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I could have sworn there were levels/ranks...
I agree. Mastering your fear of the unknown is the biggest appeal for Subnautica. Once you have done that, then there is a problem to be solved.
I might have to try getting into arma again but I def need to get the DLC Apex. AK47 was locked away last time I checked.
I pretty much mastered my fear, but I still refuse to build a base in the Blood kelp zone. xD
Thats asking for trouble with the squids, warpers and the ghost leviathan swimming around.
I still have issues exploring the deeper caves, particularly those that are too small for the Seamoth. It still makes me very nervous leaving the Seamoth, PRAWN, or Cyclops while I'm below 500 meters. The day this game begins to bore me will be the same day I stop playing. I'm not bored yet.
The best locations for a base is where resources are abundant and predators are few. Your need for resources later in the game will not be the same as it was early in the game. You will need to go deeper. Which means you do not want to be in a central location.
Searchlights suck up a lot of energy. You should be able to supply the chargers, Moonpool, and a searchlight pretty easily using a Bioreactor. Solar panels aren't much use at night. Consider them a supplimental power source, not a primary power source. Nuclear is the ideal power source. You can pretty much power everything with one nuclear power plant.
So far the Warpers do not seem capable of teleporting me out of my base. However, I have been zapped out of my PRAWN a few times while in the Blood Kelp Forest.
I'm going to build a base in the Sparse Reef this time, again near the edge by the Blood Kelp Forest fissure. I know the resources are slim to non-existant there, but I want to make a larger base this time and I will need the room to grow. This is where using the Cyclops for resource harvesting will come in handy. At my Mushroom Forest base I had no need for the Cyclops. Everything was close by and easily accessible with the PRAWN.
Aw man I just got from the bulb area and I did NOT like that place.
Now there's worse to come?
Warpers can teleport you out of the Seamoth and the exosuit, yes. And then they stab you, because they are jerks.
They're pretty much the worst living thing in the game. They can be made completely irrelevant once you finish the story, but, well... That involves finishing the story. And they'll be doing their best to stop you from doing that all the way.
Btw how do you guys deal with electric eels always sticking around wrecks and your base?
I had one right next to the wreck I wanted, then when it buggered off and I finished looting the wreck, there was one litterally right next to my scanner base when I returned.
I tried to get in my seamoth and flee, but it one shotted my sub before the animations even completed! ;..;
Also how to deal with bonesharks?
Those things charge at me from 100m away when I turn on the lights!
However, it's worth noting that Subnautica doesn't clean up after itself automatically, so that flare will be sitting there and taking up a small space in game memory until judgement day or the memory cache is cleared.
The real solution for bonesharks is to avoid them and their smelly homes. Failing that, punch them with the PRAWN suit. If that's not an option, well... Go back to avoiding.
Ampeels are also a pain because they don't care about light, so they can't be distracted by other sources or dissuaded by turning off yours. Instead, they're just really aggressive and "curious" about everything. They tend to swim low to the ground though, so if you want to keep your Seamoth safe-ish when exploring a wreck, try to park it higher off the seabed than normal. This is no guarantee though, and makes diving the wreck even more of a pain.
My solution to ampeels? Bonesharks. Invite the boneys over with a light display, and let them duke it out with the eels. 40% of the time, it works every time.
Alternatively, if you have an alien containment, get some stalker or gasopod eggs and breed an army to enforce your rightful claim on the Bulblands.