Subnautica

Subnautica

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deadbus Feb 5, 2018 @ 6:21am
Cyclope power consumption is so stupid
Second time I found myself without energy miles away from base. Every options except usual movement consumes sooo much energy. And engine doesn't turn off when you're away from Cyclope. It just stupidly unfun to get back into Cyclope and find it dark and dead, because there is no energy. And silent movement - you turn it on when you see Leviaphan to move away from it and then find yourself without energy in dark abyss.
Originally posted by ImHelping:
As you can see OP. The majority of "NO IT'S FINE!" claims are based on foreknowledge from having played this game dozesns of times.

GET ION CELLS! Because an upgrade 10 mintues away from the end of the game and infinite ion crystals is going to help a legit playthrough.

GET THE THERMAL REACTOR! Because an item that needs Kyanite via prawn drills at the deepest depths of the game is totally going to help your fresh cyclops.

YOU DON'T NEED STUFF BECAUSE I CAN REACH THE CONTAINMENT FACILITYIN FIVE MINUTES. That's certainly going to help new players who don't drive with a wiki open in their lap.

If you want some real comedy, back when the devs bugged the thermal reactor to take literally 300 minutes to recharge ion cells while parked over the lava outside the containment facility (The single hottest spot in the game)?... Still got defended, and even attempted to be spun as "No obviously when a patch claiming a 50% increase in speed makes it take hundreds of minutes longer instead, clearly that's working as intended."

Too many people have their rep tied to inconvenience across countless games. A balanced gameplay experience means less people complaining about stupid stuff they can leap in and scream at "I for one, think it's too EZ and we should have the cycllps cost 200 titanium to craft!"
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Showing 1-15 of 102 comments
Naestra Feb 5, 2018 @ 6:25am 
You need Ion Powercells, also, alsways keep at least 12 fully charged power cells and use the Cyclops Thermal Reactor Module upgrade.
deadbus Feb 5, 2018 @ 6:31am 
Originally posted by Naestra:
You need Ion Powercells, also, alsways keep at least 12 fully charged power cells and use the Cyclops Thermal Reactor Module upgrade.
Thats a nice advice, but its too late - I'm deep in Lost River for example. And I'm with Prawn, while Moth is on base. So I have no idea how to get back because oxygen will end and Prawn won't be able to climb over those caves. I didn't know that silent movement consumes soooo much energy and I had to use is just to avoid Baby Ghost.

It's a damn future and I have intellegent helper in my pocket PC, but nobody says that I should turn off engines on Cyclope before leave it or that every option there uses TONS of energy. Learning on those mistake are so miserable experience, I can't even image they let it out on game release version.
deadbus Feb 5, 2018 @ 6:33am 
Originally posted by Naestra:
You need Ion Powercells, also, alsways keep at least 12 fully charged power cells and use the Cyclops Thermal Reactor Module upgrade.
As I heard before I have to go to Lava River to get Ion cells and materials for Thermal reactor so this advice is just lol, because it so much trouble to get there without this stuff.
CrazyGoblin Feb 5, 2018 @ 6:34am 
Don't suppose you have a thermal generator unit on the PRAWN? Or a grapple arm?

With the generator you can move the PRAWN somewhere with a lot of heat and use it as a cell charger to swap out with the Cyclops engine cells. If you have a grapple arm then you can easily maneuver your way out of the LR.

EDIT: Saw the comment about thermal gens, kinda forgot that little factoid. Still, grapple arm is king.
Last edited by CrazyGoblin; Feb 5, 2018 @ 6:35am
Naestra Feb 5, 2018 @ 6:34am 
Originally posted by deadbus:
Thats a nice advice, but its too late - I'm deep in Lost River for example. And I'm with Prawn, while Moth is on base. So I have no idea how to get back because oxygen will end and Prawn won't be able to climb over those caves. I didn't know that silent movement consumes soooo much energy and I had to use is just to avoid Baby Ghost.

It's a damn future and I have intellegent helper in my pocket PC, but nobody says that I should turn off engines on Cyclope before leave it or that every option there uses TONS of energy. Learning on those mistake are so miserable experience, I can't even image they let it out on game release version.

I think it is all part of the game to make mistakes and learn from them.
Getting stuck down there happened to me too, it was scary as ♥♥♥♥, and hard to get out of there then come back, but it is why I love Subnautica, the struggle is part of it ! :peeperfish:
Last edited by Naestra; Feb 5, 2018 @ 6:36am
frogger Feb 5, 2018 @ 6:34am 
take the power cells out of the prawn and use them to get the cyclops back
Naestra Feb 5, 2018 @ 6:37am 
Originally posted by deadbus:
Originally posted by Naestra:
You need Ion Powercells, also, alsways keep at least 12 fully charged power cells and use the Cyclops Thermal Reactor Module upgrade.
As I heard before I have to go to Lava River to get Ion cells and materials for Thermal reactor so this advice is just lol, because it so much trouble to get there without this stuff.
Then always remember to keep at least 12 fully charged powercells in a locker.
Armos Feb 5, 2018 @ 6:38am 
It's definitely something to be careful about. I personally stopped using silent running mode, and just gunned it past any hostile creature that came by. Repaired it after each encounter once in safety. For example, the juvenile Ghost Leviathans in the lost river, that tend to come between you and the tunnel leading to the next place you need to go.

I'd assume you know this already, though I'll still suggest bringing an extra power cell or two along. That and building power cell chargers in your Cyclops so that they can be deconstructed for building in a temporary seabase. If you bring everything you need to set up a temporary charging outpost inside your cyclops, getting stranded somewhere isn't quite so bad anymore.

Basically gotta make a checklist.

  • Power Cell Charger
  • 6 Titanium for Multipurpose Room
  • Aerogel, 2x Magnetite and 5x Titanium for Thermal Plant
  • Optionally, bring enough stuff for a Bioreactor and Alien Containment
  • Growbeds in Cyclops or Multipurpose Room
As for the alient containment in the above bullet list, you wouldn't have a quick reliable source of energy for your bioreactor yet. I would personally suggest doing it in a permanent recharge outpost somewhere, though it's entirely up to you. I use Ampeels for their 9000 energy output over their time in the bioreactor, effectively an unlimited source of energy.

Additional to above, you may consider building power transmitters from your main power base along every 80~ meters or so that you go. It's a lot of work, gold and titanium to burn through, but it can be well worth the trouble in the long run. Any new base you build will already be connected to your power grid, enabling quick power recharging. That said, it's worth hoarding as much gold and titanium as you can fit in your Cyclops at that point.
Last edited by Armos; Feb 5, 2018 @ 6:39am
Bugs Bunny Feb 5, 2018 @ 6:47am 
To the OP:

You are just being dumb about it all IMHO. First off, when you go to the mall for a shopping spree do you leave your car running? Same goes with your Cyclops, you turn off the engine when you are not in movement.

Second, you need to understand that every single thing you can toggle on that thing consumes energy like crazy, except the lights. Also, anything you have in the sub that can consume energy will (using a fabricator, cell charger, battery charger, possibly med kit thing, etc).

Last but not least, you should always have spare cells... A full set of 6 is a minimum, a full locker of them isn't too much.

Also, there is a thermal generator upgrade for the Cyclops... The Lost River is full of thermal vents, so you got all you need to stay there indefinitely.

Also, you should have mats on your Cyclops... Build a base down there with cell chargers and recharge your cells.

There is just an infinity of ways you can fix your problem... Just think a bit. Heck, you can even make it to surface with a seaglide if you know your way.
Befitzero Feb 5, 2018 @ 6:47am 
Getting stuck is why I keep the seaglide on me, Cyc runs out of juice? No problem I just run back to base.

The prawn is farily useless without the Grapple arm in the Lost River, I also installed the jump upgrade to help move around.

If you ran out of juice for the Cyclops while you were gone odds are you left the engine running and silent running on. You don't leave your car running when your just sitting in the house so why would you leave the Cyclops running when your not there?

You also need to have the battery eff mod installed to take the Cy on long range trips, without it you will have to make a lot of power cells just to get it anywhere.
deadbus Feb 5, 2018 @ 6:51am 
Originally posted by Naestra:
Originally posted by deadbus:
Thats a nice advice, but its too late - I'm deep in Lost River for example. And I'm with Prawn, while Moth is on base. So I have no idea how to get back because oxygen will end and Prawn won't be able to climb over those caves. I didn't know that silent movement consumes soooo much energy and I had to use is just to avoid Baby Ghost.

It's a damn future and I have intellegent helper in my pocket PC, but nobody says that I should turn off engines on Cyclope before leave it or that every option there uses TONS of energy. Learning on those mistake are so miserable experience, I can't even image they let it out on game release version.

I think it is all part of the game to make mistakes and learn from them.
Getting stuck down there happened to me too, it was scary as ♥♥♥♥, and hard to get out of there then come back, but it is why I love Subnautica, the struggle is part of it ! :peeperfish:
Both hunger and water have signs on your UI and women voice that gently reminds you to eat or drink or get some oxygen. But when I left Cyclope for first time it had like 75% of energy, and when I came back with resources it had 0%. Working engine burned everything and I had no signal no advices from game, no signs at all. Everything in this game (except location of some resources, try to find nickel without guide - cmon!) is clear and understandable, but not Cyclope energy consumption - nothing in game says about it. I think it's just developers mistake, and I don't think it should be a part of game.

I'm even ok with how much energy it needs, but there is nothing hard to at least make a short tutorial message that player have to turn it off before leavinng. It's one of those small things that cost nothing to developers but drives players crazy and destroys whole game experience.
Larentoun Feb 5, 2018 @ 6:54am 
Hmm. I'm used to leave Cyclop with engines online (when I have spare ones). It's barely takes a percent for a 3 minute of roaming. Maybe that's because of engine mod...

Maybe you left your Cyclop with emergency speed/silent mode/shield? Those things eating energy even when you "afk".

EDIT: Oh, and if you missed -
Originally posted by frogger:
take the power cells out of the prawn and use them to get the cyclops back
Last edited by Larentoun; Feb 5, 2018 @ 6:54am
deadbus Feb 5, 2018 @ 6:55am 
Originally posted by Deicide666ra:
To the OP:

You are just being dumb about it all IMHO. First off, when you go to the mall for a shopping spree do you leave your car running? Same goes with your Cyclops, you turn off the engine when you are not in movement.

Second, you need to understand that every single thing you can toggle on that thing consumes energy like crazy, except the lights. Also, anything you have in the sub that can consume energy will (using a fabricator, cell charger, battery charger, possibly med kit thing, etc).

Last but not least, you should always have spare cells... A full set of 6 is a minimum, a full locker of them isn't too much.

Also, there is a thermal generator upgrade for the Cyclops... The Lost River is full of thermal vents, so you got all you need to stay there indefinitely.

Also, you should have mats on your Cyclops... Build a base down there with cell chargers and recharge your cells.

There is just an infinity of ways you can fix your problem... Just think a bit. Heck, you can even make it to surface with a seaglide if you know your way.
Sadly bro I'm a pedestrian and don't have driver license.

Btw I went to Lost River to get damn resources to build damn thermal reactor.

Nothing in game really consumes energy, I can drive Moth for hours of real gameplay before it energy ends. Construction uses a bit energy imho, so I can't agree here with you.
OnlyZuul Feb 5, 2018 @ 6:57am 
Originally posted by deadbus:
Second time I found myself without energy miles away from base. Every options except usual movement consumes sooo much energy. And engine doesn't turn off when you're away from Cyclope. It just stupidly unfun to get back into Cyclope and find it dark and dead, because there is no energy. And silent movement - you turn it on when you see Leviaphan to move away from it and then find yourself without energy in dark abyss.
Sorry but it's not as bad as you describe. Turn your engines off when you stop, don't blame the game for your mistake.
deadbus Feb 5, 2018 @ 6:57am 
Originally posted by Larentoun:
Hmm. I'm used to leave Cyclop with engines online (when I have spare ones). It's barely takes a percent for a 3 minute of roaming. Maybe that's because of engine mod...

Maybe you left your Cyclop with emergency speed/silent mode/shield? Those things eating energy even when you "afk".

EDIT: Oh, and if you missed -
Originally posted by frogger:
take the power cells out of the prawn and use them to get the cyclops back
Probably I've used silent mode. Btw I have effecient engine mod on Cyclope, can't even image how fast energy ends without it. I'll try to get battery from Prawn, probably this will save me.

Still can't get while silent mode uses more energy than usual movement - because engige works slower.
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Date Posted: Feb 5, 2018 @ 6:21am
Posts: 102