently, I have a construction expert in my lineup. I appreciate that they randomly pick up parts and add to the stockpile. That benefit is definitely not at the bottom of anyone's list when it comes to expertise-specific random events. But I don't even have that character for that reason. I have that character because they generate 30 morale due to a combination of two morale-related traits (shop teacher and migraines), and a unique medicine hero bonus because of their negative health deficiency. The character himself has the desire to survive, and they are an interesting character. But construction? It's not what's saving him.
UL needs to take advantage of this feedback while they are still adding more stuff to the game.
automechanics use less fuel when they are driving and have vehicle stealth, and the auto shop passively reduces fuel consumption by 30% for everyoneRemind me what automechanics does for driving. I didn't realize it did anything to physical driving. I only thought the driving skill did that.
Reduced fuel consumption while driving by 25% as well as 50% additional vehicle stealth. It also regularly spawns gas tanks in your storage as an expertise-specific morale event. If you're on the fence about the driving skill and really need a mechanical expert, automechanics gives you what is basically the important stuff of both.Remind me what automechanics does for driving. I didn't realize it did anything to physical driving. I only thought the driving skill did that.
Yeah, there's really no reason to take driving over automechanics if you have the choice between the two, either from books or recruits. Reduced damage to cars is basically worthless since they are so easy to repair.Reduced fuel consumption while driving by 25% as well as 50% additional vehicle stealth. It also regularly spawns gas tanks in your storage as an expertise-specific morale event. If you're on the fence about the driving skill and really need a mechanical expert, automechanics gives you what is basically the important stuff of both.
Seems that way. Better resource cost on repair kits and vehicle bonuses though. It's not entirely useless, just gets beat out from the other large slot options. From a roleplaying perspective at least you can still use it if you want too. The forge on the other hand...Wow. Don't understand why they would do that. Makes autoshop doubly useless.
You cant. You must have an Auto Shop to craft the vehicle upgrade kits.
Lol just realized how bad my response was. My brain thought he was asking how to craft toolkits. Not vehicle upgrade kits.You cant. You must have an Auto Shop to craft the vehicle upgrade kits.
Also bulk-crafting toolkits at Auto Shop was recently added.
(Automechanics knowledge needed for advanced toolkits and to build an Auto Shop.)