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
Many of the modules don't do much for you. If you do equip them, they slow you down. There's no sonar, no countermeasures, no silent-running mode. It doesn't flood or have fires or hull damage like the original. You just repair it like everything else. Additional modules don't provide additional protection. While the Cyclops was big enough to take hits from leviathans, the Sea Truck still shatters because they attack the Sea Truck cab directly. It's still a pain to maneuver and they got rid of the additional cameras to help you navigate in tight spaces. The storage module offers less storage. And did I mention the thing was slow? They should've called it the Sea Snail. Players wanted the fantasy of commanding a submarine. The Sea Snail isn't that.
However, the game is considered "feature complete." That's what the devs are going with.
But yeah, Sea Snail does have zap zap don't touch this is my no no zone.
Instead, I got really attached to the Prawn Suit. It's much more nimble, can punch everything in the face, makes efficient use of Power Cells, and I could expand the storage enough to take it to a remote biome and get a starter base moving between its inventory and mine.
In BZ, I use the Seatruck to gain access to the Mine so I can get the Prawn parts and build it. Then I use the Prawn pretty much exclusively. But I also fell into this habit with the Seamoth vs the Prawn in SN1 as well.
It's not you, Seatruck, it's me. Prawn is bae.
What you mean "everyone" quien no sabe?
It was a great asset when I built my U.S.S. Enterprise base in the Lost River.
But that personal for me involved the ability to use the Habitat builder to construct and personalize the Cyclops to my liking. The way the Sea Truck modules are stands to me like this:
Storage Module: I could just as quickly build two Wall Lockers for 4 Titanium or a Standing Locker and a Wall Locker for 1 Quartz and 4 Titanium and have more storage space than this. Storage Module holds 52 items in combined lockers. Two Wall Lockers hold 60, and one Standing Locker and a Wall Locker hold 78.
Building these inside the Cyclops did not slow it down, and there was enough space to build ALOT of storage inside of it. It's rather remarkable how many wall lockers you can jam in it. More than you'd sanely ever need.
Aquarium Module: Aside from the feature it has of passive sucking in nearby swimming fish (which I think is actually really cool!) it doesn't offer anything building Interior Aquariums inside the Cyclops did. Again, it serves more as a "specimen collector" module.
Fabricator Module: Fabricator + mini storage. I can build a Fabricator in each room of my Cyclops with a storage locker next to it. Done.
Sleeper Module: I can build a bed inside the Cyclops (Though I wouldn't suggest you put it at the back under the engine.....) and I can put a bunch of Picture Frames all through out the Cyclops (Posters too) However, the Sea Truck Sleeper Module has the Jukebox. But the Cyclops has that stupid dope music that plays when your sub catches fire. Leviathan, I think it was called. It's a toss up.
Docking Module: Not only did the Cyclops have a built in Docking Bay, but it also had it's own Custom Vehicle/Mod UI Module. The Cyclops would actually power your docked vehicle, and if the proper upgrade installed, repair it as well. You could fully interact with and swap vehicle upgrade modules, and storage inventory while it was docked. Trumps the Docking Module.
Cut Content: Planter Module: See wall planters, floor pots, and interior growbeds, all able to be placed where allowed within the Cyclops.
Teleporter Module: You got me on this one. I actually make use of this to save me 1k m+ trips and I like having it. I can't deny I like it and Cyclops can't offer anything to compete, I wouldn't even count parking it next to an Alien Gate.
For me, the reasons have little to do with the operation of the vehicle, but more of the use of it and function. Since neither are the superior use for choice of piloting, I think more on the former.
It felt such an accomplishment building the cyclops, and then trying it for the first time. It is a beuty, however it is slow and cumbersome, burning power so quickly you have to spend more time recharging than moving, and then reparing it. Prepping the interior was the most excitng part, but then, once you get thrown out of the cyclops to your death a few times, you start being wary of using it.
The Seatruck has the modularity the cyclops doesn't have. It's faster and nimbler, even if fully upgraded it becomes too long, you may disconnect the modules and go your way. However it is quite ugly. Like the A10 I'd say.
Thanks to the devs to have been able to implement two machines with each their own advantages.