Abiotic Factor

Abiotic Factor

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Suggestions Regarding Laser Technology, Gameplay Dynamics, and Base Building
I understand that the topic I’m about to discuss is somewhat related to how we choose to use our imagination in the game. However, unlike a sandbox game, Abiotic Factor is a survival game where we have a clear goal: escaping the facility.

The technologies unlocked up to the laser tier provide significant comfort and utility, but I find the laser technology itself lacking in practical advantages and compelling use cases. While it’s essential to progress the story (e.g., activating the Neutrino Emitter), its utility feels limited outside of that. Previous technologies seem more versatile and efficient, making lasers unnecessary as a replacement.

For example, I considered using laser turrets to protect my base, but Tesla Coils are so effective that nothing else is needed. Neither laser nor disk turrets feel worth the effort or resources compared to simply spamming Tesla Coils and Shock Traps, which make your base nearly impenetrable.

Regarding weapons and armor, my opinion changes depending on the playstyle:

In co-op, it’s fun to strategize as a team using a mix of weapons and roles. One player could use a shield with armor focused on blocking and knockback resistance, while others could wield cutting, crushing, or ranged weapons for diverse combat approaches. This setup works well for role-playing but often isn’t necessary because everyone ends up spamming the Lightning Spear, effortlessly cutting through mobs.
In solo play, the Lightning Spear dominates to the point where using heavy melee weapons doesn’t feel worthwhile.
The same redundancy applies to base-building mechanics. Once teleportation technology is unlocked, there’s little incentive to build bases outside the cafeteria. While the map includes many beautifully designed locations that seem intended for base-building, setting up and relocating a base is time-consuming and offers minimal rewards.

Here’s a specific example:
In my first playthrough (before unlocking teleportation), I built a small base near the Manufacturing area with storage boxes, beds, and a furnace to simplify looting. To defend it, I used Tesla Coils and Shock Traps (as always). Once I gathered enough resources, I transported everything via tram to my next base near the Security Booth by the cafeteria. While exploring the expansive map, I enjoyed clearing paths and using vehicles. However, by late-game, with the Sprint skill maxed out, Bionic Legs equipped, and access to teleportation, vehicles and forward bases became obsolete.

Teleportation simplifies everything, allowing instant loot transportation and rendering secondary bases unnecessary. While it enables building bases in remote, aesthetically pleasing locations, this becomes irrelevant unless you’re specifically interested in base-building as an activity. For most players, the cafeteria remains the most practical hub.

As a result, in subsequent playthroughs, I rush teleportation and Lightning Spear technology. This can be done in 2-3 hours, eliminating the need for early-game progression or alternative strategies.

Returning to technology: laser-based advancements feel redundant because earlier technologies achieve similar results more efficiently. For players who enjoy experimentation, lasers don’t offer enough incentive to invest time into them.
Date Posted: Jan 3 @ 1:25am
Posts: 0