Video summary

How To Get MAX Crafting Fast! - Skills Guide

Main summary

Key takeaways

Gaming

Storyline / Progression Focus

  • The video centers on Escape from Tarkov (1.0 wipe) progression—specifically, how to reach MAX Crafting (elite skill) early (around 20 days into wipe), and why it matters for hideout-driven production.
  • The main goal is to secure ammo/gear/consumables for raids and questing.
  • This is framed as long-term preparation so you can craft what you need quickly when you return after breaks or during events, and generally stay competitive through later wipe stages.

Key Gameplay Highlights (What “Max Crafting” and “Hideout Management” Do)

Max Crafting (Elite Skill)

  • Elite bonus at level 51: lets you craft two items at once in each crafting module.
  • Practical benefit: faster production for long crafts (example: ammo) and improved hideout output profitability.
  • Time reduction: crafting time is reduced by 37.5%
    • Example given: a 1-hour craft becomes ~38 minutes.
  • Additional speed benefit: reduces cyclic production time (excluding Bitcoin-farm collection-style exceptions noted in the explanation), speeding outputs like water/supplies.
  • Bug/soft-core carryover claim: the creator suggests crafting may grant more skill points than intended, described as exploit-like behavior (not labeled as a “cheese” in the video by the creator).

Hideout Management (Elite Skill)

  • Elite bonuses:
    • Increases percentage bonuses from hideout zones.
    • Reduces fuel/air/water filter consumption rates by 11.5%.
  • Module slot expansions when maxed (examples mentioned):
    • Generator: +2 slots (example: level 3 generator to 6 slots).
    • Water filters: +2 filter slots (prevents “stopping” when a filter burns out).
    • Air filtering: +2 filter slots.
    • Bitcoin farm: 3 → 5 slots.
  • Scav/utility effects via higher hideout percentage bonuses, including examples like reduced scav cooldown and general insurance/scav-related improvements.

How to Level Up MAX Crafting Quickly (Core Strategies)

Crafting Skill Leveling Rules (As Described)

  • To level crafting: you gain skill points by finishing crafts.
  • Base system described:
    • 1.5 skill points per 8 hours of crafting (scaled by module usage and setup).
    • Also typically: 1.5 skill points per completed craft.
  • Auto-generation / bug claim: the creator states BSG didn’t properly adjust after the soft-core wipe, so skill points per craft can be much higher than intended.
    • They report ~6 base instead of 1.5, which they say leads to very large gains per raid.

“Cycling Crafts” Method (Don’t Repeat the Same Craft Forever)

  • Main tip: don’t repeat the exact same craft endlessly.
  • Instead, alternate between different short crafts to increase skill gains.
  • Creator’s example logic:
    • Swap between a short craft (example: gas mask) and a longer craft (example: bandages) to gain skill points faster.
    • Do these cycles in multiple modules between raids for dramatic acceleration.

Practical “Between Raids” Grind Plan

  • Keep hideout crafting running across multiple modules.
  • Each raid, cycle different fast profitable crafts rather than repeating one loop.
  • Use the “purchase all” (shopping cart) function to start crafts efficiently once ingredients are ready.

Craft Choices Mentioned (Examples of Profitable / Fast Options)

Profitability depends on current flea/market prices; the creator repeatedly warns values can change across the wipe.

Workbench / Crafting Modules

  • Fleece
    • Cost: ~4,500 rubles
    • Sell: ~15–20k
  • Aramid
    • Cost: ~40k
    • Sell: ~15k–25k (market dependent)
    • May break even or profit while leveling
  • Rip stop / Scav vest chain
    • Rip stop crafts to 2 rip stops
    • Input costs: ~7–12k (barter mention involving “Jager”)
    • Sells rip stops: ~10k
    • Creator emphasizes money doubling effects here
  • Rip stops good, corduras less consistent
    • Corduras are described as less advantageous, but expected to improve later due to armor barter demand/usage.

Laboratory Examples

  • AKM-related craft via cheap tool purchase
    • Mentions a ~3 minute craft after buying a Verer Hunter (price cited ~31k or less)
    • Uses a tool requirement (“wrench” indicated as tool, not consumed)
    • AKM outputs sold around ~43k
  • Wire + gunpowder progression strategy
    • Typical cycle:
      • One raid: wires
      • Another raid: ammo/gunpowder (green/red gunpowder mentioned)
  • Red gunpowder
    • Example craft time: ~22 minutes
  • Fast plier chain
    • Mentions “red pliers” → “round pliers” (~9–10 minute cycle)
    • Emphasizes you can vendor close to cost

Intel Center Caveat

  • Intel crafts are described as:
    • Hard to make money (example: craft ~100k costs, output ~40–45k).
  • Still useful for cycling/skill leveling even if it burns money.

Med Station Easy Cycle

  • Repeatedly cycle:
    • Pile of meds
    • AI-2s
  • Creator notes:
    • Both are relatively short-cycle and provide steady skill gains.
    • “Cheese” selling is mentioned as an occasional alternative when cheap.

Nutrition / Jaeger-Related Crafts

  • Slickers
    • Cost: ~33k (varies)
    • Sell: ~8–9k each
    • Slightly profitable for leveling in some cases
  • Condensed milk
    • Moving closer to vendor value (profit margins shrinking)
    • Good for Jaeger leveling because selling to Jaeger is a strong route for progression
  • Salty dog beef sausage
    • Example numbers: costs ~65k, sells ~25–30k
    • Net total sell value: ~75–90k depending on stack/market
  • Vodka (barter-demand caveat)
    • Watch Moonshine stock and pricing closely
    • Vodka sells better when buyers want barter case quantities (buying in bulk)

Water Collector / Water Crafting

  • Water crafting described as:
    • Sometimes free in an emergency scenario (water ration referenced).
    • Often near break-even depending on inputs (e.g., “Aquamaras/Aquapeps”) and market pricing.
  • Key point: it still counts for crafting skill leveling even if profit is not huge.

How to Level Hideout Management Fast (Passive / Always-On)

The Leveling Method

  • Hideout management leveling is easier and passive.
  • You gain skill points by:
    • Burning fuel
    • Consuming filters (water + air filters)
  • Recommended approach:
    • Keep modules running continuously, especially air filters once available.
    • Don’t stop filters; let them drain as part of leveling.

Upgrades Also Grant Skill Points

  • Upgrading modules grants substantial skill points:
    • Once installed, each upgrade completion gives 12 skill points (as described).
  • Building out all hideout modules can grant hundreds of points:
    • Creator estimate: ~650–700 total from hideout building alone.

Claimed Timing / Results

  • Creator reports:
    • Reaching max crafting by ~20 days into wipe.
  • Personal example:
    • Improved from ~43 to 50 skill points in a day by crafting between raids.
  • Skill gain estimates:
    • With active modules, running all six modules each raid could yield ~36 skill points minimum per raid (creator arithmetic).
    • With lab fast cycles and AKM switching, skill gain per raid can rise to 50–60+.
  • Scheduling estimate:
    • “Max crafting by Christmas timeframe” for players who do 1–2 raids/day consistently (depending on starting skill).

Key Risks / Notes Mentioned

  • Not a “cheesing” claim: creator says they did not use a faster expensive alternative rapid-cycle method for EOD gamma container crafts, though that method existed.
  • Market dependence:
    • Craft costs and sell prices change across wipe, so players should adjust based on current flea/Trader pricing.
  • Money vs skill tradeoff:
    • Some crafts burn money (especially Intel Center); others aim to be profitable or near break-even.

Gamers / Sources Featured

  • No other real gamers or external sources are featured by name in the subtitles.
  • The developer/publisher referenced and discussed is BSG.
  • In-game NPC/trader references (e.g., Therapist, Jaeger) are mentioned as part of gameplay, not as real-world individuals.

Original video