I laughed the first time I met a crabsquid because of how fat and slow the big lug was. The game already loses a lot of that when I know I can swing the seamoth around a reaper quickly enough to make it chase its own tail. You had no way of knowing if that little triangle was a prowling reaper or just some pissed-off shark that saw something a hundred times its own size and decided it wasn't going to be intimidated by that kind of cyclopean politics, so you couldn't tell if it was an actual threat you needed to respond to or just another wiggler scratching away at the overshield. Not to mention how ambiguous the enemy detection radar is. Honestly, the main issue before was just the damn bonesharks, and that's because there are so many of them that they'd overwhelm the overshield and spam you with dozens of "WARNING: CREATURE ATTACK" alarms whenever you were trying to pass by their turf. Inching forward again made them swing around and slam into the hull. I'd inch forward and they'd start charging the sub, then I'd stop and the engine noise would reduce so they were no longer in the noise-aggro range and just turned around like they suddenly remembered they'd left their koosh ovens on when they left home that day. I watched it happening, was actually rather funny. That was what the original vision was.Īctually the eels do go straight for the cyclops if it's making noise. If anyone wants to suggest ways to fine-tune the Cyclops (and I would encourage them to do so) they will need to work with the premise that it needs to be destructible so that you are still at risk of being attacked and/or damaged while using it. I would say you can still use it for whatever else you want to as long as you are up to it, but that is beside the point. The main premise going into making the Cyclops destructible was that players would stop relying on it in order to feel safe. Octopi and squid have beaks that can puncture clam shells. Crabsquids and leviathans are self-explanatory crabsquids won't use their EMP attack if you turn your lights off and they are not likely to notice you, anyway, but they are definately big enough. AmpEels won't go straight for the Cyclops but they do use electricity so it stands to reason they can do some damage if they can manage to make their way over there. It is quite handy having a portable growbed with marblemelons though.ĪmpEels, crabsquids and all of the leviathans are still able to damage the Cyclops. Sure, you *could* put a fabricator on there, but the cyclops already has energy issues and chances are you're not going to have the bulk of your resources onboard, so crafting is going to be fairly limited. Its main draw is being a taxi service for the PRAWN suit for covering long, uneven stretches of ground on the surface, and the fact that you can use it as a middle man if you're doing far-reaching resource runs, since you can stock the inside with a bunch of lockers and then ship the whole thing back to your main base. Still though, with how poorly it handles, its slow speed and its OBSCENE power usage (not to mention no go-to method of recharging the battery banks, save trying to park the fat thing inside of a lava geyser), the cyclops is sadly not particularly useful. Didn't check river prowlers though, but if you're in the lost river you've got bigger problems for ol' Cy. Those slimy little zapheads just don't back down from anything. I did some checking, and ampeels are still very much infuriated by the cyclops.
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