Abiotic Factor

Abiotic Factor

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Problem with Level 2 Security Base Location
So i want to say that I've been loving the game so far and plan to continue playing. However a issue friends and I have noticed since the recent patch is that the security 2nd level base location is really bad right after the shutter time limit change. Especially since the robot down the ramp corridor outside of manufacturing seems to bug out with this location now being open 90% of the time because of the automatic shutters. The robot will stay well into the afternoon camping outside the shutter door. On top of that, we have to keep the shutters closed constantly because he will walk right in and destroy everything during the day if we leave the base.

I don't mind the devs going around nerfing 'op' locations, but I think it would be appreciated if they will balance around the idea of locations rather then outright getting rid of the aspect that makes them useful and unique. Maybe allow us to power the shutters? So at night the shutters require a couple batteries or so to stay closed? And during the day we can comfortably leave the base knowing that the shutters are powered by the facility. Too many times we had to keep a friend at base, loosing out on experiencing the rest of the game just to make sure something didnt walk into our base and destroy it. And yes traps do help with the issue but they have been a hit or miss when we are away from the base.

This is just all ideas and criticism, however I still greatly appreciate this game and the fun it has given my friends and I.
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Showing 1-9 of 9 comments
Mist FR May 7 @ 2:10am 
You're unlucky, me the robot concerned has been missing for several days IG and it has never respawned...

But we agree, this timer isn't good.
yeah fix this ♥♥♥♥ man , changeing cause a streamer got locked out on purpose for clips is nuts
I think there is more than one problem going on with that office.

For starters, the shutters staying closed pretty much made player made defenses practically moot. You had an unbreakable door on your command, and sometimes had things trying to walk in with hit boxes sticking through.:steamfacepalm: In the Demo and until recently, I had no defenses in that room, because it was so dang good. Actually, I kept stuff mainly on the balcony, so I could fight whatever that teleported in (Portal Storms had slightly different spawn-in mechanics in the Demo)

Another is enemy aggro in general, which I think is a worse problem. Now that the shutters are nerfed, players that expanded their base too much will now have exposed structures, and all hostile enemies will attack those on sight. That's why the Security Bot is walking into your bases, your stuff is visible! If you removed most of your stuff from the front door, most things walking outside (even through a window :steamfacepalm:) won't bother going in.

Because of the above, the best defense most times is... nothing. Just hide behind doors and walls, and use small or medium sized rooms; small enough to be fully covered by the 'Safe Zone' to prevent hostile spawning. I'm not thrilled by that either, because that means a key part of the game, making a fortified spot, is often a liability or waste of resources.

A quick fix for your Robot worries is to just move your Crafting Bench further into that room. Almost anywhere on that balcony, or better yet, at the window overlooking the gate to Manufacturing, and that bot will disappear (until that gets patched :steammocking:).
Originally posted by MechWarden:
A quick fix for your Robot worries is to just move your Crafting Bench further into that room. Almost anywhere on that balcony, or better yet, at the window overlooking the gate to Manufacturing, and that bot will disappear (until that gets patched :steammocking:).

Only problem with that fix is that the workbench and actually most of our stuff is already upstairs, there is nothing really close to the door but the robot has and will continue to walk up to the shutter door, turn red and walk up the stairs to the workbench. So moving our stuff isnt really a fix until the aggro range of the robot is fixed
having to power the door at night would be a perfect nerf to the location without making its defining feature basically pointless unless you have someone camp the door
Mr. Box May 7 @ 3:21pm 
I personally feel like the Level 2 Security Office Nerf is just not helpful. The auto-timer just makes the shutters annoying to deal with and almost useless at times. And if the idea is that you don't want your players to just hide all night, well the fact is they eventually have to go out at night anyway. The robots (typically) will not activate unless at night time, and anomalies won't appear at night, both having essential crafting materials you need.

I would either revert that change, or as someone else suggested, having to power the shutters when night comes around, making batteries and such much more useful. By adding the 30-second timer, you've turned a unique feature of a location into an actual nuisance that might as well just be removed.
Last edited by Mr. Box; May 7 @ 3:22pm
I also don't like the security shutter nerf and I don't even use that base location. As others have said, 30 seconds is simply not long enough to be useful in any circumstance - for all intents and purposes, the shutter side of the room is 'un-walled.' As it stands, the only way to make that base location useful is to access it only through the rear entrance and never touch the keypad that opens the shutters - and if you opened those shutters before this change was made, or you didn't realize that those shutters cannot be closed again before opening them, you're out of luck, which always feels bad.
Originally posted by Silent Snake:
Originally posted by MechWarden:
A quick fix for your Robot worries is to just move your Crafting Bench further into that room. Almost anywhere on that balcony, or better yet, at the window overlooking the gate to Manufacturing, and that bot will disappear (until that gets patched :steammocking:).

Only problem with that fix is that the workbench and actually most of our stuff is already upstairs, there is nothing really close to the door but the robot has and will continue to walk up to the shutter door, turn red and walk up the stairs to the workbench. So moving our stuff isnt really a fix until the aggro range of the robot is fixed
You haven't fully read my statement.

I agree that the aggro of things, not just the robot, needs to be adjusted (and have made several posts about this), but the current workaround is to move your Safe Zone close enough to the Security Robot station to despawn it.

Can't have robot problems if there is no robot! Feedback on this method should be fairly quick as it will disappear within moments of placing your Crafting Bench down.
Keags6 May 8 @ 8:38am 
Yes please remove the shutter timer.
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Date Posted: May 7 @ 1:48am
Posts: 9