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. So it would be best when you get down there to mine a lot in one go and store them on the cyclops.Consumed 252 charge in about 5000m there and back. the good thing about kyanite is that at most you need about 20-36 crystals for what you want. after drilling through 4 nodes, one of which didn't give any kyanite and the others didn't offer huge amounts either but eventually it adds up. they appear as a white/bluish crystal chunks, they are hard to miss.Ī final note on kyanite is that you are not guaranteed to pick up kyanite from drilled nodes, it runs on RNG if you get some or not. You have to actually be in ILZ to get at kyanite, there is no where else except for ILZ and LZ where you can get at the stuff. There's also the MoreCyclopsUpgrades mod, which adds solar and nuclear power modules (among other things). Originally posted by DarthNemesis:If you don't have the blueprint for the cyclops thermal reactor module yet, it can be found in databoxes in Grand Reef / Mountain / Mushroom Forest wrecks, and the fastest way to get the kyanite for it is probably from the disease research facility in the Lost River around 260 -860 690 where you can drop straight down into the Inactive Lava Zone and drill the large deposits nearby. if you charge them before docking it won't drain so much and if you can coincide your resource and fabricator usage with the lifepod and bases with fabricators, it would also help conserve energy levels rather than if you use a fabricator on a cyclops. It would also help if your seamoth had a solar power charger since it would be spending a lot of time near the surface anyway, the same with the prawn which also uses a thermal module. I can think of places with these shallows, grand reefs, bulb zones and then you only need to be in ILZ and LZ with the cyclops to draw from the waters as they are very warm, so it's not like the cyclops can't use such modules outside ILZ and LZ. Plenty of vents around to wallow around, some are sunken and blast a hot jet up with some rocks, others are simply mounds with smoke coming from them but produce a lot of heat. Take them out and charge them in a powercell charger.Īlternatively, craft and equip the thermal energy module to allow the cyclops to restore energy while in hot areas. Originally posted by Suzaku:The Cyclops is powered by 6 powercells in the engine room.
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