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The cab is the same size as the 'moth except it's more robust, can go deeper, has a speed booster and can tow unlimited modules.
It's even shorter, but has a bit more height (as it has to fit an upright standing player char inside).
It's speed itself is either pretty solid for the small map, ESPECIALLY with the afterburner module.
That said, THIS time, I constructed 2x afterburner upgrades just to find out that these cannot be stacked either similar as to the horsepower upgrade. -.-
Even the wiki says that these should be able to be stacked, even though it doesn't make much difference.
While it actually cannot get stacked.
https://subnautica-belowzero.fandom.com/wiki/Seatruck_Afterburner_Upgrade
That should get changed to "It cannot be stacked."
However... I've to say that the initial 150 depth range is pretty off-putting.
Sure, the Seamoth just has 200 at start, these 50 meters would actually make a little difference when someone wants to go through the Lilypad Islands and roam the floor for Sea Monkey nests and the upgrades these have.
While still too deep to use it, the Seatruck wouldn't be that far up in the middle of the biome between seafloor and surface to quickly come back for oxygen.
Even though there are either some oxygen plants, they're not as fairly scattered as in the Deep Twisty Bridges.
Coming up with clear numbers:
Seamoth -> 200
Depth upgrade MK I -> 300
Depth upgrade MKII -> 500
Depth upgrade MKIII -> 900
Seatruck -> 150
Depth upgrade MK I -> 300
Depth upgrade MKII -> 650
Depth upgrade MKIII -> 1000
But yeah, with MKIII it's actually more of a benefit than the Seamoth.
Even though I guess it was a balancing aspect to just have 2 of the 3 vehicles to reach the lava areas.
With 900 it would be possible to still go into the Crystal Caves in BZ, even though it could be a close call at the Fabricator base.
At least the last 50 meters have to be passed by swimming (together with the lovely Shadows ^^).
So... Not sure what the exact reason was why they did take it out in early access, using the very same setup for the Seamoth would have been fair for BZ either.
Especially as it doesn't can have that amount of storage space as the Seatruck can have (even though that one has some drastic speed reduction upon using many of these modules).
Furthermore... The Snowfox is just a gimmick and there have been 3 underwater vehicles in original Subnautica either.
So having the Seamoth + Seatruck + Prawn and that gimmick would have been pretty nice.
Sure... One can hope for a mod.
The Snowfox is a cool concept, but it has no practical use given how effective the Prawn suit is on land.
But doesn't the truck being ignored by the Shadows as long as the player isn't inside?
They only go for the Prawn, AFAIK.
Yes, it's somewhat of a mixture of both.
I always use 4x Storage modules and one Docking Module.
But even with the Horsepower Upgrade and the Afterburner Upgrade it's horribly slow with so many modules. XD
I do generally the same, but I'll have a fabricator module in there too.
I find the sleep and aquarium modules pretty much useless in terms of gameplay effectiveness, but they are nice for people who want to use the SeaTruck as a true mobile base. The aquarium's glass walls are also very pretty and provide some nice interior lighting.
This post has alrdy been here a few times, there have been whole articles of lengh on to how seatruck and seamoth differ, not only from size, speed, maneuverability (especially those smooth sideway turns in SN, gliding between rocks and roots), but also from a storywise perspective, as well as the "feeling" to it.
however, the seamoth is still in the game, can be spawned via console. Just keep in mind it has been slowed down like everything in BZ, it has no texture to it, and: When u use console u will not get any more achievements on this safe file. cheers
I thought they removed the ability to spawn it, no?
I hope you don't try to adress anyone in this topic with your statement, as nobody here said they are the same.
It was just mentioned that the Seatruck WITHOUT any modules is pretty compareable to the Seamoth.
The better question is why remove something that you'd already created? I understand that the sea truck was meant to replace both the seamoth and the cyclops, and that the map isn't suited for the cyclops at all. Got it.
I seriously doubt that if both the seamoth and sea truck were in the game that people wouldn't still build the sea truck. Maybe they simply thought it was redundant in that case, but given most of the rest of the equipment and base components are from SN, I think they made the wrong choice regarding the seamoth.
I mean, the large room is just a larger multipurpose room, so why not remove the multipurpose room by that logic?
Sure, and what you just wrote is simply an excuse why it isn't there after the fact. I'm talking about having it be there all along. If it was in BZ, would you even think to write what you just wrote?
I'm not looking for a narrative explanation, I'm not looking for an explanation at all. The game is what it is. I just don't understand leaving it out from the production standpoint of it already having been made. People use both the base components I mentioned, they'd use both the seamoth and the sea truck.
I doubt he wants to make excuses, but rather offers some different viewpoints on the case.
As I previously said, I either don't know why they removed the Seamoth during EA, but he provided a nice narrative explanation.
Even though it has no use as you seem not to be interested in any kind of explanation.