So I noticed a couple of issues with the latest introduced with the latest update that I’d like to bring up:
Ammunition Packs are more cost-effective than crafting ammo.
One ammo pack is one Grenade (2 Explosive/4 Plastic) and one Car Battery EMP (2 Electrolyte/4 Rubber)
One set of 3 X .50BMG is 4 Explosive and 2 Lead or 8 Steel
Each use of an ammo pack gives 10 .50BMG depending on you have loaded and has 3 uses.
There’s obviously a clear disparity here.
Fuel Cells / EMP cells dropped from enemies still require 10 to break down.
10 Harvester/Tank-sized large fuel cells break down into 4 Accelerant/8 Lead/2 Steel
One craft of gasoline (100) requires 4 Accelerant/2 Lead
I’m pretty sure this is an oversights or a somewhat entertaining jab at current fuel prices. However, considering how big the fuel tank is (considering it’s the same one that powers a tank) the recipe might need additional tuning.
Explosive Gas Tanks are available before Compressed Air tanks, which they require.
Might be intentional, but compressed air tanks are lower on the schematic list than explosive tanks; meaning you can’t craft them without finding them in the world. And explosive gas tanks are much more common than compressed air tanks anyway.
Batch Crafting
It would be nice if there were a toggle to allow 3x/5x/10x/20x crafting. It’d speed things up considerably.
Experimental Medkits not worth it.
The change to crafting hasn’t affected basic crafts too much since salvaging has similar ratios. However, the two experimental medkits (and Tar/Radioactive ammunition to a lesser degree), have been hit too hard. I understand the nerf for other ammo types like explosive and especially shock ammo, but the medkits and tar/radioactive ammunition have downsides and short durations.
These are the most obvious issues introduced, but others may have more.
Yes there’s a second thread, I mis-clicked and deleted it with no idea how to undo it.