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Personally, I never even use the Cyclops, ever. I also think it's pretty slow and fat.
The same way the game tells you that you have a head trauma and this is considered an optimal outcome.
And many many more. You'll get another when you build the prawn.
The cyclops is very easy to drive if you take it slow, save the speed for when you know where you're going.
Top right when driving you have the cameras, use these to see where you're going.
The first few millimeters of it's health can auto-heal, so if you need to make a turning by bumping part of it into a wall and levering yourself around on the contact point, that is an option.
Anything you can build in your base (with a few notable exceptions) can be made in the cyclops. This includes places to grow plants for your hunger and thirst meters.
It also lets you fill it with extra storage lockers.
Just don't build a power cell charger in the cyclops. Recharging a power cell with another power cell is not how math works. Always store extra power cells on board.
If you want the seamoth to go below 900 meters, you need a mod.
After all that you have material storage and a prawn carrier. But it is not nearly as slow as you might think it is. It moves along nicely on the lowest speed setting.
But still I use it twice. Once to stock its storage lockers and once to transport the prawn to the lowest depths and back. Then it is parked.
I feel safe inside the cyclops and in case of danger, you can get in your prawn suit and punch it away.
Learn to use the cameras. Get the shield upgrade.
I also love the Seamoth. Quick and nimble and still a lot of storage.
The Prawn is functional, but ... not a real submarine. I don't need an ocean game to stomp around in a mech.
The Seamoth should be the primary vehicle used for exploration, and this should extend all the way to the end of the game via upgrades. Uses for other devices besides the Seamoth should have some other practical gate or gameplay purpose.
The Cyclops could be much better designed for the "movable base" purpose. It should start with significantly more on-board storage and should be suited from the start to helping the player survive with adaptations to create food, water, and resources, as well as space to sleep (you know, things actual submarines do now). Taking it out should feel like a useful time saver, not a clunky obligation that almost no one enjoys taking into the Lost River. It should provide more protection against threats like Leviathans than everything else in the game. Right now it's inferior to lone diver with a stasis rifle, and that again makes no sense in the context of the game world. It's ridiculous that gamers feel weaker and less in control when driving the sub than at any other time, since it should be the exact opposite.
The PRAWN suit could be the main late-game resource gathering device. Perhaps it could be better integrated with the Cyclops, for example by having a tether that allows harvested resources to be sent directly up the Cyclops storage to eliminate the clunky on-board storage units if it's close enough. Perhaps the PRAWN could even have some role in base building for crafting higher end objects/upgrades that can't be managed with the habitat builder. Or perhaps it could just be more efficient at that function, lower the resource requirements. Regardless, the gathering efficiency for the PRAWN is really subpar right now given that this is arguably what a giant mech suit would have been designed for in a real world setting.
Now, I know I'm just throwing ideas out and would never expect any of these to be implemented, but my general point stands that players should *want* to use each of the three vehicles without being forced to simply by depth limitations. There are numerous ways all three could have distinct uses in the game and continue to be valuable right to the end.
the fact that its a mobile base is awesome and its actually not all that slow
huh
i can see where your coming from