Subnautica

Subnautica

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Creature attacks in cyclops are infuriatingly common.
Seriously, it feels like you can't go through 80% of the map without silent running enabled and I have to stop for repairs every 500 meters or so. It's borderline lunacy. Silent running is something that should be used for large packs of creatures or leviathins, not a single boneshark that won't leave you the hell alone.
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Showing 46-60 of 152 comments
dsegel4 May 22, 2017 @ 12:28pm 
I'm a fairly new player and only just got my cyclops. I've done a couple runs just to get the hang of it. In my short experience, if I came upon a creature (definitely was right next to the octopus creature) and set to silent running, they completely ignore you. Doesn't that solve the dilemma?
adversity187 May 22, 2017 @ 12:47pm 
So much misinformation in this thread...

Creature attacks are a joke in the Cyclops, learn to better use the speed controls. I use flank speed literally everywhere except the lost river and lava zones and I run mostly standard speed there. Please stop the whining about bonesharks FFS, they aren't as bad as people make it out or difficult to use the Cyclops around in any way. Get over it. Yes they agro from far away, deal with it.

I think MORE things should attack the Cyclops, like sandsharks and stalkers. As much as people like to cry about it, neither of them currently can.
Phaota May 22, 2017 @ 1:12pm 
Actually, the aggro issue with the bonesharks is a legitimate problem sine they are not supposed to leave a zone that is a good distance away just to attack the sub. Take mine, for instance. I have it parked on the ocean surface above base built on the sandy ledge below the beach on the northern island. Every so often, a lone boneshark will appear a fairly good distance from the location along the southeastern ridge. The space between it and the sub on the surface is quite big, well out of its aggro zone or visual attention. But, if I even step foot in the Cyclops, it instantly leaves that distant area and attacks the ship. Upon leaving the sub, it ignores the vehicle and slow makes it way back down to its former area. That's an ugly bug and one I reported on Trello a good while back and needs fixing. Entering your sub should not aggro any creature, especially bonesharks.
Zemecon May 22, 2017 @ 1:24pm 
Maybe change the aggro trigger from getting into the Cyclops to moving the Cyclops instead (unless in Silent Running Mode). But I agree - Bone Sharks should not be going after the player from miles and miles away merely because the player set foot inside the Cyclops. It is as much unrealistic as it is hard on the player.
Axauv May 22, 2017 @ 9:25pm 
Originally posted by Zemecton:
That would take away the issue of risk. The whole idea here seems to be to make all players feel like they need to make due with a destructable Cyclops. I don't feel the same level of risk with a toggle that makes something dangerous and risky as I do with something that is already always going to be dangerous and risky.

nope, not even close actually. think about it. what can you DO from inside the cyclops?

Can you get blueprints?
Farm minerals?
Scan creatures?
Use tools?

you have to be OUTSIDE the cyclops to play the game of Subnautica, so the risk is still there- it would just give players who CHOOSE to have it the security of an ACTUAL MOBILE BASE. you would still have to wander with the prawn/moth/seaglide to get ANYTHING done.

it's more accurate to say that it adds PITA, rather than risk. you already put yourself at risk every time you exit the thing if you are in a dangerous zone. and let's not forget the cyclops already punishes you for using it- it is VERY difficult to maneuver, slow, and has no weapons at all; it also has very poor visibility (even with the cameras) and there are many places it can't even get to. not to mention the speed nerf on silent running being too severe, and being unable to repair the destroyed cyclops and potentially losing everything you put in it, depending on where it dies.

Tissue paper cyclops should be a toggle.
Last edited by Axauv; May 22, 2017 @ 9:33pm
Klegran  [developer] May 22, 2017 @ 9:39pm 
I'm not understanding this whole notion of the Cyclops being called "tissue paper" -- it has more hitpoints than anything in the game by x3. It has a full suite of methods to clear agro or run away from enemies. It can go into stealth mode and avoid agro in the first place. It has a feature that makes it literally invincible that you can use whenever you want. It is only attacked by a small subset of creatures - stalkers, sandsharks etc won't even acknowledge it.

The Seamoth gets attacked by the exact same creatures, many of which can one or two shot the Seamoth yet it's not called tissue paper and I'm not sure why. Where is this idea that the Cyclops is fragile coming from when it is numerically and mechanically the most beefy vehicle in the game?
kwong20287 May 22, 2017 @ 9:44pm 
Glass cannon.
Zemecon May 22, 2017 @ 9:46pm 
Originally posted by blawsonhull:
Originally posted by Zemecton:
That would take away the issue of risk. The whole idea here seems to be to make all players feel like they need to make due with a destructable Cyclops. I don't feel the same level of risk with a toggle that makes something dangerous and risky as I do with something that is already always going to be dangerous and risky.

nope, not even close actually. think about it. what can you DO from inside the cyclops?

Can you get blueprints?
Farm minerals?
Scan creatures?
Use tools?

you have to be OUTSIDE the cyclops to play the game of Subnautica, so the risk is still there- it would just give players who CHOOSE to have it the security of an ACTUAL MOBILE BASE. you would still have to wander with the prawn/moth/seaglide to get ANYTHING done.

it's more accurate to say that it adds PITA, rather than risk. you already put yourself at risk every time you exit the thing if you are in a dangerous zone. and let's not forget the cyclops already punishes you for using it- it is VERY difficult to maneuver, slow, and has no weapons at all; it also has very poor visibility (even with the cameras) and there are many places it can't even get to. not to mention the speed nerf on silent running being too severe, and being unable to repair the destroyed cyclops and potentially losing everything you put in it, depending on where it dies.

Tissue paper cyclops should be a toggle.

If the Cyclops has a chance of being destroyed when you take it somewhere and you do not want it to be destroyed then it is a risk to take it there. That is the whole idea. Is displacing the topic of contention your idea of reasoning? It is the Cyclops we do not want to lose. Otherwise you wouldn't be complaining about your chances of losing it. That is the way it should be. Subnautica is overall a risky game.
adversity187 May 22, 2017 @ 10:25pm 
Originally posted by Phaota:
Actually, the aggro issue with the bonesharks is a legitimate problem sine they are not supposed to leave a zone that is a good distance away just to attack the sub.

Says who? You could also just put your Cyclops on silent running before leaving if you're that worried about it? That way when you come back that evil boneshark won't even notice you? The only problem in stable is loading a game, since the speed isn't saved, but this is fixed in experimental.

Take mine, for instance. I have it parked on the ocean surface above base built on the sandy ledge below the beach on the northern island. Every so often, a lone boneshark will appear a fairly good distance from the location along the southeastern ridge. The space between it and the sub on the surface is quite big, well out of its aggro zone or visual attention. But, if I even step foot in the Cyclops, it instantly leaves that distant area and attacks the ship. Upon leaving the sub, it ignores the vehicle and slow makes it way back down to its former area. That's an ugly bug and one I reported on Trello a good while back and needs fixing. Entering your sub should not aggro any creature, especially bonesharks.

Mind posting a screenshot/video? I'm not sure how far you're talking... Are they crossing biome boundaries?

As far as I can tell, bonesharks are working as intended and I don't have any problems with them. I also have to deal with a lone boneshark attacking my Cyclops when I park at my base, doesn't bother me at all. If it attacks me, I did a poor job of parking and he's clearly telling me to keep off his lawn. No one made you build your base by bonesharks either, you're free to build in a plethora of boneshark free biomes where you won't have to deal with them.
Captin_Lagg May 23, 2017 @ 12:57am 
Originally posted by Klegran:
I'm not understanding this whole notion of the Cyclops being called "tissue paper" -- it has more hitpoints than anything in the game by x3. It has a full suite of methods to clear agro or run away from enemies. It can go into stealth mode and avoid agro in the first place. It has a feature that makes it literally invincible that you can use whenever you want. It is only attacked by a small subset of creatures - stalkers, sandsharks etc won't even acknowledge it.

The Seamoth gets attacked by the exact same creatures, many of which can one or two shot the Seamoth yet it's not called tissue paper and I'm not sure why. Where is this idea that the Cyclops is fragile coming from when it is numerically and mechanically the most beefy vehicle in the game?

Hitpoints are meaningless when your manuverability is HIGHLY limited. Its a very large, slow, unwieldy sub that makes navigation difficult at times. The seamoth gets little to no complaints because it can out manuver everything, and anything that does pose even the slightest threat, ZAP, proximity defence. The prawn cant take a lot of abuse either, but it can punch things in the face before they become an issue, i have gotten rather good with boxing bonesharks and taking zero damage.
As for stealth mode, its there, and its on that setting a vast majority of the time if not all the time, not just because the sub pulls agro from a long distance away, but the sub wont shut up about cavitating. Slow, normal, flanked, its telling me im cavitating, it gets annoying to listen to if you try driving the thing from safe shallows to active lava zone.
The invicible addon, its nice, for the brief time its on, then bring on the cooldown.
The sonar, long overdue, however pushing the button repeatedly to have the sonar work while trying to drive through the lost river entrance at the front of the arora, not the most fun or enjoyable thing to do. Thanks for finally fixing the lights, range feels short, but at least they dont glare the cockpit, much appricated.

The Cyclops is cursed to plod along and get beat on, or slowly plod along in stealth mode with the option to go fast dangaling in my face and the consequences of doing so whispering in my ear.
Zemecon May 23, 2017 @ 3:19am 
Originally posted by Captin Lagg:
Originally posted by Klegran:
I'm not understanding this whole notion of the Cyclops being called "tissue paper" -- it has more hitpoints than anything in the game by x3. It has a full suite of methods to clear agro or run away from enemies. It can go into stealth mode and avoid agro in the first place. It has a feature that makes it literally invincible that you can use whenever you want. It is only attacked by a small subset of creatures - stalkers, sandsharks etc won't even acknowledge it.

The Seamoth gets attacked by the exact same creatures, many of which can one or two shot the Seamoth yet it's not called tissue paper and I'm not sure why. Where is this idea that the Cyclops is fragile coming from when it is numerically and mechanically the most beefy vehicle in the game?

Hitpoints are meaningless when your manuverability is HIGHLY limited. Its a very large, slow, unwieldy sub that makes navigation difficult at times. The seamoth gets little to no complaints because it can out manuver everything, and anything that does pose even the slightest threat, ZAP, proximity defence. The prawn cant take a lot of abuse either, but it can punch things in the face before they become an issue, i have gotten rather good with boxing bonesharks and taking zero damage.
As for stealth mode, its there, and its on that setting a vast majority of the time if not all the time, not just because the sub pulls agro from a long distance away, but the sub wont shut up about cavitating. Slow, normal, flanked, its telling me im cavitating, it gets annoying to listen to if you try driving the thing from safe shallows to active lava zone.
The invicible addon, its nice, for the brief time its on, then bring on the cooldown.
The sonar, long overdue, however pushing the button repeatedly to have the sonar work while trying to drive through the lost river entrance at the front of the arora, not the most fun or enjoyable thing to do. Thanks for finally fixing the lights, range feels short, but at least they dont glare the cockpit, much appricated.

The Cyclops is cursed to plod along and get beat on, or slowly plod along in stealth mode with the option to go fast dangaling in my face and the consequences of doing so whispering in my ear.

The whole point of having a lot more health is because the Cyclops will be bigger and slower. They put the extra health in - 500 more than it used to have - to compensate for that. The Cyclops is now "on par" with the other two submersibles.

The issue with dangerous creatures - particularly bone sharks - becoming aggressive and homing in on the Cyclops from hundreds of meters away the moment you set foot on the Cyclops is probably either a bug or an oversight. Phaota put up a Trello card and the developers are probably looking into it now. Read the above posts, please.

As for the rest of your post, it seems like you're just splitting hairs out of frustration. It takes a while to get used to the new Cyclops but you will get used to it. Or quit using the Cyclops altogether, which would be stupid and wouldn't affect anything, anyway. A lot of other players have already gotten used to the new Cyclops by now.
Eric M May 23, 2017 @ 3:45am 
The Bonesharks administer 30 damage per hit on the Cyclops. The Cyclops has a total of 1500 HP. For the Cyclops to be destroyed by the Bonesharks, it will take 50 hits. This is only accounting for direct damage by the Bonesharks. Yes, if you allow a fire to get out of control, it will destroy the Cyclops faster.

Recently, I uploaded a video showing this. I had several Bonesharks attacking the Cyclops while I viewed the HP HUD in the engine rooom. It was actually fun. Eventually a fire was started but I decided to ignore it. I jumped to the helm, threw on the shields and went into flank speed. I released a decoy as well and surfaced away from the threat. I got far enough away that I could step out and repair the sub. I forgot about the fire and the smoke started getting to me. I immediately hit the fire suppression system which quickly eliminated the fire and smoke threat. I got outside and completely repaired the Cyclops.
Pyronymer May 23, 2017 @ 3:53am 
Devs still havent given a clear direct answer on the intended designed role of the Cyclops they just walked into the first criticism of it being annoyingly constantly damaged the majority of biomes and told critics they just shouldn't build it, it's clearly not for them.

And now they are spouting off about hit points like the only thing they comprehend about game play is abstracted DPS spreadsheets. There is more to it than that. There is clearly a problem. Anyone with half a brain can tell you constant damage and repairs in the majority of game biomes and potential uses/roles of the Cyclops was an obviously bad idea undermining the already marginal role of a vehicle already suffering from major probably irredeemable game design issues regardless of hit point totals.

The cyclops is a mobile storage closet with extra repair and charging chores and minimum speed only limits attached that isn't even that useful as a mobile closet due to it's entry and exit issues and the fobbing off of a real docking tube "to maybe after release if we feel like trust us".

It isn't even particularly good as a vehicle delivery mechanism with the implications for cyclops recharging chores alone. If EVEN the actual fans of the annoying damage are never taking it below 200m then it's clearly become a VERY poor vehicle delivery mechanism indeed.

Even before the update there just wasn't a really good and rewarding game play reason to ever build the Cyclops. A cyclops update should CLEARLY have been focused on making it better in SOME way so as to make it a rewarding a viable element of game play. They did the opposite instead because apparently the Devs cannot tell the difference between making progress on a problem piece of content and moving backwards with it instead.

But boy do they have a finger hot on the pulse of Hit Point totals! (though not so much community relations hey?)
Tim Timsen May 23, 2017 @ 3:59am 
Originally posted by Eric M:
The Bonesharks administer 30 damage per hit on the Cyclops. The Cyclops has a total of 1500 HP. For the Cyclops to be destroyed by the Bonesharks, it will take 50 hits. This is only accounting for direct damage by the Bonesharks. Yes, if you allow a fire to get out of control, it will destroy the Cyclops faster.
So basically, if you ignore warnings and pretend to be Rambo, you're asking for losing your Cyclops.
People tend to forget that survival games usually have some challenge/s.
The Cyclops made the game both too easy and even boring, because you can put everything important in it, plants, a fish tank, a bed etc.
Now that swimming fortress is vulnerable, and everyone freaks out.
Pyronymer May 23, 2017 @ 4:16am 
The 30 damage thing is just him cherry picking his own anecdotal data unrelated to actual real usage of the the Cyclops and multiple more numerous contradictory anecdotes.

It's basically fake science setting out with a predetermined outcome of "everything is fine everyone critical is just bad at gaming!" instead of actually attempting to investigate what critics were annoyed with.
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Date Posted: May 21, 2017 @ 6:16am
Posts: 152