Subnautica

Subnautica

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hmkagm Jan 5, 2017 @ 9:10am
Disabling the Big Gun
Hi all :) o7

Has anyone managed to disable the big island gun in the time allocated because i missed it by a few seconds and because i am infected it would not let me do it but it does give you a new location to go to. So is the sunbeams life over if you fail the timer or can it actualy be turned off so your rescued.

i am not on the experimental mode eaither i am on survial mode.
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Showing 1-8 of 8 comments
Aracanthus Jan 5, 2017 @ 9:11am 
Can't yet....you're infected! The Sunbeam getting nuked is part of the story, there is nothing you can do to stop it.
Last edited by Aracanthus; Jan 5, 2017 @ 9:11am
hmkagm Jan 5, 2017 @ 12:02pm 
thanks
ipohondric Jan 5, 2017 @ 5:43pm 
Possybly a way to save sunbeam... As far as i understand, it's arrival is triggered by reciving a reply to S.O.S. ... so... Do not repair communication module on lifepod (still, you can repair the pod itself) and do NOT create new message reciver. find the island, find the disease, find the cure, cure the disese, go turn off that gun, and then, ONLY THEN, repair the communicator in life pod (or create a new one) thus trigger unbeam's arrival, ship saved... No telling if it CAN land at all... But you can try
ßδ1σ¼ ¿? Jan 5, 2017 @ 6:32pm 
I wonder if you can just avoid triggering the Sunbeam's countdown and disable to gun before hand. It doesn't seem to rely on triggering the sunbeam before going into the gun and getting the coords. Of course getting cured isn't in the game yet, but in the future it could work
Swampy Jan 5, 2017 @ 6:51pm 
You aren't able to save the Subeam yet. You might be able to in the future, but the devs haven't implemented a cure for the infection yet.
hmkagm Jan 6, 2017 @ 6:13am 
ok if you cant save the sunbeam why put a timer in the game ?
FuturistDreamer Jan 6, 2017 @ 6:43am 
It's part of the storyline that is really only useful the first time you get it.

Keeping the comm device turned off at this point is pretty useless. At this point, I'd make the following changes to the communications/storyline:

1) Story (including Aurora destruction) progression is turned off until Comm device is repaired - or Comm device is not damaged from the start.
2) Until Aurora is destroyed, *no* wrecks exist, only pods. So even if you run around doing stuff, you're not going to get many vital pieces (seamoth, prawn, cyclops, propulsor/repulsor, etc...) until you can search the wrecks and get the blueprints.
3) Communications are *ALWAYS* immediately patched to the PDA. Story progresses regardless of whether/when you click on the communications device.
4) No more signal drop items - the signals are stored in the PDA when you get them and you turn them on/off there exclusively.
5) If they keep the Comm device damaged at start, as for what is going on with the Aurora - it's still 1km of radioactivity, the crew that was still on board is all dead and you're still all alone.

Either make the comm device repair part of the storyline/game progression, or make it irrelevant and don't have it damaged at all.

Honestly, at this point I'm not sure why you repair anything on the pod, other than to make it look nice - the power units still recharge and you can still do everything you need to. Who cares whether you repair it or not? I'm pretty sure you can do everything you need to, from start to end of the game, without ever repairing anything in the pod.
Midnightorder Jan 6, 2017 @ 6:53am 
Well I tried building a base around the cannon,, so it blocked the shot completely, and it just did what it wanted anyway :P
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Date Posted: Jan 5, 2017 @ 9:10am
Posts: 8