The problem is that the Cyclops is either too safe and powerful and destroys any tension or fear once you get it, or too cumbersome and weak and thus not worth using at all. The Cyclops kind of breaks the entire flow and atmosphere of the game, the developers seem insistent on iterating upon the idea until they get it working though. If there's no hope of being able to reach the Cyclops again with the Prawn, even with the grappling hook and the jetpack, then your best bet is to exit the Prawn and swim back up by yourself to the Cyclops, and then bring the Cyclops down to the Prawn. Releasing the Prawn over an abyss is a pretty poor idea since yeah, the Prawn has trouble with vertical climbs if there's nothing to grapple on to. Later on you can craft better power cells that have 5x the capacity of the normal cells, that lets your Cyclops run for ages between charges, just one of them gives the Seamoth like 50km range per cell or something, so 6 of them in the Cyclops is pretty nice, that's like end-game though. I think at some point they're adding the potential for wireless charging of the Cyclops via power transmitters, so as long as you park the Cyclops near a transmitter it should start accepting power. The only reason so far to use the cyclops is to drop the Prawn of somewhat closer to where I gotta be. It should have a steel cable or something to reel it back into the Cyclops. How do you get back onto the Cyclops? Yeah. Say you park above a 500m depth biome and you release the Prawn there to harvest some stuff. Too cumbersome really.Īlso my idea for the thermal thingy is a no go because it requires a component I don't have yet. Only requires a single solar thingy to power.Īnd I need 4 power cells just to go from my base to the island and back + extra power for idle time and possible crafting and etc. Just making temp bases for the Seamoth to dock and craft some stuff seems to make more sense. It consumes enormous amounts of power even when idle and stationary and also is very fragile to attacks like it is maded out of glass. However so far the cyclops is not that useful. But they are still a pain to find to make plenty of chargers. I noticed that changing the object-graphical setting to "fade-out" increased the range for finding them which really helped. I know but finding that red aluminium oxide thingy is a real pain and I died early game (got stuck.) losing a lot of power cells that I had to recraft. I do all this because I'm very lazy and don't want to have to keep going back and forth between my base and cyclops. This way I only have to take the dead ones out of storage, swap them out with the ones in the chargers and put the new ones into storage on the cyclops for when I'll need them. Naturally right next to the door I park the cyclops infrount of. Personaly I have the six in the cyclops, at least six (if not closer to ten) stored on the cyclops and three chargers in the base with six more batterys to be swapped out next time I'm back home. You do know you can have more than one battery charger, charging at a time right? Or that you can make more batterys? That should solve it if I park it on top of it I guess. Nevermind it seems I have the "Cyclops Thermal Reactor Module" unlocked all this time and there is a thermal thingy next to my base so. I mean you can just make a temp-base with 2 solar + charger wherever you park the Nautilus but it's just such a pain to do this all the time. Only 2 batteries per charger and I need 2 batteries just for moving forth and back + another 2 or so just for idle power + more for everything else. Originally posted by Squirting Elephant:Well so far this battery charging&switching is making me nuts.
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