I'm happy that the thing at least is harder to wreck, but it seems like the trade-off is making it harder to manage power-wise - the Seamoth and Prawn at least have the moonpool to get a full charge from without a matching dock system for the Cyclops, it feels like the Lost River in particular is going to be either hard or at the very least frustrating to get through. I get that, but as it stands it feels the placeholder functionality was more usable than what we've got so far. Also have the Seamoth with the Solar Recharger mod if I really need it. Also have 10 spare Powercells on board so I should be good for a while. But I've been using Silent Running all the time just to avoid trouble. I haven't had any problems with the Cyclops meself so far. I've only been down to the DGR and the start of the LR once, so it's not familiar territory to me.) But from what others have said, the Cyclops is very survivable now (while the PRAWN and swimming is another story). (I just finished the Aurora and will likely proceed with making a PRAWN and then with the story to the energy pulse source on Volcano Isle. That would require actually testing and I'm a ways away from that in my own game. Now they get to fleshing it out and we all get to test it so UWE can tune it.Īpparently, getting into place in the ILZ and even the ALZ doesn't demand that much of the Cyclops in the current Experimental, as wildlife aggression and collision damage have been toned down. UWE created it graphically and put it in the game with placeholder functionality. Well, this is the major functional and gameplay design phase for the Cyclops, as can be evident by the number of changes. Is it just me, or has every initial change the devs made to the cyclops (initial damage/health specs, initial silent running functions, etc) just made the thing less appealing to play? So you're basically saying that the things we desperately need to get through the Lost River and Lava Zones are basically unusable unless you have Ion Power Cells? Or that if you don't already have a base down there, you can't recoup what the lava larva steal? There's also the shield and the sonar that can consume a lot of charge. That's plenty for the frame of the game area. The return trip had the Cyclops Engine Efficiency Module. Up to four Scanner Room Upgrade Modules can be applied at once.Consumed 252 charge in about 5000m there and back. Upgrade Modules to the Scanner Room are placed in a panel inside the Scanner Room. The Prawn Suit has four slots for Upgrade Modules as well as two purple-colored slots specifically for arm upgrades. Upgrade Modules for the Prawn Suit are placed in a panel on its top left. Up to four Upgrade Modules can be applied at once. Upgrade Modules to the Seamoth are placed in a panel on the Seamoth's left side. Six Upgrade Modules can be applied at once. Upgrade Modules for the Cyclops can be placed in the upgrade console found in the engine room of the Cyclops. In those cases, the base-level module is crafted at the mini-fabricators described above, but then improved individually at the Modification Station (not to be confused with the Vehicle Upgrade Console mentioned above). Note that a few upgrades are compatible with both the Seamoth and the Prawn Suit, and both the Seamoth, Prawn, and Cyclops Depth Modules are themselves upgradeable. Upgrade Modules for the Cyclops are crafted at the mini-fabricator in the Cyclops' engine room, Upgrade Modules for the Seamoth and Prawn Suit are crafted at the mini-fabricator in the Vehicle Upgrade Console (formerly referred to as the Vehicle Modification Station), and Upgrade Modules for the Scanner Room are crafted at the mini-fabricator in the Scanner Room. Upgrade Modules are software drives that improve the Cyclops, Seamoth, Prawn Suit, and Scanner Room.
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