Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Though it may perhaps be a net loss of energy economy compared to the last build, before the ghost update a fresh 6 pack of regular power cells could only use the shield 4, MAYBE five times tops. Same issue for silent running really.
Funny enough, there was a lot of salty crying that making them both a toggle was "Too EZ", but that was just mistaking more fine control over it's duration. Mistaking QoL for casual as usual, despite it being just as, if not more, energy hungry as ever.
When you eventually get ion cells (too little too late by then), it really feels like the energy consumption was tuned around Ion's as those let you spam the hell out of your devices both before, and after, the ghost update.
The issue with ions being they take ages to recharge, and need 12 ion crystals for a six pack. Which is either more than you can spare on a natural playthrough, or again too little too late because "Just use the alien contianment facilit for infinite crystals!" means you have beaten 99% of the game anyways.
But not even ions+(working correctly, in experimental) thermal reactor can outpace the drain of the SONAR, while parked over 70 degree lava. So it's not that the energy economy is "good" with ions, so much as they are just that much more bulky to last a non pathetic amont of time.
A no cost, permanent invulnerability shield completely trivializes the entire game. The shield works perfectly at its job of temporarily allowing you to absorb damage until you can drop aggro through other methods, and you can deal with the power draw by having extra cells on board.
If you honestly think otherwise, then use the console to turn on 'nodamage' and enjoy being immune to everything.
anyway... welcome to the Early Access!
for some things I really have to be an idiot ... just so I suffer less.
because if it is to think and try to understand ... the madness turns into an insanity ... and the worst ... you still do not understand ... but in time ... you get used to it... and...
still playing too...LoL.
As a transport, the cyclops was well suited for its mission, especially since I didn't have to worry about bonesharks doing damage.
For anything else, I just zipped around in the seamoth. For the most part the perimeter defense system kept me nice and fine. The one time a reaper grabbed a hold of the seamoth, it didn't do that much damage before I zapped him.
I'm sure there will be more tweaks, but I found the cyclops the way it is just fine. I was shocked at how much energy the shield took when I tried it, but it turned out the way I played the game, I didn't really need either the shield or silent running.
got a good bite out of my hp, by the looks of it could only take two or three more hits.
But on almost a full standard power cell reserve i ran the sheild + silient running mode and shot off 2 decoys as the first didnt seem to destract it.
ran both for about 30-45 seconds then had power to dive down 600 meters to a base that had bio reactors and power cell rechargers.
Seems like its perfectly balanced to me.
I believe it is more a transfer of energy than a recharge ... but ... it's just another opinion ... I repeat, just another opinion
You could just store twice as many batteries and make an extra locker for them, but it ultimately comes down to choice.
Since I tend to carry a bunch of spare cells aboard anyway, I usually just go with a small set of batteries waiting in a charger to swap out when I get back.
Hope devs. will update Cyclops and allow to build bioreactor / nuclear reactor inside ( building it will cost you lots of space inside sub) it will allow more recharging options ...
I had a base with power cell rechargers powered by bio reactors..
no power cell rechargers on my cyclops as I dont like over unity as much as marklpiler does.
I had bases everywhere with scanner rooms and cell rechargers. all running bio reactors because I couldnt find the cyclops pressure compensator earlier in the game and tried scaning the whole play area for wrecksIi hadent gone to yet. turns out its just a data box at life pod#2 that I didnt get over the radio for a very long time.
I just commented on what we can observe watching the YouTube channels that show players entering certain difficulties precisely because they do not pay attention.
or by simply being misled by the comments and tips of the chat, most of which lead to error due to the excess of information without fundamentals or totally outdated.
The thousands of options for the same result ... showing in particular what each one can do and how to do ... and on many occasions we find that it is really much easier to complicate something than to think a little and actually try to simplify.
simply amazing!!!
And I never expected permanent invulnerability, as it defeats the whole purpose of the Cyclops having limited HP, but I think most people would agree that the actual shield energy usage rate is just ridiculous. It may be okay in some situations/missions, but for someone who would like to use the Cyclops in as many scenarios/as often as possible, just because it is quite fun to use, let's admit it, the current energy rate just makes it not remotely as fun as it COULD be. I've always thought of this game as exploration first, and "horror/jumping scare" as coming in seconth. From a game design perspective, fun should always come before challenge.
I do not think we would ever get a nuclear submarine reactor, as that would mean there is no excuse for it to work poorly and need constant refills or parking with your submarine humping lava or thermal vents (which take even longer due to their fluctiating erruptions rather constant heat).
A nuclear sub reactor means less busywork. Less busywork makes faux hardcores lose their mind.
You probably didn't think of Ion cells because you don't unlock them until you are practically done with the game anyways. Then it's just one trip away from infinite ion crystals because you finished the plot outside of building the rocket.
It's easy to act like Ion crystals, and their ingredients, are no big deal if you are on your Nth replay, or have the wiki open in your lap for your first time through.
But playing the game normally, Ions are too little too late, just like the thermal reactor when it's even working correctly.
So get used to crafting 24+ regular power cells and running them dry, without following your rote memorized bee line to the thermal base then contiainment facility.
the cyclops is almost perfect. the balance is ok. the power consumption is ok.
only missing the upgrade like the seamoth defense perimeter system.
guys.... don't forget that the cyclops is a submarine powered by batteries.
how many time you can play with your R/C toy? well... imagine a submarine...
just to avoid or kill the lava larvas that can attach even if the shield is on.
and of course...will consume some enrgy...obvious.
and the warper can have some long range pursuit attack mode or maybe...go to the safe shallows if the player took soo long to progress...
Using any of the Cyclops tools makes them burn out super fast, and then bug out the prawn docking bay if it's tilted more than one degree off center.
A far cry from my beloved TYCO REBOUND. Devs give me a Tyco rebound with a depth module TIA. Imagine the VR bucks for anyone who can survive driving it.