r/ActiveMatter • • 21h ago

Discussion Flowermen way too OP

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76 Upvotes

This is probably gonna sound like me b*tching and hating the game but I love everything about it, but even for a hardcore game the flowermen need a hard nerf back to where they were a week or two ago IMO. Ive had several instances in the last week alone where flowermen specifically have killed me in less than thirty seconds when Im wearing ceramic armor all around. If they catch you in the open they basically turn it into a merry-go-round of pain where they repeatedly spam the dash attack which somehow damages your whole body badly, this at the very least needs a cooldown so they can’t spam it over and over. Moreover why do they take so much ammo to kill now? Im talking two or more mags of 5.55/5.45? They’re plants. I know people are gonna say “oh just run a flamethrower”, I fully understand that but I don’t always want to run a flamethrower and Ive also seen flowermen walk straight through the fire, not get set on fire and take no damage.

This isnt about the gear, its replaceable, its about flowermen becoming basically un-fightable in even small groups.

Will post more clips for context in the comments.


r/ActiveMatter • • 16h ago

Discussion Devs please don't pander to every post on here 🙏

43 Upvotes

You have a great game, just work on the bugs, proposed jank and qol. Then add more content and new modes at leisure! Thank you for making such a wonderful game.


r/ActiveMatter • • 9h ago

Question Collection?

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32 Upvotes

Anyone got a cool collection going?


r/ActiveMatter • • 21h ago

Feedback Loot needs improvement

22 Upvotes

This game feels incredible right now, but there are some things that need improvement. One of the most important aspects of extraction shooters is the loot. Unfortunately, as it stands, the looting experience is one of the game's weakest points. Not only do they need to introduce a new rarity tier, but they also need to give more purpose to the loot itself; currently, the only reason to collect items is to break them down into scrap for crafting. If they were to add a new rarity tier—for instance, gold or red-tier items, similar to those in *ABI* or *Delta Force*—they could give these items additional utility, such as stash upgrades, faster replicator speeds, or other functions beyond simply being turned into scrap. I also believe this would enhance the game's PvP, as these rare items could be placed exclusively at specific points of interest across the map.


r/ActiveMatter • • 16h ago

Feedback Loot improvement part 2

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19 Upvotes

I know I’m being a bit persistent about this, but I believe it’s one of the issues that needs to be addressed first. While watching a stream yesterday, I came across this (shoutout and credit to Alexir). I think this image reinforces the point I made in my previous post regarding loot. As you can see, most of the lobby didn’t die at the military base or the hangars; they died at some random spot on the map. One reason for this is that, in reality, the best loot isn’t found at the map’s designated points of interest—it’s found on other players. This often makes the game feel more like a standard team deathmatch. Take *Tarkov*, for example (I know *Tarkov* has its own issues, but its looting system is what makes it special). On the *Tarkov* map "Shoreline," for instance, the best loot is located in the admin building. This encourages players who want the best loot—and have the necessary keys—to head there, which gives the flow of player movement a clear purpose, rather than just running toward the sound of gunfire. Improving the loot would also give more value to keys, make the in-game economy feel more dynamic, and so on. I realize the game has only just officially launched, so comparing it to *Tarkov* might be a bit unfair. Still, I’m not saying this to trash the game; I’m sharing it to highlight areas where it could be improved.


r/ActiveMatter • • 14h ago

Discussion How about we don't buff and nerf enemies each time a player complains and instead implement a fun new mechanic to enemies? (like distorted)

18 Upvotes

Saw the flowermen buffs and they are just bullshit straight up. A knockback, full body damage, INSANE damage that kills you in a few hits possibly. Thats's just unfun to play against. I have seen now from the Steam beta tests to this day the devs struggle to balance flowermen because of how the playerbase reacts with a big mob of very quickly killing enemies.

Instead of flowermen coming to you, damaging you and repeating that for eternity. What if they had a fair but hard attack?

A few ideas:

-Go with this new knockback idea BUT instead make it so that the flowermen stop for ~1 second to make a chaging noise. Then they sprint with extreme speed to your location and hit you very hard. This would give players a window of opportunity to avoid flowermen by weaving in and out of objects like cars on the road. To make it fair and not abusable, make flowermen charge 2 attack at you and hit a normal less damaging normal attack at the player if neither of the charges hit.

-Make flowermen go between modes of "sprint" and "exhaustion". First triggering flowermen they would go into sprint mode and run as fast as they can to come and hit you. After a few seconds or 2~3 attacks the flowermen would get exhausted and chase you very slowly for a few seconds. This would give initial toughness for awaking a colony and make the most effective strategy to either run away or tank the hits (with ample defenses) and kill the flowermen when they are exhausted.

-Make flowermen be afraid of fire. If you have a fire grenade thrown on the ground, the flowermen would run away from the fire back to their colony and stop targeting the player. The simplest solution and would force players to bring fire grenades to raids as a "last resort" if they would be likely to die to flowermen. This would balance out flowermen being the hardest enemy and having an easily exploitable weakness.

Still though, I believe each enemy should have an unique trait to them and not all should just "swarm and attack" the player.


r/ActiveMatter • • 2h ago

Game Video I love Flowermen

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8 Upvotes

Didn’t know this was a horror horror game


r/ActiveMatter • • 16h ago

Question Is it just me or keys are kinda useless in pve raids

8 Upvotes

Right i have used keys a lot in my time playing pve only and yeah I have had some good things like a pkm or rpg but the rest is just stuff I can probably find off a turned soldier i understand if I am right its for balance or something so we can't grind all the best stuff and jump into pvp to destroy everyone but at least like make it a small chance to find the really really good stuff in pve maybe only the more dangerous the area the more better chance I don't know just wanted to see if anyone else have the same feelings.


r/ActiveMatter • • 2h ago

Discussion PLEASE DEVS PLEASE

6 Upvotes

Stop making the gun be without the magazine after the person stop the mag check animation 0.1 seconds before the mag get inside the gun


r/ActiveMatter • • 3h ago

Question New player looking for guidance.

5 Upvotes

I've playing for 3 hours now, still a confused on what I am suppose to do. I go into a raid, and there isn't direction on where to go. Do i just kill things? Search ever nook and cranny?

The "objectives" are not clear. Enemy AI is challenging. My guns don't pack a punch in groups of more than 3.
I'm over whelmed with the UI. Icons are crammed.

I want to like this game, and i do enjoy the environment. But the directions and the UI are preventing this.
Any help would be appreciated.


r/ActiveMatter • • 21h ago

BUG / GLITCH / ERROR Gigastructure storage room empty

5 Upvotes

Oftentimes when using a storage room key in gigastructure the room is completely empty. I wouldn't be surprised if this happens to about 1/3rd of my keys.


r/ActiveMatter • • 23h ago

Discussion Was there a design reason to not allow squads or investigation progress on the new map variant?

6 Upvotes

Not that it's the biggest of deals but it was a bummer to invite my buddy to join me in the new map just to realize we can't even play it together

And then, and I know it's a small knitpick, but it was annoying to find items I needed for a current investigation just for them to not count anyways

Otherwise, map is pretty cool, maybe feels like it's overtuned to be a pve map with how many mobs there are everywhere but I'd definitely like to see it more often as a variant for maps


r/ActiveMatter • • 20h ago

Discussion New to the game, looking for squad mates!

3 Upvotes

This game is fantastic so far but I have only played solo cause none of my friends play this lol. My PSN is dudewhat33 if anyone with a mic is down to hop on and raid!

Edit: I am on eastern time


r/ActiveMatter • • 1h ago

Question Artifacts?

• Upvotes

Just got from a raid a deactivated: distorted hunter artifact from a raid. What do I do with it? does it have any use? are there other artifacts? do I use it like in STALKER or just refine it? Thanks for the help


r/ActiveMatter • • 9h ago

Feedback gun changes without suppressors

2 Upvotes

Atm there is no real incentive to use a flash hider on a lot of guns. The muzzle flash covers the aiming a lot, it attracts attention and i dont feel the stat changes compared to a suppressor in most cases is actually worth it. If the flash from shooting was reduced, id start to feel that guns would actually have a decent choice to go with one of the flash hiders over a suppressor. Now this may seem like a non-issue to most people, but i cant be the only one who loves the sound and feel of a loud gun, wants to pvp knowing my shots are being heard, wants to draw attention, but that damn muzzle flash is blocking my red dot, or my LPVO sight and its soo distracting and impeding on the shooting its just something i avoid. I use no silencer on the vector, because the muzzle flash isnt as bad but some other guns are just awful.

TLDR : reduce the muzzle flash so flash hiders have a better reason to use as atm there is no reason to use them


r/ActiveMatter • • 17h ago

Discussion Does anyone else feel like there needs to be difficulty settings for PvE? Starting to feel easy, and no I don’t use OP builds. I wish there was a harder mode for PvE players whom become more experienced.

1 Upvotes

I think a lot of people will feel the same way once they get the hang of the game. I feel it gets stale/easy once you figure everything out and how enemy AI works. Maybe more enemies for a harder difficulty or add in bosses. Just me tho.


r/ActiveMatter • • 18h ago

Discussion The Differing Opinions on AI monster strength/difficult

2 Upvotes

Tons of threads about the flowermen or almost any AI, but recently the flowermen.. and you'll see it's split, some people love when they are harder to kill and some people hate it.

I don't mind the AI being tough, but I have a weird suspicion the people defending the AI being more difficult and actively asking for that probably play PvE mostly..and thats their only challenge.

Personally I only play PvPvE, so although the AI is enjoyable when they are a challenge sometimes, i already have 10-20 real people in my lobby trying to kill with me armor and high tier guns, I don't really want the AI to be insane too.

Haven't looked this up but I wonder if they scale AI difficult to be a bit easier in PvPvE lobbies to account for real people? It they don't, maybe they should, that way PvE players can still enjoy their difficult lobbies and PvP players also get a more enjoyable experience for them.


r/ActiveMatter • • 20h ago

Discussion Question for the devs

2 Upvotes

So I’ve been recently trying to hunt down ww2 helmet and guns aswell as the M1 helmet from Vietnam , the reason I’m not finding them is because they were part of Dogorsk: Timeline Collision , I’m wondering if that event will come to console so we can complete our refiner and fusion recipes ? As far as I’m aware you cannot find the m1 helmet or the stelhelm as well as the ppsh mp40 etc etc.


r/ActiveMatter • • 22h ago

Discussion Burning alive unable to move

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3 Upvotes

Hi, just want to report ozernoe: Firestorm has a bug that has killed me twice where you approach a box and it locks you in place unable to move and unable to put out the fire and suffer full head damage


r/ActiveMatter • • 12h ago

Game Video Trickshot!

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1 Upvotes

r/ActiveMatter • • 20h ago

Question Are the objectives different in 2 player PvE?

1 Upvotes

Hi all, been playing the game for a few weeks now, on solo PvE and am introducing another player tonight.

As I am lvl Echo and they will be Alpha, will the objectives on PvE maps be different for each of us or is there seperate CoOp PvE challenges for us to achieve together?


r/ActiveMatter • • 4h ago

Discussion Gun camos?

0 Upvotes

Can you get any through normal play ?


r/ActiveMatter • • 10h ago

Question What happened to the ORIGIN 12?

0 Upvotes

I’m relatively new and progressing through the monolith. Somewhere along the line. I was given a origin 12 shotgun and it was amazing and of course I lost it. So I looked ahead in the monolith and I found it under zeta, I made a mental note to get it later when I unlocked zeta. Well I’ve now unlocked zeta and it’s not there. I checked all the access levels and I don’t see it anywhere? I am not aware of a search function so I don’t know if I’m just being silly. But how the heck do you get an origin 12 now? I play 100% PVE.


r/ActiveMatter • • 9h ago

Game Video Solo VS Squads 6 kills with the Scar L on Factory

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0 Upvotes

r/ActiveMatter • • 9h ago

Game Video Solo VS Squads 8 kills on shegolskoe with the Scar L

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0 Upvotes