Satisfactory

Satisfactory

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DizzyChimera Jul 13, 2022 @ 11:54am
What's the point of gas nobelisks?
It seems like ordinary bullets or nobelisks would be more effective. Really, a lot of the combat stuff seems... Excessive? At the point where I got a rifle and standard ammunition, what I'm doing can barely even be considered combat, the enemies are just so outmatched.
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Showing 1-14 of 14 comments
tkraftson Jul 13, 2022 @ 12:17pm 
I now rely on the explosive rebars. They are very effective at blowing up the beastly bee hives from a distance. They kill the spitters with one or two shots and the big hog with two shots. I don't need nobelisks at all especially gas, and don't need rifles.
The Big Brzezinski Jul 13, 2022 @ 12:22pm 
Vehicle ramming and melee while they're ragdolled is still the most efficient way. Or just ram them off a cliff, build stuff, and ignore them afterwards. I don't care what they do after my machinery is up and running.
joe_schmoe_gamer Jul 13, 2022 @ 12:52pm 
Who knows what's in store for our intrepid pioneer when 1.0 is released. Gas Nobelisks may becomes important
DizzyChimera Jul 13, 2022 @ 1:02pm 
Originally posted by tkraftson:
I now rely on the explosive rebars. They are very effective at blowing up the beastly bee hives from a distance.
How big is the explosion on explosive rebar? It seems like if you need to take out more than one and they're not bunched up, the rifle that can take out three without reloading would be more convenient.
Originally posted by HAL_9000dr:
Who knows what's in store for our intrepid pioneer when 1.0 is released. Gas Nobelisks may becomes important
Yeah, who knows. Maybe they'll serve as stink bombs you can use to clear animals off for a while so you and your stack of filters can finish your business in peace. Maybe it'll go all Valheim, and phase progression will require winning a boss battle for materials to make a critical project part in addition to everything else. Maybe CS have no overall concept for how combat should fit into factory building, and are just throwing spaghetti at the wall and seeing what sticks.
God of Snacks Jul 13, 2022 @ 1:54pm 
Still waiting for the impact nobelisk rifle ammo
CAT PRIME Jul 13, 2022 @ 2:17pm 
Originally posted by The Big Brzezinski:
Originally posted by HAL_9000dr:
Who knows what's in store for our intrepid pioneer when 1.0 is released. Gas Nobelisks may becomes important
Yeah, who knows. Maybe they'll serve as stink bombs you can use to clear animals off for a while so you and your stack of filters can finish your business in peace. Maybe it'll go all Valheim, and phase progression will require winning a boss battle for materials to make a critical project part in addition to everything else. Maybe CS have no overall concept for how combat should fit into factory building, and are just throwing spaghetti at the wall and seeing what sticks.


Considering how they've said there's not gonna be any major combat focus or tower defense, I don't know why they would even bother adding different ammo types and explosive variants in the first place.

Cool, I have tactical nukes and literally nothing to use them on besides rocks and trees. The regular bombs are more resource efficient for clearing those. Why do I need these? Is the Korolev poster in the HUB toilet supposed to be a hint for something?

Having something to fight that's an actual threat would be a nice change of pace. As it stands I have no reason to build any weapons beyond the cattle prod because creature AI is too stupid to counter being rushed down by a madman in powered leggings wielding a stick.
Last edited by CAT PRIME; Jul 13, 2022 @ 2:21pm
You can almost hear the threat of feature creep posed by these combat additions breathing down the game's neck.
CAT PRIME Jul 13, 2022 @ 2:26pm 
Once again. Why even add these if there's no opposition? The only reason to have a gun is to kill those obnoxious stilt-potato abominations that keep wandering into factories and getting stuck on ♥♥♥♥.
Veeshan Jul 13, 2022 @ 2:56pm 
Originally posted by The Big Brzezinski:
You can almost hear the threat of feature creep posed by these combat additions breathing down the game's neck.
Exxxccactly. Now I'm not worried too much about wasted development time, given that the game is effectively 90% complete, but they've added a dozen new methods to do something that didn't need to be done in the first place. Which is perfectly fine; I have no objections to optional content.

I certainly won't be using any of these toys, but I don't object to one of the developers sitting down for a week or two to construct the system.
Last edited by Veeshan; Jul 13, 2022 @ 2:57pm
Originally posted by Mizar:
Originally posted by The Big Brzezinski:
Yeah, who knows. Maybe they'll serve as stink bombs you can use to clear animals off for a while so you and your stack of filters can finish your business in peace. Maybe it'll go all Valheim, and phase progression will require winning a boss battle for materials to make a critical project part in addition to everything else. Maybe CS have no overall concept for how combat should fit into factory building, and are just throwing spaghetti at the wall and seeing what sticks.


Considering how they've said there's not gonna be any major combat focus or tower defense, I don't know why they would even bother adding different ammo types and explosive variants in the first place.

Cool, I have tactical nukes and literally nothing to use them on besides rocks and trees. The regular bombs are more resource efficient for clearing those. Why do I need these? Is the Korolev poster in the HUB toilet supposed to be a hint for something?

Having something to fight that's an actual threat would be a nice change of pace. As it stands I have no reason to build any weapons beyond the cattle prod because creature AI is too stupid to counter being rushed down by a madman in powered leggings wielding a stick.
I think the post was related to this: https://thecycle.game/ Since I often see The Cycle and Satisfactory being talked together alot, although their not the same game, nor even made by the same company, i can see two screens on Cycles steam page that are oddly akin to the pod opening intro an when we get the rifle.
Last edited by ❤ Sly Succubus ❤; Jul 13, 2022 @ 3:45pm
DizzyChimera Jul 13, 2022 @ 3:50pm 
Originally posted by Mizar:
I have no reason to build any weapons beyond the cattle prod because creature AI is too stupid to counter being rushed down by a madman in powered leggings wielding a stick.
i'm wheezing. thank you so much for this beautiful sentence
Bookslayer10 Jul 13, 2022 @ 5:04pm 
Originally posted by sunsetMoth:
Originally posted by Mizar:
I have no reason to build any weapons beyond the cattle prod because creature AI is too stupid to counter being rushed down by a madman in powered leggings wielding a stick.
i'm wheezing. thank you so much for this beautiful sentence
I think the creature AI is really broken in experimental. The spitters basically don't attack, the large ones deal no damage, the hogs run away the second you hit them so you can easily chase them down, the crab hatchers are easy to run down and kill before they spawn, and stingers pause for a while after their attacks, making them easy to survive by being evasive. Large groups of crab hatchers in close proximity are the most challenging things currently.

I don't think this is intended, it's experimental after all, so the AI will probably get much better. Once that happens I hope that I will find a reason to get into alternate ammo types, or even just use anything other than the basher.
DrNewcenstein Jul 13, 2022 @ 6:41pm 
It's not just experimental. I recently had a row with a flying crab swarm and a spitter, where I let the spitter's cluster bombs wipe out all but one crab. They both finally gave up on me. I could stand next to the spitter and he just ignored me, and the sole surviving crab just hovered nearby.

As for the clusters of crab spawns, get high and surround each one with nobelisks, and set them all off. The chain reaction will clear them out.
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Date Posted: Jul 13, 2022 @ 11:54am
Posts: 14