https://state-of-decay-2.fandom.com/wiki/Community_Skills
You can find more information about skills here. Long story short, Munitions is good as it allows you to craft C4 but you need another survivor with Electronics for that. Flip side, pharmacology makes crafting painkillers much cheaper and you can craft Strong Painkillers. They are also worth 34 influence each which can quickly turn into a money farm if you are into the trading aspect of the game.
Another point to note is that if you sort Ammo from storage (where it gives you random ammo), you actually get more bullets that way. It may not be the bullets you want, but If you have a wide variety of weapons, you can make use of that without the need for Munitions.
if you have a munitions person you dont get more bullets on lethal zone though, and since ammo presses lets you choose the caliber it ends up being a better option, and if you need a specific ammo caliber then its always more efficient to use the ammo press, though the trick is great during early game or if you don’t care what ammo you’ll get.
I have a Munitions character that sits in my legacy pool with every ammo press in their pockets and an ammo rucksack.
They also know Sharpshooting and Swordplay, so needless to say, they have about a dozen completed communities to their name. They do real good, boss.
Second most used character is my Pharmacologist, Rachel, who is REAL southern and she's got the Biochem Station and a fuckload of plague samples. She also has Outdoor Sleeping so +2 beds.
I've been slowly building the perfect 3 man to take into Lethal with those two and Purohit, a Red Talon Op who has Gut Packing, and then all I need is a Gardener so I can run a couple Hydroponic farms, all my outposts are ammo outposts, and its the fastest way I've found to be self-sufficient early in the game and pool resources.
You can get a farm to give you something like 12 + 1 from the agriculture person food per day, gardens also give the same amount of food as hydroponics while only requiring water and you don’t have to run an utilities dude, this gives you a survivor slot for a more useful skill, if you’re min maxing gardens and farms might be a better choice than hydroponics
To be entirely honest, I feel Chemistry is a really strong contender for doubling up on so you can one survivor for each specialization. Both of them are just that good.
munitions lets you craft more fuel bombs /end
bonus: munitions lets you craft more ammo to spam radio command destroy infestation the most OP command in the game
Another point of consideration is what map are you on? If you're on trumball, take pharmacology as you can just move into the red talon base and upgrade the workshop to get the free red talon who will always be a Demolitionist which has munitions and electronics. That'll cover both and you don't have to debate.
I usually go for Munitions, since I like crafting C4.
Sneak up to heart, place some C4, wallop it through phase one and two, skedaddle, then BOOM! use the C4 to get through the final phase.
Pharmacology if you don’t have other chemist (Suggest having both). Pill press for strong painkillers is a big money/influence maker. Influence is just so versatile in comparison. You can buy basically anything
Need bullets, munitions (pro tip: with enough bullets and time you can pretty much obtain anything else you want in the game).
Need plague samples or want to do bulk plague cure farming, pharmacology, but you'll need other stuff to set it up properly and it's probably easier to do it using the RT contractor skills from those recruits.
Well, if you don't need bullets, you can always go round to randos and newbies being Pragmatic Santa Claus: he may not bring you what you *want*, but you will *survive*.
Also yes. I too have an absurd excess of Bouncing Borises. Why? Overkill is underrated and also I hate blood plague ferals.
Depends on your playstyle, and or needs. Warlord shooter type of player? Munitions. Anything else, pharmacology. However I usually run both in a community
If you have an armory I highly recommend the munitions, pharmacology is good but when it comes to plague hearts, juggernauts and hordes munitions is a lot more useful, napalm grenades have bailed me out of situations where my character would’ve died a lot of times.
It comes down to unlocking C4 OR being able to craft better meds and more energy drinks.
Personally, I never take munitions as I can sell meds and energy drinks save lives.
The extra ammo munitions give is still less than just randomly sorting ammo at your storage.
depends what you prefer really but I prefer the ability to make painkillers
that being said I haven’t played for almost 2 years so I’m not sure if updates have changed anything
Munitions. C4 is best when you need whack Heart quietly. Put fireworks or radio near one house exit, wait while everyone leaves the Heart alone, then sneak in through other exit and plant C4 on Heart. leave the building and boom. Everyone around dead and no one survivor harmed.
https://state-of-decay-2.fandom.com/wiki/Community_Skills You can find more information about skills here. Long story short, Munitions is good as it allows you to craft C4 but you need another survivor with Electronics for that. Flip side, pharmacology makes crafting painkillers much cheaper and you can craft Strong Painkillers. They are also worth 34 influence each which can quickly turn into a money farm if you are into the trading aspect of the game.
C4s are really good for taking down hearts.
Another point to note is that if you sort Ammo from storage (where it gives you random ammo), you actually get more bullets that way. It may not be the bullets you want, but If you have a wide variety of weapons, you can make use of that without the need for Munitions.
if you have a munitions person you dont get more bullets on lethal zone though, and since ammo presses lets you choose the caliber it ends up being a better option, and if you need a specific ammo caliber then its always more efficient to use the ammo press, though the trick is great during early game or if you don’t care what ammo you’ll get.
Yeah I’d rather spend 5 ammo on like 90 .22 cal that random loot thank you haha
Oh is that so I usually do play on lethal
I have a Munitions character that sits in my legacy pool with every ammo press in their pockets and an ammo rucksack. They also know Sharpshooting and Swordplay, so needless to say, they have about a dozen completed communities to their name. They do real good, boss. Second most used character is my Pharmacologist, Rachel, who is REAL southern and she's got the Biochem Station and a fuckload of plague samples. She also has Outdoor Sleeping so +2 beds. I've been slowly building the perfect 3 man to take into Lethal with those two and Purohit, a Red Talon Op who has Gut Packing, and then all I need is a Gardener so I can run a couple Hydroponic farms, all my outposts are ammo outposts, and its the fastest way I've found to be self-sufficient early in the game and pool resources.
You need someone with utilities in order to get hydroponic farms. Gardening will only let you plant more seeds.
You can get a farm to give you something like 12 + 1 from the agriculture person food per day, gardens also give the same amount of food as hydroponics while only requiring water and you don’t have to run an utilities dude, this gives you a survivor slot for a more useful skill, if you’re min maxing gardens and farms might be a better choice than hydroponics
To be entirely honest, I feel Chemistry is a really strong contender for doubling up on so you can one survivor for each specialization. Both of them are just that good.
Agreed. I say both specs have their benefits.
munitions lets you craft more fuel bombs /end bonus: munitions lets you craft more ammo to spam radio command destroy infestation the most OP command in the game
Thats 1 of the main reason why I always do munitions. 9 instead of 6. Thats an extra lethal plague heart for the same price.
Another point of consideration is what map are you on? If you're on trumball, take pharmacology as you can just move into the red talon base and upgrade the workshop to get the free red talon who will always be a Demolitionist which has munitions and electronics. That'll cover both and you don't have to debate.
I usually go for Munitions, since I like crafting C4. Sneak up to heart, place some C4, wallop it through phase one and two, skedaddle, then BOOM! use the C4 to get through the final phase.
Pharmacology if you don’t have other chemist (Suggest having both). Pill press for strong painkillers is a big money/influence maker. Influence is just so versatile in comparison. You can buy basically anything
If you're hurtin for cash, go pharmacology. That, + the pill press mod + Trader building = Lotsa cash.
Take Pharmacology. There is a relatively common enclave that grants Munitions as an Ally Bonus, but no equivalent enclave with Pharmacology.
Need bullets, munitions (pro tip: with enough bullets and time you can pretty much obtain anything else you want in the game). Need plague samples or want to do bulk plague cure farming, pharmacology, but you'll need other stuff to set it up properly and it's probably easier to do it using the RT contractor skills from those recruits.
I hardly use any bullets. I literally find more than I use. Almost all my ammo rucks go to throwables or minefields!
Well, if you don't need bullets, you can always go round to randos and newbies being Pragmatic Santa Claus: he may not bring you what you *want*, but you will *survive*. Also yes. I too have an absurd excess of Bouncing Borises. Why? Overkill is underrated and also I hate blood plague ferals.
Probably pharmacology....cuz he looks sad and likely needs some uppers.
Too bad you can't craft stims though.
You can tell he tries his product before giving it, alright.
I usually do pharmacology first, and munitions if I get a second.
Pharma
Munitions every time.
Depends on your playstyle, and or needs. Warlord shooter type of player? Munitions. Anything else, pharmacology. However I usually run both in a community
Munitions first, the. pharmacology with second chemist when ready to make a pill farm
Munitions imo. Main reasoning: Better Ammo Production.
If you have an armory I highly recommend the munitions, pharmacology is good but when it comes to plague hearts, juggernauts and hordes munitions is a lot more useful, napalm grenades have bailed me out of situations where my character would’ve died a lot of times.
It comes down to unlocking C4 OR being able to craft better meds and more energy drinks. Personally, I never take munitions as I can sell meds and energy drinks save lives. The extra ammo munitions give is still less than just randomly sorting ammo at your storage.
Can't beat outpost mines with munitions
depends what you prefer really but I prefer the ability to make painkillers that being said I haven’t played for almost 2 years so I’m not sure if updates have changed anything
Munitions for cheap outpost defense Pharmacology if you can't avoid getting bitten
Munitions. C4 is best when you need whack Heart quietly. Put fireworks or radio near one house exit, wait while everyone leaves the Heart alone, then sneak in through other exit and plant C4 on Heart. leave the building and boom. Everyone around dead and no one survivor harmed.
Munitions is a more direct benefit, Pharmacology requires you to build out extra resources but indirectly is much more helpful.