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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.
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.
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?
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.
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.
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.
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.
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.
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?)
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.
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.