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Other than that, my go-to at the moment is the Xeno-Zapper, or the Xeno-Basher when I get tired of hitting fireflies more than once.
Not sure what kind of updated enemy AI to expect; that may change the whole ball game.
You can finish the game with the starting xeno-zapper once you learn the moveset of the wildlife, although the xeno-basher is a fine upgrade and nobelisks are fun too. The only strategy needed is jumping or strafe-circle-dodging. But you can build something to stand on if you like.
Aye, you can right now.
But if the AI/enemy behavior scripts are getting an upgrade, that might change.
It also opens up more opportunities for future developments in wildlife. If the player has access to better weaponry, the devs are less restricted in what they can add, although with how vocal some players are about the difficulty of the current creatures, I doubt the devs will be introducing anything that cannot be defeated by a foundation or a wall.
To be fair, the only enemy I currently feel the need to upgrade from the Xeno-Zapper for is the Alpha Hog. The others can be cheesed by terrain and/or strategy relatively easily, with the fireflies topping my "actually annoying" list. Once you've fought enough of them, the combat becomes more of a dance; Charge in, Bap-bap, sidestep, one-two-three-four, run and jump-three-four, bap-bap-two-three-four, spin...
It all comes down to muscle memory and pattern recognition; so far, the patterns have been fairly unimaginative, albeit quite effective against newcomers who don't yet know the timings and motions.
For a while there, it seemed like we had two or three threads a week either asking for the mobs to be nerfed, or asking for them to made more challenging, depending on which side of the learning curve the poster was on.
The current weapons were already more than a match for the available wildlife.
Unless creatures get harder, or new enemies are added, it almost feels like we've been given a solution to a problem that doesn't exist yet.
Besides i can't imagine some of these newer ammo types being unlocked before the basic stuff. They're bound to cost some expensive resources.
Basically by the time a player can craft these we'll already be well acquainted with enemies and have little use for them other than to try it out and chuckle.
Maybe they could adjust the spawn randomness of creatures, where occasionally you get like a wandering herd of 12 ram types or randomly come across 5 alpha spitters on my hike. Giving me a reason to carry a nuke or turbo ammo.
Is that good, or bad? Who can say for certain?
It would be a shame to get rid of the starting "murder everything for power" strategy, but a requirement for researching tech for weapons is probably more satisfying than just starting with all the animals readily defeatable.
That being said: I do think that these new additions are not to make the game more dinamic or difficult, I think it's to make the game better. In a way, it's very annoying having to lose 5 slots or more just to have ammo, and burn through it because some enemies are tanks. xD The faster I can kill them AND continue making my factories, the better.
Really, Rebarb Gun is useless mid-game to late game, so having a shot-gun type ammo for that is awesome, and having a stun gun type of ammo is also very good in case you need to heal. What I am afraid is that they make the enemies more tanks than they already are, because there are no items in Satisfactory that raises your deffense and some enemies kills you with a single hit. That's very troubling.
I AM excited for being able to use my Hoverpack with my hazzmat suit because that's a must for nuclear.
This is especially true once the biome update hits. We need to fast ways to clear all that tree junk.