![]() I actually make use of this to save me 1k m+ trips and I like having it. Teleporter Module: You got me on this one. Trumps the Docking Module.Ĭut Content: Planter Module: See wall planters, floor pots, and interior growbeds, all able to be placed where allowed within the Cyclops. You could fully interact with and swap vehicle upgrade modules, and storage inventory while it was docked. The Cyclops would actually power your docked vehicle, and if the proper upgrade installed, repair it as well. It's a toss up.ĭocking Module: Not only did the Cyclops have a built in Docking Bay, but it also had it's own Custom Vehicle/Mod UI Module. But the Cyclops has that stupid dope music that plays when your sub catches fire. Sleeper Module: I can build a bed inside the Cyclops (Though I wouldn't suggest you put it at the back under the engine.) and I can put a bunch of Picture Frames all through out the Cyclops (Posters too) However, the Sea Truck Sleeper Module has the Jukebox. I can build a Fabricator in each room of my Cyclops with a storage locker next to it. 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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