Frostpunk

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Healing House is a bit brokenly OP?
So last time I was having do many problems with people getting cold and sick and my medical tents not healing fast enough it was a nightmare... so I rushed the infirmary spent all 3 of my cores in endless in 3 infirmary and they still couldn't keep up with the people sick they was healing too slow...

So then I discovered the healing house (under religion) I placed one healing house for my population of 80.

I then put a children's home next to it researched child medic apprentice then put a shrine next it for the work boost and researched something that looked like a needle for faster healing.... I also got extra rations for the sick

I managed to do all this with hardly any effort really quickly at the start I think around day 5 it was all done?

Anyways my healing house was over 200% efficient and I got the achievement for it and my god... people was healing so fast it was just funny 😂 I had to close my second healing house as I didn't think it would heal so fast as the description says "heals slower" yeah... right aha.

It was healing so fast I didn't even care that people was getting sick in the cold (I did try to warm them up though) just hop into the healing house for a few mins and done (probably not that fast but it felt like it)

It made my whole game from day 1-100 a breeze.... just the healing house.... i got a few more sure but I never had to worry about sick people a whole game... so why exactly would I get the infirmary?

Yeah the I infirmary would reduce workers by 5 (research) and heal faster.... but costs 3 steam cores and I couldn't get it less than day 5... and at the super fast rate the healing house works why bother?

I was having so much trouble with the game but that one thing just made my whole game super easy aha. Just healing faster than people got sick.

I got proof of it too on my xbox via "record that" option as I didn't believe how fast it heal but I dont know how to share it here.

Anyways... anyone else think it heals way too fast making the infirmary pointless?

Oh I was playing on endless endurance mode on medium difficulty too
Last edited by Project Danny; Oct 17, 2019 @ 9:14am
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Showing 1-6 of 6 comments
Bobywan Oct 17, 2019 @ 9:13am 
Yes it's OP but you get one death, so it's not compatible with the golden path achievement ^^
ALso You can't use automaton in them and it's slightly less effective than a fully upgraded infirmary.
Or you can build only medical post and not get gravely sick people so you don't need the infirmary nor the healing hosue.
Project Danny Oct 17, 2019 @ 9:15am 
Originally posted by Bobywan:
Yes it's OP but you get one death, so it's not compatible with the golden path achievement ^^
ALso You can't use automaton in them and it's slightly less effective than a fully upgraded infirmary.
Or you can build only medical post and not get gravely sick people so you don't need the infirmary nor the healing hosue.

I had the medical tent last few games but I felt they heal way to slow even with boosts and I kept having people get legs cut off.

Ally badly sick people was heal in the healing house really fast so never had to worry about amputation
Holy Athena Oct 17, 2019 @ 10:24am 
I think it's not that healing house that's OP, I think the medical tents are too weak early game, (they are fine late game fully upgraded, but early game they are a -little- too weak imo, it shouldn't be better to skip and rush something else).

Remember you stacked efficiency to get 200%, that's not OP, that's called smart planning lol. Big difference.
Last edited by Holy Athena; Oct 17, 2019 @ 10:25am
Project Danny Oct 17, 2019 @ 10:44am 
Originally posted by Holy Athena:

Remember you stacked efficiency to get 200%, that's not OP, that's called smart planning lol. Big difference.

Yeah but if I did the same on a starter medical tent it would still suck lol

If I did it on an infirmary It would be ok i guess but i still need to use a steam core and get level 3 research

The healing houses cost almost nothing and taken almost no effort to get lol

Yet they are better than a heaping tent that needs engineers and better than a infirmary that requires level 3 research and steam cores 😂
Holy Athena Oct 17, 2019 @ 10:48am 
Originally posted by Castania:
Originally posted by Holy Athena:

Remember you stacked efficiency to get 200%, that's not OP, that's called smart planning lol. Big difference.

Yeah but if I did the same on a starter medical tent it would still suck lol

If I did it on an infirmary It would be ok i guess but i still need to use a steam core and get level 3 research

The healing houses cost almost nothing and taken almost no effort to get lol

Yet they are better than a heaping tent that needs engineers and better than a infirmary that requires level 3 research and steam cores 😂

Exactly why I'm saying the tents need a buff, not the healing house lol.
amordron Oct 17, 2019 @ 1:09pm 
Originally posted by Holy Athena:
Originally posted by Castania:

Yeah but if I did the same on a starter medical tent it would still suck lol

If I did it on an infirmary It would be ok i guess but i still need to use a steam core and get level 3 research

The healing houses cost almost nothing and taken almost no effort to get lol

Yet they are better than a heaping tent that needs engineers and better than a infirmary that requires level 3 research and steam cores 😂

Exactly why I'm saying the tents need a buff, not the healing house lol.

Healing houses cost you from being able to go order path.

Order path gives a larger production boost for non autos same for autos so costs you production till getting autos out. The tech boost is comparable between the two.

I find faith better as allows for child labor early than using children in house of healing (you still can hit 200% eff using child labor as there that good) Allowing for a headstart on early game resources and hits for staffing hothouse/coal thumper and house of healing freeing up not only eng from med centers to boost tech by a comparable amount to the bonus of order but have kids to staff other things to counter the bonus production of order.

vs order due to not having house of healing med/tech apprentice is basically needed to boost tech ahead to get ahead on tech to not need med or to keep up with med. Making labor more of a pain.

Its quite balanced overall comapiraing the two builds.

Yes comparing house of healing to a med tent house of healing seams op. But comparing the overall cost of taking it and how your build needs to be adjusted for it its not really that op. Its strong as allows you to forgo med tech and focus on other stuff but at the cost of production. Other builds work just as well or better by never having much sick and staying ahead on production and tech to keep heat up making sick quite manageable till the hard storms. At that point they have infirmys due to the extra tech power which are better than house of healing but at a cost of eng and a steam core that I don't like using there myself.




As for tents being to weak disagree. If there where any better there would need to be a lot more sick to counter that. Already on extreme endless and most maps can get by without ever seeing any gravely ill just from tents. Till the 2nd storm. Without doing a single tech upgrade for tents. Without med apprentice to boot. Thats strong enough. You shouldn't be able to get by with basic med all game. There weakness is countered by keeping sick under control. The goal is not to let your pop get sick. A good build keeps your sick down to a level that tents are able to handle. Remember the tents are just that a tent with some want to be doctors trying to save you. There nothing more than first aid.
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Date Posted: Oct 17, 2019 @ 9:08am
Posts: 6