The Cyclops is just a real chore to drive. Where the mindset of warper spam by places you need to go, "Your cyclops setting itself on fire is a feature!" etc all suddenly make you feel not that it is the "Tougher endgame" but rather "Cash in subnautcia clone" much the way you see tired roguelikes that missed the memo Darksouls is also chock full of QoL that truely make it the success it is.Īnd once again, even in it's old invulnerable incarnations. It feels like there is is a big split of "The subnautica I bought" and "Somebody kidbapped the Dev team and replaced them with bog standard sandbox designers" once it is time for the approach to lava biomes. Whether it's live build or experimental though. But i got lucky, and the crabsquid humping the base entry so as to physically roadblock me suffered a sudden case of Early Access and was hurtled at 900 miles per hour away from the place so I could swim into it and grab the orange artifact in peace. even now I drive past it like, five imes before I enter pop-in range). I could have had a rough time with the crabsquid spam by degrasi sea base (Much worse is the draw distance. But my leisurley puttering about meant only one shark came at me bro last night during seamoth and scuba time. I mean, I hardly went out of my way to go near them. Oh my Moth was never bothered by them at all. Just wondering if they were as bad as reapers. After a few hundred hours playing both Subnautica games, I feel like the amount of materials required to construct certain items in the game are not representative of the materials I imagine are included in the product.Originally posted by Alkpaz:So you jumped back on experimental? I guess the moth can outrun them then, from what you stated. Seaglide and Snow Fox run off the same amount of power as my Scanner? They should both require 1x Power Cell or 2x Batteries instead of 1x Battery Repair Tool (1x Silicone Rubber, 1x Crystalline Sulfur, 1x Titanium) should also require 1x Battery Sea Truck (1x Titanium Ingot, 1x Advanced Wiring Kit, 2x Glass, 3x Lead, 1x Power Cell) should require 2x Power Cells PRAWN Suit (2x Plasteel Ingot, 1x Power Cell, 1x Enameled Glass, 3x Lead) should require 2x Power Cells and 1x Advanced Wiring Kit Grav Trap requires a battery to create, but deploying it should drain that battery (to be replaced like all other tools) Quantum Locker (2x Titanium, 1x Advance Wiring Kit, 2x Diamond) should also require 1x Ion Cube or Ion Battery/Power Cell Glass Compartments (2x Glass) should also require at least 1x Titaniumįor example, it only takes 2x Glass to make a Glass Compartment, but there are clearly metal components involved in the model. Anything that needs or creates power (Thermal Plant, Floodlight, Moonpool, Modification Station, etc.) should require at least 1x Copper or 1x Copper Wire or 1x Gold (maybe it should only take 1x Copper to make 2x Copper Wire?) A Large Room and a PRAWN Suit require the same number of Plasteel Ingots? Either reduce the PRAWN Suit to needing 1x, or increase the Large Room to needing 3x. What imbalances or something-out-of-nothing construction costs have you noticed? Anything with an inflatable compartment (Floating Air Pump, Mobile Vehicle Bay, Waterproof Locker, Beacon) should require 1x Bladder Fish and 1x Silicone Rubber for every 2 compartments.
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