Subnautica

Subnautica

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ChyonE Jan 1, 2018 @ 5:21pm
Whats the point of the cyclops?
its useless its slow it sucks soo much power that its pointless
whats the actual point of it?
Originally posted by redeyedraven:
The Cyclops is a powerful asset at your disposal. Driving it properly is a challenge in its own right, but with a little practice and the sonar-upgrade it should become really easy.

The cruising speed is very fast, so with well-placed nav-beacons you can zip around at surface-level and then just dive straight down.

The rig for silent running is god-mode, basically. Nothing will find you unless you ram right into it, and even if you get attacked you still have emergency-speed and/or the shield at your disposal.

As it features a docking-bay and you can place more lockers and other stuff in it, the utility of a cyclops is unchallenged. Bring the mats you need to start off a new outpost properly and you can just go building wherever you want without the need of running back and forth.

Yeah, seamoth is more nimble and easier to navigate, but doesn't get close to the utility and durability of a cyclops. And even the mighty Prawn has drawbacks, especially in more open waters.

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Showing 1-15 of 70 comments
bobidog Jan 1, 2018 @ 5:43pm 
Comfortable, capacious mobile base. Cyclops help get to the extreme zone. Makes no sense to walk far on foot.
Amanoob105 Jan 1, 2018 @ 5:50pm 
Mobilebase (secondary to the main base of course until you can get another way to recharge it).
Trasport for your seamoth/prawn (more so the latter one).
Storage/hauling cargo (add in some extra glass lockers and you can move a lot of stuff).

It's your home away from home when exploring new areas. Stealth for when you get or are going to near the big things and to big itself for warpers to do anything to you, at least while your inside it.

Early game before you can find the power cell charger just try and save using it until you need to, i.e. strip mining the aurora for new stuff.
It'll get easier once you can find the power cell charger, then you just need to make sure you don't leave the base without some spares, just in case.
Apocalypse_Later Jan 1, 2018 @ 6:03pm 
It's for transporting the PRAWN between areas, since the suit is hopelessly slow on its own.
Eagle_of_Fire Jan 1, 2018 @ 9:49pm 
Originally posted by Awzum *happy newyear*:
Whats the point of the cyclops?
Huge moving supply base. Nothing more than that as far as I could tell.
Amanoob105 Jan 1, 2018 @ 9:55pm 
Originally posted by Apocalypse Later:
It's for transporting the PRAWN between areas, since the suit is hopelessly slow on its own.
With clever use of the jets and the grappling arm you can get up some very nice speed over distance, even more so with the better jets.

....Just so long as you aren't going up hill to much. Or need to make a sharp turn. Or turn around. Or do much of any turning.
Eagle_of_Fire Jan 1, 2018 @ 9:56pm 
I never even built the grappling hook on my game. Seemed like the basic arm was way better all around, so all I have in the second arm is the drill.
DVN Jan 1, 2018 @ 11:57pm 
Originally posted by Eagle_of_Fire:
I never even built the grappling hook on my game. Seemed like the basic arm was way better all around, so all I have in the second arm is the drill.

You're missing out on the fun. Underwater spiderman does whatever.
Eagle_of_Fire Jan 2, 2018 @ 12:24am 
I built the improved jetpack instead. Seemed like a way better investment since I already have that jetpack built-in.
DVN Jan 2, 2018 @ 12:30am 
jetpack and grappling hook are required for the underwater spiderman trick
Nyello Jan 2, 2018 @ 12:52am 
Originally posted by Awzum *Trying right handed*:
its useless its slow it sucks soo much power that its pointless
whats the actual point of it?

Cool thing about this game is that you don’t have to use certain vehicles if they aren’t to your liking. Or you can start out using certain vehicles and then stop altogether and be fine.

When I get the cyclops blueprint I usually make two. I’ll keep one at the surface. Limited upgrades. Carrier vehicle for my seamoth. And the second one I upgrade heavily and carry the prawn with. I use the second one to go down into the deeper areas. Where it starts to get tight and sketchy I take the prawn from that point on.

Playing like this makes it so I can completely cut out having stationary bases.

But like I said it really depends on how you want to play and how much time you want to devote to your specific play style. If you like having stationary bases in many places and only using the prawn for deeper exploration then more power to ya. :steamhappy:
Blaine Jan 2, 2018 @ 1:19am 
The Cyclops lasts forever on six full power cells if you use it conservatively for traveling around. If you use any of its emergency features, however, then your power reserves will drop faster than a French rifle. Personally I think the power draw of silent running et al. is a bit extreme, but you only need to use these features if you've bumbled into a leviathan's territory, and you can carry spare power cells in the Cyclops if necessary.

Anyway, the Cyclops can store days worth of food and water; hold tons of salvage, loot, supplies, and crafting stations; recharge and repair small vehicles; act as a refuge from most hostile creatures; and can be (carefully) piloted near the final areas of the game, areas where building a base would be annoying and expensive materials-wise.

It's pretty much a vital part of the endgame, unless you want to build chains of habitats, which is certainly an option.

Plus, the Cyclops is cool and fun to use. My one gripe with it is that placed lockers float way out from the walls visually, which looks silly.
SeriousLee Jan 2, 2018 @ 2:07am 
as soon you get the ion power cells which hold like 300% of the power of a regular cell, and power cell loaders / energy efficiency module and refueling stations you build at abundant energy sources like heat vents , that thing will never run out of energy
Blaine Jan 2, 2018 @ 2:37am 
As soon as you get those, the game ends about ten minutes later.

That's one of the other gripes I have with Subnautica. The final upgrades should come a bit sooner, so that you actually have time to use and enjoy them.

Might be different once the final sequence is added in 1.0, though, depending on how much work it is to get the thing ready.
Last edited by Blaine; Jan 2, 2018 @ 2:39am
「wew」 Jan 2, 2018 @ 2:52am 
Transport your Seamoth/Prawn
It's a time and resource sink that has almost no return
Smart inventory management + Prawn is all you need
ItsThePaddy Jan 2, 2018 @ 3:21am 
Originally posted by Lucki:
Originally posted by Awzum *Trying right handed*:
its useless its slow it sucks soo much power that its pointless
whats the actual point of it?

Cool thing about this game is that you don’t have to use certain vehicles if they aren’t to your liking. Or you can start out using certain vehicles and then stop altogether and be fine.

When I get the cyclops blueprint I usually make two. I’ll keep one at the surface. Limited upgrades. Carrier vehicle for my seamoth. And the second one I upgrade heavily and carry the prawn with. I use the second one to go down into the deeper areas. Where it starts to get tight and sketchy I take the prawn from that point on.

Playing like this makes it so I can completely cut out having stationary bases.

But like I said it really depends on how you want to play and how much time you want to devote to your specific play style. If you like having stationary bases in many places and only using the prawn for deeper exploration then more power to ya. :steamhappy:
That wouldnt be efficent. You would have to keep crafting brand new power cells. This is why you have to have a stationary base. :steamhappy::steammocking:
Edit: Not meant in a mean way tho... haha
Last edited by ItsThePaddy; Jan 2, 2018 @ 3:22am
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Date Posted: Jan 1, 2018 @ 5:21pm
Posts: 70