Subnautica

Subnautica

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Volcott Jan 29, 2018 @ 6:02am
Is the bulb zone a decent place for a second base?
My first one's right next to where my escape pod landed, and is more an underwater apartment where I keep storage lockers, some QoL stuff like a trash can and an upgrade table, and knick-knacks from the aurora. I need more room and more power, and I noticed some vents in the bulb zone in between the 17 gorillion eletric eel things.
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Showing 61-75 of 91 comments
Ragnarok Jan 30, 2018 @ 12:24pm 
Originally posted by Alaskan Glitch:
Originally posted by Shrek:

I couldn't stand arma 3. Just.... couldn't find a good server. Everytime I enter a server, one team has to be jerks about it. Its no fun unless you are super high level.

So ill stay away from it.


As for subnautica, I just got the game like four days ago xD
There are no levels on Arma III, and I get around the jerk servers by creating my own server. That also has an amazing effect on FPS, and you don't have to worry about which mods to load.

One of things I enjoy most about Subnautica is having the game take me by surprise. So few games are capable of doing that. Even after almost three years of playing this game, it can still surprise me. This game is largely about controlling one's fear of the unknown. So if you really want to enjoy the game for a long time don't visit the Subnautica Wiki, don't look at any of the player created maps, and avoid spoilers whenever possible.

I could have sworn there were levels/ranks...
CrazyGoblin Jan 30, 2018 @ 1:24pm 
Modded server maybe? Luckily, the only levels in Subnautica are levels of horror/frustration.
Alaskan Glitch Jan 30, 2018 @ 1:55pm 
Originally posted by CrazyGoblin:
Modded server maybe? Luckily, the only levels in Subnautica are levels of horror/frustration.
There are "Ranks" for NPCs that determine their skill level in Arma III (e.g., Private, Corporal, Sergeant, etc.), but no ranks or levels for players. With mods you can do just about anything, and there are way too many mods for Arma III. Which is why it is such a pain in the posterior joining Internet servers.

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.
Ragnarok Jan 30, 2018 @ 1:57pm 
Originally posted by Alaskan Glitch:
Originally posted by CrazyGoblin:
Modded server maybe? Luckily, the only levels in Subnautica are levels of horror/frustration.
There are "Ranks" for NPCs that determine their skill level in Arma III (e.g., Private, Corporal, Sergeant, etc.), but no ranks or levels for players. With mods you can do just about anything, and there are way too many mods for Arma III. Which is why it is such a pain in the posterior joining Internet servers.

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.
Last edited by Ragnarok; Jan 30, 2018 @ 1:57pm
Alaskan Glitch Jan 30, 2018 @ 2:11pm 
Originally posted by Shrek:
Originally posted by Alaskan Glitch:
There are "Ranks" for NPCs that determine their skill level in Arma III (e.g., Private, Corporal, Sergeant, etc.), but no ranks or levels for players. With mods you can do just about anything, and there are way too many mods for Arma III. Which is why it is such a pain in the posterior joining Internet servers.

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.
Yea, after playing for years on Stratis and Altis, APEX was a very welcome DLC. Now you have a jungle/tropical environment. There are no locked weapons in Arma III, and with the Marksman DLC and the CUP Weapons mod you are probably talking about between 200 and 300 different weapons from all over the world.

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. :steamhappy:
Last edited by Alaskan Glitch; Jan 30, 2018 @ 2:12pm
Volcott Jan 30, 2018 @ 2:44pm 
In the end, I decided I should at least expand my first base to something respectable before building a second. At the very least, it's in a good, central location. I just threw up a few more solar panels for power in the short term. I don't plan to use a water filtration thinger, so it's just the moonpool, some chargers and a searchlight using juice atm.
Alaskan Glitch Jan 30, 2018 @ 3:02pm 
Originally posted by Volcott:
In the end, I decided I should at least expand my first base to something respectable before building a second. At the very least, it's in a good, central location. I just threw up a few more solar panels for power in the short term. I don't plan to use a water filtration thinger, so it's just the moonpool, some chargers and a searchlight using juice atm.
Why do you need more than one base?

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.
Last edited by Alaskan Glitch; Jan 30, 2018 @ 3:03pm
Volcott Jan 30, 2018 @ 3:08pm 
There are enough panels that there's enough stored power to get through the night, even with things charging. No need for a bioreactor. The central location bit is a benefit at the moment, even if it won't continue to be.
Big Jan 30, 2018 @ 6:20pm 
Originally posted by Alaskan Glitch:
My personal preference is the northeastern Mushroom Forest on the border with the Blood Kelp Forest biome. I only have to deal with the occassional Boneshark, Crabsquid, and Warper. It is a nice location, near two of the Lost River entrances. The bad news is that there is very little room to expand horizontally, but the good news is that you can expand vertically.

http://steamcommunity.com/sharedfiles/filedetails/?id=760208297
this is a very nice location actually, since the wreck is literally behind him/her. its also close to the grand reef, the floating underwater islands, and the blood kelp zones, which have very useful resources
Alaskan Glitch Jan 31, 2018 @ 1:50am 
Originally posted by Cynical Syndicate:
Originally posted by Alaskan Glitch:
My personal preference is the northeastern Mushroom Forest on the border with the Blood Kelp Forest biome. I only have to deal with the occassional Boneshark, Crabsquid, and Warper. It is a nice location, near two of the Lost River entrances. The bad news is that there is very little room to expand horizontally, but the good news is that you can expand vertically.

http://steamcommunity.com/sharedfiles/filedetails/?id=760208297
this is a very nice location actually, since the wreck is literally behind him/her. its also close to the grand reef, the floating underwater islands, and the blood kelp zones, which have very useful resources
While there is indeed a large wreck directly behind the base, near the large central mushroom. It is also true that in front of the base is the Blood Kelp Forest and one of the Lost River entrances (the other one is about 500 meters behind the base in the Dunes biome). However, the Grand Reef is at least 1 km due south, so I wouldn't exactly call that "close." You are closer to the Mountain Island than the Grand Reef. But you are right about resources. They are plentiful.

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.
WWDragon Jan 31, 2018 @ 8:10am 
Originally posted by Alaskan Glitch:
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.
They can take you out of your super suit?!?

Aw man I just got from the bulb area and I did NOT like that place.
Now there's worse to come?
CrazyGoblin Jan 31, 2018 @ 8:14am 
Originally posted by WWDragon:
Originally posted by Alaskan Glitch:
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.
They can take you out of your super suit?!?

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.
WWDragon Jan 31, 2018 @ 8:29am 
Originally posted by CrazyGoblin:
Originally posted by WWDragon:
They can take you out of your super suit?!?

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.
:steamsad: Sounds so mean!

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!
Last edited by WWDragon; Jan 31, 2018 @ 8:31am
avil Jan 31, 2018 @ 8:35am 
Don't turn on the lights, use sonar. Also make an armor for your seamoth. About that.
CrazyGoblin Jan 31, 2018 @ 8:49am 
The standard recommendation for bonesharks is to distract them with a different light source. Usually this means a flare.

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.
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Date Posted: Jan 29, 2018 @ 6:02am
Posts: 91