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beacons
pathfinder tool
flares
air pump
grav trap
stasis gun
replusion cannon
any of the seamoth upgrades except storage and depth
prawn propulsion arm
power cell charger
stillsuit
charge fins
Flares
Grav traps
Charge fins
decorations
-Air bladder
-The air piping/pump
-Torpedos
-Still suit
-Nutrient blocks
-Flares
-The pathing tool
-Repulsion cannon (perfectly fine using propulsion cannon instead)
-Prawn drill arm
-Prawn propulsion arm
-Grav trap
Things I use too much despite them having little purpose:
-ALL the decor, my moonpool looks like a teenager decorated
-floaters, it's just fun to break stuff sometimes
-Air bladder
- Beacons
- Gravsphere
- Creature Decoys on Cyclops
-Flare
-Light Stick [never knew this existed]
-Pathfinder tool
-Propulsion Cannon / Repulsion Cannon
-Stasis Rifle [ never built ]
-Never upgraded my cyclops or seamoth.
-On Prawn I only used mining arm and grapple + 2 storage modules + thruster upgrade + depth module mk. ii and no other upgrades / reinforcements.
My base had:
Useless Scanner room I never used or upgraded since I only had one base at the drop pod.
I manged with a couple multipurpose rooms, bio reactor, solar until I got to nuclear power and only had to make one rod to produce 10x + more energy at homebase with 3500+ energy.
**I played and beat the game on Freedom Mode so I did not use food or water so never used anything sustenance related.**
Used Radiation helmet at the Aurora and that's it.
Never came across reinforced gloves.
Never used the reinforced dive suit or Stillsuit.
Used Fire extinguisher two times one in beginning and once at aurora at PDA's request.
Didnt have a compass 75% of my playthrough.
Never used pipes my base was 95% above sea level.
Never made or found blueprints for dive reel or light stick as previously mentioned.
Never used the cyclops other than to do use the station for the last quest.
I hated the grappling hook in this game because it had literally ZERO torque, huge waits in between rapid re-deployments and getting killed REPEATEDLY by warpers. I didn't want to use it lol.
- pathfinder tool can save your life in early small, long cave exploration. After that, there IS NOTHING BETTER for lighting the interiors of wrecks - just bip, bip in each room as you go - and the discs will guide you back to air. The light persists and your hands are free to use other tools.
- flares work OK for this, too.
- Although, if you are being very deliberate about your progress through a cave system, it may actually be better to run a pipe down from a float pump, and pipe air as you go. Stay down til you explore the entire system, or follow the pipe back ... to get more pipe. You can split off pipe branches to follow each cave branch, and stick a single section of pipe to the side from time to time to give you a series of air points. Afterward, you have a usable, safe cave. Store scrap there maybe.
- Beacons are great for marking:
-- wrecks that have been completely cleared,
-- reference points, for quick sure navigating (Example: 0, 0, or the high West Peak in the Safe Shallows,
-- lifepods with malfunctioned signals, which also become reference points,
-- major cave entrances
- Grav Trap cuts wa-ay down on hunting time in the early game. It can also be used to pull small items, like resource outcrops, out of awkward places, like the mouths of lava vents. Or for pulling out all the loose collectables in a place where it may be hard to see them, like the interior of a Kelp Forest cave.
- Nutrient blocks are great for when you need to be out on a very long mission and want to maximize inventory. Tailor your eating before the mission to get you to 99% food value, then eat a nutrient block to take your food value to 174%. You'll be able to stay out for about 4+ days without eating any on the mission, or carrying any food in inventory.
- air bladder - I've only used mine a couple of times, but I have watched vids of speed runners who use them ALL THE TIME to surface faster than a seaglide for oxy, They can get an extra 5-10 seconds on a deep bottom or in a wreck by relying on the bladder to carry them up. And if they pass out, they still have about 2 seconds of fast rising before they die, so they don't.
- charge fins - by themselves no great shakes, but habitually using the seaglide to move (and as your flashlight) while wearing charge fins is GREAT.
- Stasis Rifle - if you play a total avoidance game, not needed much. If you ever need to fight anything larger than a Stalker, YOUR BEST FRIEND.
- The Propulsion Cannon really comes into its own for grabbing items in awkward to reach places, heat vents, behind a group of closed up sulfur flowers, gas pods before they burst, etc, etc. Oh, yeah, and it's fun to blast cave crawlers up against a cliff or some wreckage (but it uses a lot of power.) Also it is pretty much the only option you have for moving large awkward things like those boulders that are blocking the cave entrance to those resources you see on your HUD.
- As mentioned, seaglide is the BEST flashlight. Somewhat dimmer light, but more than enough for almost all situations, and uses its battery up much more slowly that the hand spot. Also saves you an inventory spot, since you don't even need to carry the hand spot.
- Base pump - once you realize that it NEEDS NO POWER SOURCE, you can find a lot of options. Example: Build a 2-titanium base unit nearby, and build air pipes and air points into that super large wreck you are exploring, or prepare a low platform with an air pump/ air pipe / air point underneath to serve as a 'hide' to duck that leviathan you are trying to put a stasis on.
But then, I am acquisitive.
They are limited storage, unprotected, can be pushed and nudged away out of place and pushed under terrain from fauna. They are not cost effective either, and have to be emptied out in order to be moved around. I can find a use for any other item in the game and justify them, even if I dont like them. I was reading this thread and thought of several items I don't like, and don't use, but I could still think of a circumstance where one might use them to some effective use.
But the water lockers.......moving them, using them, opening them, renaming them, everything about them is a hassle and once you know where to find Degassi blueprints, there's less than absolutely no reason to ever use them again. It's entirely a personal quirk. I couldn't imagine a serious reason a person could give you to use Water Lockers once a player has access to literally any other form of storage.
Even the normal knife has a purpose once you get the Thermal Blade for example (Hurting Lava Lizards and the Sea Dragon) Even the fin upgrades have a purpose (speed increase) until you find the "faster" fins. But as for the locker? A player can skim along the surface straight for the Floating Island to get Compartment and Locker blueprints, completely bypassing any need what so ever for Water Lockers, without ever having to dive down below the surface or put yourself in contact with any other fauna.
Also...You have blueprints for basic habitats and storage solutions from the start. No need to go to the Island. There are in fact no locker fragments to scan at the Floating Island. The long pole in the tent for better storage is making your Habitat Builder Tool.