Satisfactory

Satisfactory

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is update 6 or 7 easier (hostile hazards, enemies)?
I seem to remember dying pretty fast to irradiation now I just was able to ignore it & grab a hard drive without any protection whatsoever

also I remember health regen didn't go to full health, now it does ?

overall it seems the hostile nature of the planet has been toned down by a lot to me ?
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Showing 1-15 of 15 comments
rednvss Feb 12, 2023 @ 4:44am 
To me , the creatures have never been much of a threat. I kinda welcome that little challenge in the game. In any version since I discovered this (update 3) I've developed my own way of play.. Bring it!! I've not noticed the difficultly any less or more.. just new behavior with the refined AI I have had to adapt to order to bash em over the head. The hogs don't run in circles as much but they will charge more.. and yes the health reg does go to 100% now. The Dev's have incorporated a new peaceful mode. I am unsure if it is enable by default or how it works as I have never turned it on or off. creatures in my game are just as aggressive.
Delaradra Feb 12, 2023 @ 6:19am 
I think it boils down to the player being buffed and the hazards have not.

The minor buffs being health regeneration used to auto-heal to 3 bars and as Rednvss said it now it heals to 100%, and a bunch of new ammunition types.

The major buff we got is equipment slots. Before you could only have one wearable piece of equipment at a time: Gas Mask, Radiation Suit, Blade runners, or Jet Pack. Being able to now have Blade runners and Jet Pack at the same time (and used with ground slide) our speed and maneuverability has greatly increased. Making it easier to avoid enemy attacks, and move quicker through environmental hazards.

The Flying Crab Spawner got a bit of a buff, and I think the alpha spitters got a health nerf.
Last edited by Delaradra; Feb 12, 2023 @ 6:20am
sergetechone Feb 12, 2023 @ 6:07pm 
Here my observations so far ... I play on passive mode and I notice a change in the fauna, beside they all passives, They come to you if you cut down trees / leaves to check what is going on. The gas from the gas flowers / pillars will kill any hogs and Fire Breeders. But not the Spiders. The Fire Breeders and the Hogs can co-existed but not with the Spiders. If any Spiders is around Hogs / Fire Breeder, they will attacks each others.
Tenebris Feb 12, 2023 @ 6:48pm 
Originally posted by Delaradra:
The Flying Crab Spawner got a bit of a buff, and I think the alpha spitters got a health nerf.
The crab spawner got nerfed into the ground. Like, sure, it spawns crabs indefinitely now, instead of just 3, but the crabs themselves are MUCH easier to kill now, you can kill the 3 initial ones in a single poke with the zapper if they're bunched up close enough, and then kill the spawner before it can spawn more, again, with just the zapper.
Huren Ogeko Feb 12, 2023 @ 6:54pm 
to me it seems easier but thats probably due to my skill increasing from when back in update 2 and 3 where I died in 100 dumb ways. These days I know how to manage wildlife without much hassle.
to be honest I think the they got a bit easier because now if I just run up to them often they wont even see me before have two wacks in on them. Spitters and hogs I often can kill before they even react to my presence. The evil cats however usually are maneuvering towards me even before I even know they are around.
What I do find a little more difficult are those bee things...cant think of their name but they are not easier as before as they just keep sending more and more until you just charge in tank them long enough to kill the spawner.

so the spitters and hogs are not much harder, possibly even easier due to their slow reaction times. the cats (stingers) are about the same and the crab/bee thing is probably the only thing that is more challenging
nfgman Feb 12, 2023 @ 9:02pm 
Insta-kill with jetpack johnny.

Large and elite spiders jump higher and seem more aggressive.

Spitters lost that multiple warhead volley, which was ridiculously OP occasionally.

4 types of both alpha and "junior" spitters for different locations instead of 2 types of alpha and 1 juniour.

Flying crabs as mentioned above

Much more diverse and powerful weapons, including boom box.

Respawn at a much lower radius from buildings and rails, power lines and conveyors don't stop respawns. In other words, where they could go extinct, not likely now.

Carcasses worth points.
Last edited by nfgman; Feb 12, 2023 @ 9:21pm
I was thinking hostiles but also natural hazards
gaz is still toxic without a gazmask, although in some areas you might run in & run out
but irradiation seems moot, after multiple restarts this one I can literally walk in irradiated areas as if nothing was there, take a hard drive & get out, no need to hurry

new large arachnids are very much dangerous though (without the use of new weapons)
Huren Ogeko Feb 13, 2023 @ 5:57am 
even in say update 3 I remember running into and out of gas areas without a mask and a hand fun of nuts to munch on. Same for radiation areas but there is not many radioactive areas I have to grab things in...usually I just am just running past some random cluster of uranium deposits. to get from point a to point b. in either case as far back as update 2/3 when I began playing I always just ran through these things so long as my health was reasonable high before going in without much worry.

one thing that has become less hazardous but used to be my #1 cause of death was falling. I think part of that is due to me being more skillful at not running off hidden cliffs because I know the map better but also if you are at full health you can no longer insta-death due to fall damage. You will always survive with half a bar of heath so long as you hit the ground with full heath no matter the height. That alone is in the "got easier category" for me.
Last edited by Huren Ogeko; Feb 13, 2023 @ 6:00am
that's what I'm saying you don't need nuts anymore in radiation areas, and you can stay for minutes, I used to give up on irradiated HDD gathering ... now I just go in those areas take my time to build power generation, feed each generator with wood or anything that I have on hand and also gathering all the collectibles
+ can also fight in radiation ....

as for fall damage, now you can have parachutes constantly available with you as well as boots so yeah definitely less dangerous
Huren Ogeko Feb 13, 2023 @ 6:25am 
I not sure I remember needing nuns before in radiation areas. I only bothered with them in gas areas when I had to spend time three working around crash sites or grabbing alien artifact.
I remember the first time I tried to mine a uranium deposit.,...it killed me within seconds as soon as it was in my inventory when it was doing little damage standing next to it.
my memory of these events might be hazy as this was like 5 updates ago.
Die Hand Gottes Feb 13, 2023 @ 6:27am 
I also like the peaceful mode I do not like to fight with animals but just to be able to build in peace the best features of U7
Huren Ogeko Feb 13, 2023 @ 6:36am 
I am waiting for Armageddon mode myself :)
Actually I prefer the style of optional combat the game has by default...nothing is attacking my base and only threats are when I enter areas when fauna is already living peacefully and ruin their day showing up and blocking the scenery.

As for the radiation thing. I did find that update 4 made some unspecified change to radiation levels of uranium ore but patch notes are vague as to what changed. and in 4.0.11 I think they balanced the calculation of all radioactive products to more align with the production chains in use which applies mostly to radiation put out by machines processing the materials rather then the raw and natural uranium on the map. again very vague patch note and I wasnt to find any exact numbers to look at in my cursory look into it.
Last edited by Huren Ogeko; Feb 13, 2023 @ 7:33am
Die Hand Gottes Feb 13, 2023 @ 9:00am 
You need to visit my plutonium repository
then you will know what it is hot to get radiation.
https://steamcommunity.com/sharedfiles/filedetails/?id=2931502716
phadin Feb 13, 2023 @ 10:16am 
I think they actually improved and buffed the beasts with Update 6, but they also significantly buffed the player's options as well. The new weapons and nobolisks added in that update make dealing with a number of the hazards far easier.

As for the health regen, while it can and will regenerate above 3 bars now, it is far slower above 3 bars... I think it's something like 20 minutes to get to full health? Not something you can rely on in combat or exploration. It's more just to handle the bumps and bruises as you move around your factory or recover after you get back to your base and spend some time working on it after a stint in the field. I would not say this makes the game any easier, just less tedious in terms of having to retrieve and/or consume healing items during downtime like that. If you're far from your base with hazards between you and it, you're not going to have the luxary of using that healing... unless you really want to sit around in one place doing nothing for 20 minutes.
Huren Ogeko Feb 13, 2023 @ 10:36am 
for the most part I deal with damage int he field with the copious amounts of nuts you find anywhere you go...I tend to have a least one full stack of nuts in one of the hand slots and several more stacks back at base as I usually find more then I use on most expeditions. I have yet to once use the bacon or the berry for anything...countless stack of them back at base that some day I will probably make something from.

all in all the slow regen past 3 bars is only for when I have damage back at base and cant be bothered to change to the nut and use it. I figure back at base the only danger is falling so unless I am doing some highwire construction I dont worry much about it and let the passive regen handle it over time.
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Date Posted: Feb 12, 2023 @ 3:47am
Posts: 15