Again, it serves more as a "specimen collector" module.įabricator Module: Fabricator + mini storage. ![]() More than you'd sanely ever need.Īquarium 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. It's rather remarkable how many wall lockers you can jam in it. Two Wall Lockers hold 60, and one Standing Locker and a Wall Locker hold 78.īuilding these inside the Cyclops did not slow it down, and there was enough space to build ALOT of storage inside of it. Storage Module holds 52 items in combined lockers. 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. The way the Sea Truck modules are stands to me like this: Enterprise base in the Lost River.īut that personal for me involved the ability to use the Habitat builder to construct and personalize the Cyclops to my liking. It was a great asset when I built my U.S.S. I make more "tactical" use of it, as a base of operations for assisting in establishing other bases in the game. I play with a roomate, and they use it more like a Submarine and piloting it often. The Cyclops for me is less of a Submarine and more of a base with a propulsion system on it. I personally have less fun driving the Cyclops than I have actually "using" and being in the Cyclops, to be honest. But I also fell into this habit with the Seamoth vs the Prawn in SN1 as well. Then I use the Prawn pretty much exclusively. ![]() In BZ, I use the Seatruck to gain access to the Mine so I can get the Prawn parts and build it. 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. ![]() Instead, I got really attached to the Prawn Suit. Overall, I found the Cyclops experience to not be worth the hassle. It was super cool to build it and use it in safe environs, and the AI voice still gives me the tingles, but it was a pain in the ass to take it anywhere, it was super fragile, and it aggressively burned through Power Cells. Originally posted by _conscience_:Personally, I didn't have much use for the Cyclops and never developed the strong emotional attachments that, apparently, numerous others have. However, the game is considered "feature complete." That's what the devs are going with. Players wanted the fantasy of commanding a submarine. And did I mention the thing was slow? They should've called it the Sea Snail. ![]() It's still a pain to maneuver and they got rid of the additional cameras to help you navigate in tight spaces. While the Cyclops was big enough to take hits from leviathans, the Sea Truck still shatters because they attack the Sea Truck cab directly. Additional modules don't provide additional protection. It doesn't flood or have fires or hull damage like the original. There's no sonar, no countermeasures, no silent-running mode. If you do equip them, they slow you down. Many of the modules don't do much for you. The Sea Truck doesn't deliver the same experience. They liked the mobile base functionality of the Cyclops and the fantasy of commanding the giant ship. Your insights have have been stated in at least a dozen or so similar discussions on this board.
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