Subnautica

Subnautica

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Team Vladof Aug 25, 2017 @ 8:07pm
Cyclops Thermal Recharge Module?
I'm having issues with this...

1) unlike seamoth and prawn, cyclops HUD doesn't seem to have any temp gauge. So, I can't tell how hot things are when I'm running cyclops.

2) If it's anything like prawn's thermal mod, then temps of like 50C+ should let it recharge. But, I park the cyclops near a vent that I know is 50C+ after using my prawn to test the temp. But, the cyclops doesn't seem to recharge. So, does the cyclops need to be fully surrounded by heat (basically in the ILV or LV)? A smoking vent isn't good enough?

3) What irks me about both prawn and cyclops is there's no HUD visual to denote that the thermal mod has kicked in either. I can see the prawn's energy slowly go up. But, it should be more readily apparent... like an icon should show up or something. This should especially be the case with the cyclops, b/c by the time you toss ion cells into it, the energy is still shown as a percent %, but is now based off of 6000 instead of 1200.. so the % changes much slower.

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And, just as a basic nit-pick.. why can't I build a recharge cable at my base that would let me plug my base power into my cyclops to just recharge it off a base anyways?

It's dumb having to micro-manage the power in the cyclops. Lug cells back-n-forth to bases to power cell recharge stations (or use the seamoth / prawn to charge them in moonpools).

They should make it where I can just run a cable from my base to cyclops. Or.. if I park cyclops near enough to a power transmitter.. it will automatically recharge my cyclops.

Why is this so manual-labor intensive?
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ImHelping Aug 25, 2017 @ 8:15pm 
As a warning, right now the Cyclops thermal reactor is also seriously and fabuolously buggy. (Heeads up, some people may try to derail your thread about how salty they are I'm telling you.).

Before the ghost update citing "We improved the reactor". The ETA best case scenario parked over lava with the engines off and no lava larva on you recharge times for empty power cells were-

Regular: 20 minutes. Ions: 50 minutes.

Current times? Roughly 60 minutes for regulars. Roughly 300 minutes for ions. Again, that's if you are parked over lava with everything turned off and no lava larva on you.

In experimental when they implemented that improvement, something went wrong. And for whatever reason, these reported errors made it into live.

These figures are not hyperbole or exageration. Not unless you want to go "But technically it only takes 270 minutes and seventeen seconds!" variety missing the point.

The devs at least, have said it's supposed to actually do it's job. Way back when it was first implemented, they shot down worries that it would take even TEN minutes to recharge regualrs with "Give it a chance! It's not that bad". But whoops it was much longer, and also lava larva couls till drain you dry even with the thermals installed in the not as hot parts of the inactive zones.

So they promise to fix it. Point out that larva are not suppoed to be a notable impact if you have the thermal reactor installed, etc. So it's SUPPOSED to be good. T

they just seem to be having some difficulties in getting it right, between lots of people screaming at the top of their lungs that AFKing from your Cyclops for an hour or more is prime time gamplay. (Or, reversing their argument that you're instead supposed to be more patient if you yourself point out you can walk to the alien base and back before it's even halfway finished recharging).

TL;DR: Thermal reactor is bugged to take for realsies up to roughly 300 minutes to recharge your empty ions. And that's if you're parked over lava with everything turned off.

Make do with a crapload of spare power cells in the meantime.
Last edited by ImHelping; Aug 25, 2017 @ 8:17pm
Team Vladof Aug 25, 2017 @ 8:25pm 
Originally posted by ImHelping:
As a warning...

Yeah, I scanned the thread about "Cyclops 4.0 = Easy". We have a split community on a major issue once more. No big surprise there. (at least it means folks are not complainig about lack of guns in the game...LOL!)

I actually wouldnt' mind if the cyclops takes a long time to recharge.. like... 30 minutes or so.

B/c the way I use the cyclops is mostly passive.

I take it to a location, park it some place safe, then go about my business in seamoth / prawn.

I just use cyclops as a passive mobile base of operations and vehicle transport.

I guess some folks want to use it more aggressively by arming it with shields and parking it where aggressive enemies are hammering away on it and complaining that it's running out of juice while keeping the shields up.

This last play through I only used the cyclops to head down into the lost river and parked it right over a safe spot before the cove tree cavern. I spent all my time using the prawn to explore all the deep stuff, and the seamoth to check out the high stuff.

With normal power cells alone and evasive skills, the seamoth and prawn can make it across the map and back with energy to spare.

Honestly, I feel bad for my cyclops, b/c I build it and it just seems to be pointless.

I tossed all the mods on it to park it near the thermal vent in the lost river thinking it would recharge.. and I could use it as a base of operations to recharge batteries for tools.

But, when I noticed nothing was happening, it just irked me how lackluster the HUD feedback for it is.

Plus, with all the alien gates you can open late-game.. it almost makes it pointless to do cyclops down in the lost river / lava zone anyawys.

I prawned the whole lava zone to containment area.. then just opened up gates and used those to head back to my main base in safe shallows with prawn. Got a lot of mileage on the old prawn.

Cyclops sat down in lost river rusting from disuse.
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Date Posted: Aug 25, 2017 @ 8:07pm
Posts: 2