Subnautica
Page 12 of 21 Goto page Previous  1, 2, 3 ... 11, 12, 13 ... 19, 20, 21  Next
StrEagle




Posts: 14059
Location: Balkans
PostPosted: Tue, 6th Feb 2018 15:50    Post subject:
you can put 4 range extenders on the scanner room too


Lutzifer wrote:
and yes, mine is only average
Back to top
red_avatar




Posts: 4567

PostPosted: Tue, 6th Feb 2018 16:08    Post subject:
Il_Padrino wrote:
I was soo excited to finally get my Cyclops. Now I'm afraid to use it Sad


I use the Cyclops as a mobile base. It stays near the surface and I drop down using my Seamoth which carries all the upgrades inside its tiny inventory which allows me to swap them out according to circumstances (need sonar? Swap. Battery running low? Add the charger. etc.) . The exception is when I need to dive real deep because my Seamoth only goes to 900 - with upgrades, the Cyclops goes much deeper even though it's a pig to steer.

I lined the walls of the docking bay with storage compartments and stuff all resources inside. Then when I find a good place, I load my inventory with the resources to make a moon pool + scanner room + battery charger and build that on the spot. The scanner helps me find resources (with HUD mod of course) and the moon pool and battery charger allows for quick entry to charge batteries. I try to space these "bases" at least 500-600 meters apart AND I keep at least 15 fully charged batteries on the Cyclops so I can last quite a long while before needing to recharge.

This way I'm having a ton of fun - having to return to my base every time became a nuisance and I hated having to spread all the resources around different bases. My Cyclops has around 30 storage compartments (if not more) and I fabricate everything on-board. It does drain power quite a bit but I also keep enough resources to fabricate more batteries if needed so I never run out.

My main beef with the game, is that some things are too scarce or hard to find. For example, I hit a wall where I HAD to find nickel. After several hours of diving at deep points, exploring the lost river, I turned up zero. I gave up, Googled and discovered you have to find the large tree in the lost river - only there, you'll find nickel. Just enough to do the upgrades and build the next part of the rocket.

If the game guided you towards it, I would understand but there's no clues. It's not even easy to find - the lost river is dark with tons of different entrances and exists and it's HUGE - not to mention there's quite a lot of nasties.

Basically, what this game needs is a map. Considering there's mods for sonar and all sorts of fancy gadgets, it's beyond me why it would be impossible to have a mod that maps the surroundings. This way, players can properly explore - it's more rewarding not feeling lost and it also means you can orientate yourself. Using F1, you can see your coordinates but it would be good if they could integrate that into the game.


Last edited by red_avatar on Tue, 6th Feb 2018 16:10; edited 2 times in total
Back to top
red_avatar




Posts: 4567

PostPosted: Tue, 6th Feb 2018 16:09    Post subject:
StrEagle wrote:
you can put 4 range extenders on the scanner room too


Sweet I didn't know they would stack! I'll definitely try that - the extenders are dead cheap to produce anyway.

Anyone else find that copper is actually one of the hardest materials to keep in stock? Diamond, gold, even silver I never run out of but I'm always looking for more copper. It's used in sooo many things and copper wire is needed for half the recipes it seems.
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 16:21    Post subject:
red_avatar wrote:
Basically, what this game needs is a map.

I think the devs are against that idea. But I would find it pretty cool if you had a map room, that basically integrates and stores data from sonar capable devices to produce an explorable map and perhaps allows setting of points on the HUD.

Maybe with some restrictions so you cant just map the game with a fly-by:
- Slow data aquisition, at least for items, similar or slower than the scanner room perhaps
- Restrict data volume storage for scanners before unloading needs to occur

Sin317 wrote:
You can even have 10 scanner rooms for each base lol.

I know Very Happy Just wanted to know why you build 2 and now I do Smile
Back to top
red_avatar




Posts: 4567

PostPosted: Tue, 6th Feb 2018 16:29    Post subject:
Nui wrote:
red_avatar wrote:
Basically, what this game needs is a map.

I think the devs are against that idea. But I would find it pretty cool if you had a map room, that basically integrates and stores data from sonar capable devices to produce an explorable map and perhaps allows setting of points on the HUD.

Maybe with some restrictions so you cant just map the game with a fly-by:
- Slow data aquisition, at least for items, similar or slower than the scanner room perhaps
- Restrict data volume storage for scanners before unloading needs to occur


I had the impression as well that the dev did not want to incorporate it but the way the game is designed right now, you REALLY need a map unless they stop hiding vital resources in hidden parts of the game world. Like you showed with your examples, there's plenty of ways to make the mapping more organic and less automatic. Having to ping to add to the map, for example (drains energy + requires the mods).

Right now, you got to spam tons of beacons to create a network allowing you to orientate yourself but beacon icons really get in the way so you constantly have to turn them on and off again.
Back to top
keewee23




Posts: 1307

PostPosted: Tue, 6th Feb 2018 16:34    Post subject:
red_avatar wrote:
My main beef with the game, is that some things are too scarce or hard to find. For example, I hit a wall where I HAD to find nickel. After several hours of diving at deep points, exploring the lost river, I turned up zero.



Lost river -> scanner room -> nickel -> profit $$$$
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 16:42    Post subject:
@ red_avatar
Or maybe just some transmission system to connect the scanner rooms with one room integrating them Very Happy

Have you tried this pathfinder tool for cave navigation? I dont want to try that thing. Does not seem like the kind of tool I want to use


kogel mogel
Back to top
Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 6th Feb 2018 16:42    Post subject:
I guess the mining nodes don't respawn over time?


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 16:43    Post subject:
Dont count on it. I just recently asked myself the same question and only found vehement supportes of yes an no, but no proof either way. So yes, do not count on it.


kogel mogel
Back to top
Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 6th Feb 2018 16:51    Post subject:
Okay


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Back to top
red_avatar




Posts: 4567

PostPosted: Tue, 6th Feb 2018 16:56    Post subject:
keewee23 wrote:
red_avatar wrote:
My main beef with the game, is that some things are too scarce or hard to find. For example, I hit a wall where I HAD to find nickel. After several hours of diving at deep points, exploring the lost river, I turned up zero.



Lost river -> scanner room -> nickel -> profit $$$$


Now that I know you can stack mods this does make sense Very Happy
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 16:59    Post subject:
@ Bob
Im sorry bob, but you will have to venture from the safe to the scary places eventually Laughing


kogel mogel
Back to top
Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 6th Feb 2018 17:03    Post subject:
@Nui
Laughing
And i here i thought i could build my soon-to-be base in the Safety Shallows (or how the starting area is called).


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Back to top
StrEagle




Posts: 14059
Location: Balkans
PostPosted: Tue, 6th Feb 2018 17:12    Post subject:
the nickel in lost river is in the green puddles!!


Lutzifer wrote:
and yes, mine is only average
Back to top
Airbag




Posts: 643
Location: The Netherlands
PostPosted: Tue, 6th Feb 2018 17:27    Post subject:
That had me confused for a while as well. I went through the lost river for a good bit, but couldn't find any nickel. Had to get my prawn to go down into the acid to find good amounts.
Back to top
StrEagle




Posts: 14059
Location: Balkans
PostPosted: Tue, 6th Feb 2018 17:29    Post subject:
but how do you get the Cyclops to the lost river, is the cave entrance big enough?


Lutzifer wrote:
and yes, mine is only average
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 17:31    Post subject:
Bob wants to give up on the objective. He just wants to settle in and live with the nice fishes Laughing

I totally understand though

StrEagle wrote:
but how do you get the Cyclops to the lost river, is the cave entrance big enough?

yes
Back to top
Frant
King's Bounty



Posts: 24661
Location: Your Mom
PostPosted: Tue, 6th Feb 2018 17:35    Post subject:
This game... is strangely addictive. I can play for two hours, then go "nah" and quit. After a couple of hours I feel the pull to continue again.. Very Happy


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
Back to top
Il_Padrino




Posts: 7589
Location: Greece by the North Sea
PostPosted: Tue, 6th Feb 2018 18:12    Post subject:
I just wish the game would name the areas and notify you when you enter/leave it. Maybe you don't even need a map after a while with this. I had to google all the names and pictures of how they look.


There must have been a door there in the wall, when I came in.
Truly gone fishing.
Back to top
The_Zeel




Posts: 14922

PostPosted: Tue, 6th Feb 2018 18:18    Post subject:
red_avatar wrote:
The exception is when I need to dive real deep because my Seamoth only goes to 900 - with upgrades, the Cyclops goes much deeper even though it's a pig to steer.


What the fuck, there is something beneath 900m? So I didn't experience the full nightmare yet?


oh lawd So Much Win Okay
Back to top
Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 6th Feb 2018 18:25    Post subject:
@Il_Padrino
You can see your current zone with F1. Though it doesn't really help much either without a map, yes.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Back to top
Mister_s




Posts: 19863

PostPosted: Tue, 6th Feb 2018 19:17    Post subject:
Can anyone give some advice for the storage/inventory struggle at the beginning? How did you guys manage without going to the base every few minutes? I was about to go to the second distress call when I last played.
Back to top
KaiserSoze666




Posts: 558

PostPosted: Tue, 6th Feb 2018 19:19    Post subject:
If you have the habitat builder (you can get this within about 5 minutes), you should be able to make a simple corridor with an entry hatch and a solar panel on top. Jam it full of storage lockers and a fabricator and you're good to go.
Back to top
Il_Padrino




Posts: 7589
Location: Greece by the North Sea
PostPosted: Tue, 6th Feb 2018 19:22    Post subject:
At one point I had 6 of those floating boxes around my escape pod Very Happy


There must have been a door there in the wall, when I came in.
Truly gone fishing.
Back to top
Airbag




Posts: 643
Location: The Netherlands
PostPosted: Tue, 6th Feb 2018 19:24    Post subject:
Knowing where I wanted to set up my base early on made me avoid the inventory struggle for the most part this playthrough. Previous times I dropped down 2 or 3 waterproof lockers near my lifepod.
Back to top
Mister_s




Posts: 19863

PostPosted: Tue, 6th Feb 2018 19:25    Post subject:
What? I can get the habitat builder that early??? I have three of the floating containers, they suck Sad
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 19:31    Post subject:
Indeed the floating containers do suck.
None of this really saves you from going back and forth though. Sufficient lockers only means that at least you can easily evacuate your inventory almost completely.


kogel mogel
Back to top
Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 6th Feb 2018 19:35    Post subject:
BTW, let's say i build a base somewhere and start hoarding stuff.
Then i want to settle somewhere else.
How am i able to carry over all the stuff to the new place?

Also i read yesterday by accident about building teleporters in your bases during beta. Is this still a thing?


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
Back to top
Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 6th Feb 2018 19:38    Post subject:
You either go from A to B like a dozen times or you just a build a huge submarine. EZ


kogel mogel
Back to top
h0rnyfavn
Serial Humper



Posts: 13884

PostPosted: Tue, 6th Feb 2018 20:06    Post subject:
JBeckman wrote:
https://www.resetera.com/threads/subnauticas-sound-designer-is-apparently-racist-and-transphobic.21140/

And Subnautica gets into trouble like so many other game these days, wonder what this is going to lead to then.

.



He got fired.

https://kotaku.com/subnautica-dev-fired-over-hateful-statements-1822746373

Ridiculous..


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
Back to top
Page 12 of 21 All times are GMT + 1 Hour
NFOHump.com Forum Index - PC Games Arena Goto page Previous  1, 2, 3 ... 11, 12, 13 ... 19, 20, 21  Next
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group