Subnautica

Subnautica

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Wait a minute...air tanks
I just noticed I don't seem to gain any benefit any more from carrying extra air tanks in my inventory. If I put all the tanks in my inventory in storage I have the same 155 seconds of air. (Ultra high tank equipped).
Is this a bug or did something change?
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15 yorumdan 1 ile 15 arası gösteriliyor
Yeah they removed tank auto stacking/refilling in your inventory it from the game.

The ultra tank still sucks in the live build, too. only 20 more seconds than the high capacity/lightweight tank. Though off in experimental land they quickly made it actuallt work right, which gives a reasonable amount of air (but again, only in experimental. Right now in live just stick with lightweight tanks).

You CAN still brute force spare air tanks. But you have to manually swap them, need to have enough empty room in your inventory to take off your current tank, and need to have remembered to fill the spare tank by wearing it someplace with air (surface, vehicle, base).

PS: Ultra tanks are a ludcirous 3x3 size when inside an inventory. So don't count on those for spares or being easily swapped out of even when they fix them in live.

One bright spot. The lightweight tank is no longer a pathetic joke. As now the lightweight tank is "High capacity, but lighter" rather than "It's a DEFAULT tank!.... but lighter"

Though I am also of the long game mindset that not being able to fat stack aircount early on actually makes the game easier, rather than harder.

Less air means you will stay within arms reach of the closest air supply like a baby far more often, until you just spend 99% of your time inside vehicles anyways.

More air means you're not sure if 50 seconds is enough time to survive returning to the surface even with a flotation bladder, because your high air count gave you more leeway to take adventerous deep dives from the surface to the blood kelp for some oil.
En son ImHelping tarafından düzenlendi; 18 Tem 2017 @ 17:32
Oh man, wow. I have so much inventory space now. I've been lugging around a spare ultra and a lightweight.
However, have we reached the point where they are dumbing down the game now? Do they think players are too stupid to understand the trade off of extra air vs speed?

I do not like this, Devs.
I had two large air tanks, one on and one in pack. I swapped them when it was down by half, and the new one was also down by half! No good, I died.

I think the air level is only kept by tank type, not by instance. Lazy programming... ;-)
İlk olarak Entrails tarafından gönderildi:
Oh man, wow. I have so much inventory space now. I've been lugging around a spare ultra and a lightweight.
However, have we reached the point where they are dumbing down the game now? Do they think players are too stupid to understand the trade off of extra air vs speed?

I do not like this, Devs.
It's more of a mixed bag. On paper it's an improvement idea, because once you actually GET it (again though, it's only working right in experimental) a single Ultra tank gives you a total of a little bit over 200 seconds of air all on it's own. Though that is small comfort in live.

In practice though, particularly in the earlier game before you start spending 90% of your time in a vehichle or at arms reach from a vehichle. It just means your bobbing up and down way more often, and just adds more time spent rather than risk while checking out wrecks.

As well, the old option of being able to auto stack a fat pile of tanks so you could spend as much time as you wanted checking out degasi jellyshroom base, was also a risk vs reward mechanic because that meant less inventory space to bring every physics gun known to man.

I can see what they were going for in an honest attempt to streamline, but removing the auto-stacking was basically a step too far in making it feel like reduced options, rather than improved options despite eventually using the mod station to make one super jumbo tank (In experimental). And lightweight tank no longer being a joke and actually something you could want.

İlk olarak cwsumner tarafından gönderildi:
I had two large air tanks, one on and one in pack. I swapped them when it was down by half, and the new one was also down by half! No good, I died.

I think the air level is only kept by tank type, not by instance. Lazy programming... ;-)
I swapped stacked the same "Type" of tank succesfully, but then I've yet to attempt that with ultra tanks. I have had it work with the other three types.

As well, about 45 seconds or so of your air is your personal air. So if you make the swap below 30-45 seconds, your meter won't max out.

I will nitpick the hell out of actual flaws and quirks in the game, goodness knows there are enough rough edges to go around. But from the sound of things, that particular example is working correctly. So I gotta make a sudden U turn and defend the game's design.
En son ImHelping tarafından düzenlendi; 18 Tem 2017 @ 18:02
İlk olarak cwsumner tarafından gönderildi:
I had two large air tanks, one on and one in pack. I swapped them when it was down by half, and the new one was also down by half! No good, I died.

I think the air level is only kept by tank type, not by instance. Lazy programming... ;-)
In order for an air tank to recharge now, it also has to be equipped while you are at the surface/in a vehicle/seabase, so you have to juggle it at the surface and underwater.

I do like that they do this now, because it seems more realistic, you only get O2 from the tank you have hooked up, and you have to change which one you have hooked up if you want to use it, makes sense to me, though maybe in the future they would've been able to fix this or whatnot.
I see what ya'll are saying, maybe those were my problem. I will check it again.

But now that I have the SeaMoth nearby it is not so bad. Except on certain wrecks, hate those ducts! 8-)
You can build a high capacity tank right from the start, it carries 3x the air as a single tank. It's more then enough to get by.

People stacking 6+ tanks so they never had to surface for air just need to get used to bringing your seamoth/prawn/Cyclops along. Once you have a vehicle the air supply is moot.

It really isn't a problem. I'll take less tanks with more air leaving me with more inventory space anyday.
Or u can just keep ur seaglide with u as u explore to counter the slow swim speed from heavy tanks. I have nvr taken my seaglide off my inventory since I can go heavy air w/o speed penalty while at the same time, w charge fins, u can recharge any battery ur using.
İlk olarak AquaX tarafından gönderildi:
Or u can just keep ur seaglide with u as u explore to counter the slow swim speed from heavy tanks. I have nvr taken my seaglide off my inventory since I can go heavy air w/o speed penalty while at the same time, w charge fins, u can recharge any battery ur using.

Ditto. Once I build the Seaglide (one of my first game priorities), I permanently leave it in my inventory and hotkeyed. Batteries are easy to make, and you can get the charger relatively quickly.
I carry two ultras in Experimental and switch. You do have to both plan on having the room in inventory AND remember to equip each of the to refill them...or it's curtains. Personally I like the added need for tactical planning. When I was a dive instructor many moons ago we had a saying; Plan your dive, dive your plan.
The ultra high capacity tank is increasing to 250 I think, or somewhere around that. It should be in Experimental by now.
Seaglide is a lot better now that they reverted to power use to how it used to be. Not too long ago you have to change the battery every 100 seconds which was highly impractical. Now that is less of an issue, especially once you get ion cells.

But it does take a lot of space and when you aren't using it, it slows you down even more. God help you if that battery dies with a leviathan on your tail.

Personally I like to have the extra inventory space so I can farm as I search for scannables. To each his own.
İlk olarak Zuleica tarafından gönderildi:
I carry two ultras in Experimental and switch. You do have to both plan on having the room in inventory AND remember to equip each of the to refill them...or it's curtains. Personally I like the added need for tactical planning. When I was a dive instructor many moons ago we had a saying; Plan your dive, dive your plan.
You guys are hardcore, being able to find your way back up when your dive reel phases through the rocks.

But more seriously, that's a job that seems much harder than it sounds. I'm going to imagine a lot of people benefited from you.
İlk olarak ImHelping tarafından gönderildi:
İlk olarak Zuleica tarafından gönderildi:
I carry two ultras in Experimental and switch. You do have to both plan on having the room in inventory AND remember to equip each of the to refill them...or it's curtains. Personally I like the added need for tactical planning. When I was a dive instructor many moons ago we had a saying; Plan your dive, dive your plan.
You guys are hardcore, being able to find your way back up when your dive reel phases through the rocks.

But more seriously, that's a job that seems much harder than it sounds. I'm going to imagine a lot of people benefited from you.
I used that dive reel once and almost died trying to follow it back through a rock ceiling. Never used it since.
İlk olarak Zuleica tarafından gönderildi:
İlk olarak ImHelping tarafından gönderildi:
You guys are hardcore, being able to find your way back up when your dive reel phases through the rocks.

But more seriously, that's a job that seems much harder than it sounds. I'm going to imagine a lot of people benefited from you.
I used that dive reel once and almost died trying to follow it back through a rock ceiling. Never used it since.
Funniest part about how if they ever implement "Automatic retract" on the dive reel in the "We're proabbly never getting around to this" list.

It would still get you killed from air loss, unless it retracted you back at greater than seamoth speeds.
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15 yorumdan 1 ile 15 arası gösteriliyor
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Gönderilme Tarihi: 18 Tem 2017 @ 17:24
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