Subnautica

Subnautica

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Lazy Fangs Jun 8, 2016 @ 1:04am
Medkit fabricator - a tiny bit OP?
I came back to Oh-My-God-REAPER-nautica only recently, and was very surprised by this amazing Medkit fabricator unit, that apparently converted energy and will of survival into insta-50-HP-ups.

In the past, medkits were the luxury I could never quite allow myself to have. Right now I'm staring at a 2nd locker bursting at the seams with the stuff, wondering if this counts towards drug addiction.

Is the fabricator there to stay? If so, why is it so stupidly overpowered, basically allowing you to not care about health damage at all?
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Showing 1-15 of 54 comments
Jhonis Jun 8, 2016 @ 1:49am 
That's the problem with it, it just makes any damage to you pointless.
It also makes scuicidel tactic like swimming with a vest made of fish possible, because the medkits just work too well...
It is also strange how the Medkit fabricator wasn't broken on impact.
Last edited by Jhonis; Jun 8, 2016 @ 1:53am
Explore Jun 8, 2016 @ 2:46am 
I would be disappointed if they changed it, and if they did, they would have to do a lot of rebalancing of other things.
IxianMace Jun 8, 2016 @ 3:25am 
Medkit fabricators are overpowered in that you can keep constructing, deconstructing, and reconstructing them in order to get instant, free medkits. That, and their construction cost is way off, in my opinion.
Explore Jun 8, 2016 @ 3:43am 
Originally posted by IxianMace:
Medkit fabricators are overpowered in that you can keep constructing, deconstructing, and reconstructing them in order to get instant, free medkits. That, and their construction cost is way off, in my opinion.

5 titanium 5 quartz. Obviously you are entitled to your opinion and to play however you like, but why would you carry 5 titanium and 5 quartz around with you (plus all the rest you need to construct a base) when you could have 10 medkits in your inventory instead?
(then, once the base is set up, you'd get 1 kit every game day).
edit: Sorry I think I misunderstood - you're talking about when you construct them they start with a medkit, you can exploit this to get a large collection of medkits. You do have a point there - if they simply changed it so it doesn't come constructed with a medkit, that would solve that.
Last edited by Explore; Jun 8, 2016 @ 4:14am
Lazy Fangs Jun 8, 2016 @ 4:59am 
I mean, if we had the medkits apply a HoT instead of instant heal, that would really nerf them while keeping them viable (and justifying their near-free price). Maybe the fabricator should just create an inferior version, letting the player decide whether he wants the more costy, instant version, or the generic, lower quality HoT medkit?
Explore Jun 8, 2016 @ 6:20am 
Originally posted by Wing Dancer:
I mean, if we had the medkits apply a HoT instead of instant heal, that would really nerf them while keeping them viable (and justifying their near-free price). Maybe the fabricator should just create an inferior version, letting the player decide whether he wants the more costy, instant version, or the generic, lower quality HoT medkit?

Absolutely hate that idea. Again, that would involve rebalancing the entire game - for what we have with few defensive weapons (especially early game) and creatures that take off 40% or more health in an instant, we need instant healing from the kits.

There are people who are complaining, right now, that the game is too hard. People who are saying that it's made them stop playing. I'm trying to convince them otherwise with gameplay videos that show people how to avoid predators, and I'm still being told by them that if you get 2 or 3 bites quickly, that's instant death. The healthkits as they are, are their only saving grace.

See this thread:
http://steamcommunity.com/app/264710/discussions/0/364040166688376592/
Last edited by Explore; Jun 8, 2016 @ 6:27am
Lazy Fangs Jun 8, 2016 @ 6:37am 
Originally posted by Explore Games:
Originally posted by Wing Dancer:
I mean, if we had the medkits apply a HoT instead of instant heal, that would really nerf them while keeping them viable (and justifying their near-free price). Maybe the fabricator should just create an inferior version, letting the player decide whether he wants the more costy, instant version, or the generic, lower quality HoT medkit?

Absolutely hate that idea. Again, that would involve rebalancing the entire game - for what we have with few defensive weapons (especially early game) and creatures that take off 40% or more health in an instant, we need instant healing from the kits.

There are people who are complaining, right now, that the game is too hard. People who are saying that it's made them stop playing. I'm trying to convince them otherwise with gameplay videos that show people how to avoid predators, and I'm still being told by them that if you get 2 or 3 bites quickly, that's instant death. The healthkits as they are, are their only saving grace.

See this thread:
http://steamcommunity.com/app/264710/discussions/0/364040166688376592/

Git gud, I guess?

The game isn't tipped in the player's favor - if anything, there are so many factors to kill you, and a dedicated Hardcore mode, it is clear to me it is meant to be a harder game, the caliber Don't Starve presents. How is it hard to play it safe and run from everything that has teeth?

I find it really difficult to get damaged as it is - mostly it's just stupid mistakes like standing in place outside the ship or floating too close the Aurora without a radiation suit. Most predators are slower than your swim speed and can be outmaneuvered by simply strafing.

My idea wasn't to remove the regular health kits at all, just make the fabricator ones worse, since you literally get them for nothing at all.
Explore Jun 8, 2016 @ 6:50am 
I would probably be able to adjust without too many problems as well, but I'm imagining their rage ;) I would expect if that were to happen, another 500 replies to that spear thread ;) ;)

Also, Jhonis is welcome to correct me (and I apologise if I'm not representing his argument well), but his angle is that he would like there to be a spear, and it's the "OP healthkits" that are preventing people from seeing things in a similar way. So his suggestion would be more like "Nerf the kits, and give me a spear that's effective against medium sized predators". I'm not saying that's an unreasonable thing to argue (and I'm partly in favour of the spear myself, for small predators only), I'm just saying.
Last edited by Explore; Jun 8, 2016 @ 7:04am
Lazy Fangs Jun 8, 2016 @ 6:59am 
Originally posted by Explore Games:
I would probably be able to adjust without too many problems as well, but I'm imagining their rage ;) I would expect if that were to happen, another 500 replies to that spear thread ;) ;)

Hey, same thing with multiplayer, story vs non-story etc. Everyone wants the game to be the best possible - some with more, some with less ability to predict outcomes of certain feature implementations
Grim Jun 8, 2016 @ 7:32am 
I don't see a problem with the kits at all, especially since most of the predators can eat half your health with a single bite. If a couple stalkers manage to creep up on you while your looking for sandstone it's instant death. Sandsharks can do the same thing. One of them pops up from underground while your looking around the aurora and your health is instantly down to 30%.

Not to mention there are still things that swallow you with one bite.

Nerfing the medkits would make finding the seamoth fragments broken to hell. Between the biters, the sandsharks, and the spitting plants your health drains faster than the SeaGlide drains batteries. Nerfing the medkits would require either relocating the seamoth to something less dangerous and less deep or would require neutering the predators.

I really don't know why people like you insist on ruining gameplay features to make a game more challenging. Why not ask for hardcore mode to be harder? Remove the medkit fabricater from hardcore mode, then you can make medkits yourself the old fashioned way with bleach and stuff.

The developers shouldn't have to ruin their game for the majority of people because you're too lazy to challenge yourself. Medkits too easy? Don't make any. It's like when people beat a Mario game and then complain about how easy it is, meanwhile they were playing on the easy setting, not completing any side objectives or challenge modes, and never even bothered trying a speed run.

tl;dr - stop being a lazy piece of ♥♥♥♥ and challenge yourself, bum
Lazy Fangs Jun 8, 2016 @ 7:36am 
Originally posted by herugrim:
I don't see a problem with the kits at all, especially since most of the predators can eat half your health with a single bite. If a couple stalkers manage to creep up on you while your looking for sandstone it's instant death. Sandsharks can do the same thing. One of them pops up from underground while your looking around the aurora and your health is instantly down to 30%.

Not to mention there are still things that swallow you with one bite.

Nerfing the medkits would make finding the seamoth fragments broken to hell. Between the biters, the sandsharks, and the spitting plants your health drains faster than the SeaGlide drains batteries. Nerfing the medkits would require either relocating the seamoth to something less dangerous and less deep or would require neutering the predators.

I really don't know why people like you insist on ruining gameplay features to make a game more challenging. Why not ask for hardcore mode to be harder? Remove the medkit fabricater from hardcore mode, then you can make medkits yourself the old fashioned way with bleach and stuff.

The developers shouldn't have to ruin their game for the majority of people because you're too lazy to challenge yourself. Medkits too easy? Don't make any. It's like when people beat a Mario game and then complain about how easy it is, meanwhile they were playing on the easy setting, not completing any side objectives or challenge modes, and never even bothered trying a speed run.

tl;dr - stop being a lazy piece of ♥♥♥♥ and challenge yourself, bum

Unwarranted aggression much? If you can't see how unbalanced free medkits are, compared to the earlier versions of the game in which for the longest time there weren't any freebies, then further discussion is pointless, as you seem only interested in shutting up anyone with a vision different to yours.
or0b0ur0s Jun 8, 2016 @ 7:42am 
No, I agree with the OP, but only specifically to his title. The medkit FABBER (not the medkits themselves) are just a little too useful (and only a TINY bit, as the title says).

I've been expecting changes to it ever since it showed up. I highly doubt they'll leave it like this. My suggestions would be:

* Have the newly-built fabber be created EMPTY, instead of full. You can create infinite medkits instantly by deconstructing & reconstructing one, which is bogus.

* Have the thing drain power just like a regular fabber every time it creates a medkit. Have it not work at all (no 30 minute counter progress) when there's no power to a base.

I'm not sure how to fully balance it with the medkit item recipe. Bleach is a moderate pain to make, but you almost never need it if you can cobble together a medkit fabber.

My guess? That item is going away, permanently, once they fully balance the predators and "emergent behavior" i.e. "ways to not get horribly eaten mechanics". It'll have 1 medkit in the lifepod, and you won't be able to restock it or build new ones. But that's just a guess.
Explore Jun 8, 2016 @ 7:50am 
Originally posted by or0b0ur0s:
My suggestions would be:

* Have the newly-built fabber be created EMPTY, instead of full. You can create infinite medkits instantly by deconstructing & reconstructing one, which is bogus.

* Have the thing drain power just like a regular fabber every time it creates a medkit. Have it not work at all (no 30 minute counter progress) when there's no power to a base.

I'm not sure how to fully balance it with the medkit item recipe. Bleach is a moderate pain to make, but you almost never need it if you can cobble together a medkit fabber.

+1 all of that. Don't see how it relates to bleach though, unless bleach is now required to make a medkit fabricator in experimental mode? As far as I know, the only thing bleach is used for is to make disinfected water.
Last edited by Explore; Jun 8, 2016 @ 7:51am
Armos Jun 8, 2016 @ 7:50am 
I'm expecting future content to be a lot more dangerous than it currently is. I mean, we don't even have this so-called Story Mode yet. From what I can tell, it's still very, very far from being called a complete game, and so the difficulty is far from ramping up as well.

Deeper, scarier, more difficult...that's what's to be expected in the future, and medkits will come in handy I'm sure. Game balancing will come around too. These freebies aren't necessarily here to stay, so enjoy it while you can.
or0b0ur0s Jun 8, 2016 @ 7:56am 
Originally posted by Explore Games:
Originally posted by or0b0ur0s:
My suggestions would be:

* Have the newly-built fabber be created EMPTY, instead of full. You can create infinite medkits instantly by deconstructing & reconstructing one, which is bogus.

* Have the thing drain power just like a regular fabber every time it creates a medkit. Have it not work at all (no 30 minute counter progress) when there's no power to a base.

I'm not sure how to fully balance it with the medkit item recipe. Bleach is a moderate pain to make, but you almost never need it if you can cobble together a medkit fabber.

+1 all of that. Don't see how it relates to bleach though, unless bleach is now required to make a medkit fabricator in experimental mode?

You can still (at least last time I looked) create medkits in the regular fabber, with the old recipe (bleach + creepvine or fiber mesh or something). I guess if you feel you're going to need a lot of medkits FAST... but it doesn't really make sense to gather 3 different items, and run through 2 or 3 fabber cycles' worth of time and power to make a medkit when you can just periodically collect them from the other fabber.

While we're talking about it, I want the ability to deconstruct the lifepod fabber, medkit fabber, and comm relay (once repaired, of course) to reclaim their materials. You used to be able to do that, and it's SUPER handy for conserving silver when setting up your first base with a fabber.
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Date Posted: Jun 8, 2016 @ 1:04am
Posts: 54