#Stacking SFA is a too OP
41 messages · Page 1 of 1 (latest)
I also think stacking SFA is too much. Bandages make sense tho
Stop playing solo or learn to decisively kill with headshots in a skirmish Vs 4 mans/avoid and split them up before engaging.
Imo the stackable amount of meds should be decreased overall. Bandages 2 instead of 3. Pirate Bandage 3 instead of 6. Small first Aid Kit shouldn't be stackable at all. Pirate First Aid Kit should be 2 instead of 3.
Edit: Forgot about Large Water Bottle. That should be 2 instead of 3.
I think stacking the items as they are is fine, and the change I'd prefer to see is the pirate items be equivalent to the old values and the non-pirate versions take a 15-20% reduction in ability.
I'm not a fan of that honestly cause it would lead us right back to the same situation that caused a massive outrage after Excavation 1.0 dropped which was that you need more time just to heal the same amount of damage. Only difference being now that instead of using one bandage that takes long to heal you would need two bandages to heal the same amount for example. Therefore I'm against nerfing meds this way.
As you like. I don't feel stacking SFA in particular is an inherent issue, just could use some rebalancing in some directions if people dislike it. ((I personally don't mind it.))
Though realistically it makes less sense that SFA can stack vs things like Aspirin or Morphine. It makes more sense for those to stack. How many doses of aspirin come in a bottle IRL? A lot more than one. And given the stress and insanity of the environment there's nothing in my mind that makes me doubt people would use needles multiple times if there was medicine in them.
I think letting those stack in 3-4 uses for aspirin or 2 for morphine would bridge that gap fairly well.
Well the problem right now is more that all the players who have traders level 10 come in with 20 SFA which makes it really tough for players who can't buy them yet. So maybe it is the time to remove SFA from the traders instead of nerfing the meds itself?
I could see that being a solution too. I don't have level 10 traders so that hadn't crossed my mind. I could live with the following.
-Let us craft SFA, make it cheaper than pirate first aid. There's some precedence for this with the Pirate / Marauder ships
-Remove SFA from traders
-Allow SFA to stack to 2
I personally like that you can craft Pirate meds only now but you have a plausible idea. Cause something has to be done against this SFA inflation.
I've been saying forever that sfa should unlock sooner than lol 10 traders. Make em available at 5.
Wouldn't stop the inflation of SFA but could help to establish a more equal ground between players. But I would prefer some sort of limit to buy SFA.
IMO there's room for both at the crafting table. Honestly it could lend more progression too. You unlock SFA before pirate first aid, and Pirate first aid heals more and stacks larger, but takes more effort to do.
Wiki says SFA heals 36%, which means a pirate first aid heals somewhere around 40-43%. Enough to be an increase, but not game breaking to have those vs normal SFA. Having the ability to craft both would level that field a bit, as then you can't just buy them willy nilly and have to put the effort in to get them, but would still be reasonably effective.
Now that it's brought up, I really don't think the issue is the amount of SFA you can bring into raid, it's the ease of access you have for it vs what you can bring in. There's rarely a reason to bring LFA since SFA is so readily available and effective, so putting some gameplay stop on that would help.
Limits on quantity purchased isn't a new concept either. Tarkov has that too, and while I know this game isn't trying to copy Tarkov, it's at least a concept in competitors. Maybe 2-4 SFAs per trader swap would help too.
I agree there is space for both on the crafting table. It is just a personal preference of mine to have a vlear vut between craftable and buyable meds the same way it is with the ships.
The last paragraph is exactly what I mean with SFA inflation.
I'm for this solution.
Yea like I said, I don't have level 10 traders so that's where my perception was differing. I can't buy them anyways so it didn't click in my mind that was the issue vs them stacking
I think 4 SFA per swap would be reasonable but I can see argument for 2 as well. "Swap" being whenever the traders switch from one to another, not a universal timer for everyone like Tarkov does.
Oh, here's an interesting thought actually. Limits on how many you can buy per raid. Traders take 15 minutes to swap, making time-based swaps nearly meaningless ((Most raids I've been in where I didn't get insta-clapped last around that long or longer)).
So you can buy 2 at a time, and can't buy more until you run a raid. It fits lore too- You're a ragtag group and the traders may not be willing to sell one guy their whole stock since that reduces their returns on people bringing stuff to sell back.
As well, you can always run them, but no where near the same quantity. But, still a useful quantity- That's 72% healing in 2 items, letting you go from near dead to near full.
I don't think any food or first aid items (including bandages) should stack. It was already too easy to bring a huge amount of meds and food items into a raid and now it's been made even easier.
This change has also practically removed one of the more important risk/reward decisions that we always had to make. We no longer have to make the "Do I pick this up or do I keep that food/healing item?" decision as often since we can stack so many bandages in a single slot now. I can carry 9 bandages in 3 slots instead of eating up 9 slots so I can easily carry several more items and I simply won't have to worry about bleed at all anymore since bandages are so easy to carry. It makes the bleed mechanic almost pointless.
This is the first change that I really, really hope they revert.
This
Not sure why you're getting clowned here, I'd always recommend new players to run with a squad in Discord until they've learned the maps
A compromise could be only the craftable pirate SFA beeing stackable and the regulars not? As you have to invest materials and cannot buy infinite amounts from traders. Would also be an incentive to craft more overall.
IMO removing the SFA from traders would go a bit too far. Because leveling the traders is already underwhelming as there is nothing of interest/rewarding. I´m basically just leveling the traders for SFA and 7.62 ammo. Everything else I find in raid, get from market trades/ supply drops or crafting. If the SFA would get removed I would not be interestet in leveling traders at all.
That's a valid opinion. I personally voted against removing SFA from traders too but then there has to be a limit on SFA. Either having a limit of how much SFA you can buy from a trader or what I said in my first message to revert the change and make SFA not stackable at all again.
I like being able to stack the SFA as otherwise I find it underwhelming and the pirate first aid is very expensive to consistently craft.
Buying 2 per raid would fix the issue of taking 20 into raid while still.allowing incentive to level traders.
I think a limit on how much you can buy would be a good solution. 👍
Pirate First Aid is my favorite item now and it is pretty easy to craft when you bring out a lot of the new scrapping items. But I'm sure they will nerf the scrapping items in the future.
Ya think if SIG would implement this limit that all other trader items would get limits too?
My biggest complaint with the game atm actually is that those items need a very hard nerf but thats a discussion for a different topic. That and it still requires disinfectant and I don't get a ton of that ((I also usually only run 3-4 man squads with friends so it gets divided up a lot heavier))
Imo opinion the scrapping items should be more rare and not be nerfed. And about disinfectant: My mates don't loot that and that's why I stack a lot of them.
I absolutely disagree they should be more rare vs nerfed. The amount of things you get, you'd need to make them very very rare to the point of them barely existing. I've gotten more craftables than I've stock piled all wipe from 2 table fans and that is an issue.
Yep, it's too much.
yes! because when you need synthetic or metal scrap you just buy as many flak vest, pistols and what ever just to scrap them. Thats the reason why I dont even care about looting them in raid.
When I think about it again you're right. I needed to even sell materials because I had got to many from these items. A 50% decrease in how many materials you get from scrapping them sounds right imo.
This is a bad take, this new updated added all positives
I put forward the suggestion in the thread actually discussing this, that you should be guaranteed one of the items they say you may get, and then the odds should be for 1-2 extra of each
So guaranteed 1 leather scrap, with a 50% chance to get 1-2 more. That'd be reasonable imo given you get like 3 individual crafting scrap out of most the items
No other items give you leather, fabric, AND synthetic for instance
You can also bring infinite meds as a solo player that logic doesn't make any sense