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Once you leave, it's back to causing blackouts because you wanted to recharge your seaglide batteries. Can't drive over to a thermal vent (which will take much longer, due to the combination of lower heat, and irregular erruptions) after you've already run out of power. And claims "Just build more spares then!" only further damn it, rather than defend it.
As for heavily reduced? It's actually in a better state than much of early access. It started out much worse. Then they bugged it to take literally 300 minutes (Which people defended as both 'working as intended' and 'no it's totally good gameplay).
So right now, at least it actually does it's job right. It's just that it's capability is vastly overstated, by people who have played the game to death.
Why are you charging batteries in your cyclops?
And so many do so love to call the cyclops a Mobile Base, it can do anything a base can, haven't you heard?
Except when you actually try to hold it to those claims. Then people can't throw it's viable functionality under the bus fast enough.
"It's a mobile base! You don't even need a base with a cyclops-oh my god, he's trying to recharge a flashlight battery without the aid of unlimited energy! He'll destroy us all!"
It's not a mobile base. It's the prawn taxi. If you want to charge batteries in your cyclops for some reason, park on a thermal vent in the lost River. I don't know why you're using the eruptions as a "reliable" way to measure the effectiveness of the thermal module.
Why are you charging SeaGlide batteries at all? They stay 100% at all times with swimcharge fins....
I had so much power in my base that I was constantly keeping all of my batteries topped up so I got the other fins instead.
Actually they charge faster than seaglide can consume
However, as others have said, if you park it RIGHT over a thermal vent while you go explore in the prawn, chances are it'll recharge by the time you get back.
The other fins speed doesn't stack with the Seaglide, so it doesn't matter which you use as far as speed goes. I never have to carry spare batteries or charge them. I just swap the other equipments batteries into the seaglide if they get low and charge them as I go..
You COULD, of course, build 6 more power cells and just exchange them on the way back up. But if you happen to be in the lava zone often, I think the recharger is worth it. You can also just dock your PRAWN suit and let it recharge via Cyclops so you have one more add-on space on your suit.
I mean its more like "My god he is using his electric car batterie to run his RC car, instead of just plug the batteries it into a charger at a base with its own power source.." I mean come on minus this module you got charge the cyclops powercells at your real base. WIth out a base the cyclops is worthless. Its quite literally like having an electric car with no geny on it at all, and expecting it to charge all your devices even though it has zero power generation at all.
I also don't have to worry about anything except leviathans and sea emperors when I'm in my Cyclops too. I really appreciate that.
I put 6 ion power cells in my cyclops and 2 in my prawn suit at this point I just forget to look at the power anymore. The thermal reactor module is mandatory for the cyclops in the lava zone due to the leeches and having to activate your shield constantly to remove them. Aside from that it isn't required at all. Frankly I can throw my power cells in chargers when I'm using my prawn suit and my cyclops is parked at base so I don't ever need to sit over vents.