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  #151  
Old 02-10-2019, 01:18 PM
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Originally Posted by Left Hand of Dorkness View Post
It took me awhile to figure out how to make water with bleach, I think. Or maybe it was the computer chip. Looking at the Wiki, it seems pretty obvious what to do. Maybe my confusion was in an early access/beta version of the game? Or maybe I'm a goober. The problem definitely involved figuring out which kind of coral I needed to harvest.
It was definitely less clear early on, and "coral tube sample" versus "table coral" remained a bit confusing. I think there was also a time when bleach was the only route to making drinking water, compounding the problem. Once you could rely on bladderfish until you got a base and farm going, it became much easier. (Once my base was set up, fruit from my farms handled most hydration, though I also kept a locker full of water bottles for expeditions and convenience.)

I think I will write up the "shopping list" tooltip suggestion and send it to the devs. Maybe it will even get patched into the original game, if they decide to implement it.
  #152  
Old 02-10-2019, 07:35 PM
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I admit to not playing the game in a little while once I had to get into the underground tunnel. It was immensely difficult to do so and once in it I couldn't figure out where to go or what to do, and couldn't find any cool resources that made me want to stick around.
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  #153  
Old 02-10-2019, 09:00 PM
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I admit to not playing the game in a little while once I had to get into the underground tunnel. It was immensely difficult to do so and once in it I couldn't figure out where to go or what to do, and couldn't find any cool resources that made me want to stick around.
SPOILER:
You mean the Lost River? The deep zone with the green-glowy brine "rivers" and falls? At that point, you should have had breadcrumbs from the alien data pointing toward more installations to look for in the deeps, where you might find a way to shut down the weapon and escape the planet. So, basically, you were looking for alien bases down there. (Although you would also need to find materials in the deep zones to craft upgrades to reach some of them.)
  #154  
Old 02-11-2019, 01:45 AM
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Minor Below Zero update: my mission to utterly break the game continues to progress. Currently stuck in a hole at the bottom of the sea with a rock. (But it wasn't a rock, it was a rock...lobster!)
  #155  
Old 02-11-2019, 05:58 AM
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Minor Below Zero update: my mission to utterly break the game continues to progress. Currently stuck in a hole at the bottom of the sea with a rock. (But it wasn't a rock, it was a rock...lobster!)
Have you gotten the crafting recipes for matching towels and baking potatoes?
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  #156  
Old 02-11-2019, 09:20 AM
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Minor Below Zero update: my mission to utterly break the game continues to progress. Currently stuck in a hole at the bottom of the sea with a rock. (But it wasn't a rock, it was a rock...lobster!)
Weíre you trying to get an ear lobe sample?
  #157  
Old 02-11-2019, 02:17 PM
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Weíre you trying to get an ear lobe sample?
Already sent that off, just before my motion in the ocean broke my air hose.

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Have you gotten the crafting recipes for matching towels and baking potatoes?
No, but the sea Robin has definitely arrived.



What actually happened: I walked back into the water after visiting an island to do a story-advancing thing...and kept walking. The game didn't register that I was in the water, and going back on land and jumping in again didnt' fix it, so I just walked along the bottom for a bit. I fell into a steep-sided pit in a dark/hazy area, and couldn't climb back out (because the game expects you to be swimming there). A crustaceous critter called a "rock puncher", which looks kind of like a cross between a lobster and a mantis shrimp, was trapped in the pit with me.
  #158  
Old 02-11-2019, 04:59 PM
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I'm trying out Subzero as well and overall I think it's pretty good. Finding a lot of bugs, reporting them but sometimes I don't know if it's a bug or it's supposed to be that way. Like the 'beacon' from supply drops, the one with the parachute. It keeps disappearing once I get withing like 100m of it. Also a lot of barren areas. Can't tell if they're supposed to be barren or if it's just awaiting further updates. I did find a really awesome huge fish skeleton but sadly could do nothing with it.
  #159  
Old 02-11-2019, 06:04 PM
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Like the 'beacon' from supply drops, the one with the parachute. It keeps disappearing once I get withing like 100m of it. Also a lot of barren areas. Can't tell if they're supposed to be barren or if it's just awaiting further updates. I did find a really awesome huge fish skeleton but sadly could do nothing with it.
I think the beacons are supposed to fade when you get close to the target (so they're not in your face when you're trying to do something), but they shouldn't fade that far out. I've also seen a beacon that's more like a waypoint--it points at a beach, but its label is for something that's way up on the island.

I think we can expect most of the barren areas to be filled with stuff as updates happen. The terrain gets built long before it gets populated with stuff. One of the things I broke led to some...unsanctioned explorations, and there's a lot of unfinished territory in the game.
  #160  
Old 02-12-2019, 12:14 PM
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Yep, it's not that big an issue but when I went on Nexus mods and saw a mod that would make the blips size by distance, it was the first one I installed. Forget better visuals, forget more upgrades for the subs, that one.
Thank you! I installed this mod over the weekend, and it was exactly what I wanted. It made the blips smaller when they're far away, and puts a range value on them when you get close. Makes it much easier to decide which targets to track down first. It also gives you a handy toggle function, so you can stop foraging for your target material without having to go back & turn off the scanner room. I didn't notice any performance hit either, and I tested with some common targets (limestone, salt, quartz) to get plenty of blips. Highly recommended.
  #161  
Old 02-14-2019, 04:50 PM
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So I haven't had too much time to play, but should have a bunch today. Spoilering my situation...

SPOILER:
I have two bases, one right at the start and one 200 meters down just off the crash site. I have just completed my Cyclops and am preparing to explore the real depths.

I'm thinking the next place I should go is that containment facility I learned about after searching the big gun building. Supposedly I can learn more about this infection there, and I finally feel prepared for the journey.
  #162  
Old 02-15-2019, 12:31 PM
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Hot damn, the deep is SPOOKY! I found what I was looking for, but was missing a certain item required to enter... I will be building a base down there to harvest all the unique deepwater resources and to prepare a breach.
  #163  
Old 02-15-2019, 12:56 PM
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Hot damn, the deep is SPOOKY! I found what I was looking for, but was missing a certain item required to enter... I will be building a base down there to harvest all the unique deepwater resources and to prepare a breach.
It's reasonably easy to make a little auxiliary base down there, at least if you site it near a good thermal source. I made a temporary one, but I found I never used it, so I deconstructed it to use the materials on my palatial digs above the jellyshroom caves. My Cyclops was entirely self-sufficient by that point; I had an on-board grow bed, chargers, and fabricators. With a thermal generator, I just had to park over a hot spot to recharge occasionally.

If you build a deep base as a harvesting hub, it's probably worthwhile to put a scanner room on it. (You can always deconstruct the scanner room and rebuild it anywhere you want.)
  #164  
Old 02-15-2019, 03:12 PM
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If you build a deep base as a harvesting hub, it's probably worthwhile to put a scanner room on it. (You can always deconstruct the scanner room and rebuild it anywhere you want.)
I don't remember if this is mentioned elsewhere, but it's entirely possible to fit all of the materials for a scanner room, hatch, and generator in any of the craft - portable scanner room for all your harvesting needs.
  #165  
Old 02-15-2019, 03:44 PM
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I don't remember if this is mentioned elsewhere, but it's entirely possible to fit all of the materials for a scanner room, hatch, and generator in any of the craft - portable scanner room for all your harvesting needs.
Yeah, I enjoyed having a tiny cabinet on my Cyclops, and emptying the cabinet into my backpack, and using the contents of my backpack to build two rooms, an entry hatch, a power source, and a computer.
  #166  
Old 02-15-2019, 03:59 PM
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I don't remember if this is mentioned elsewhere, but it's entirely possible to fit all of the materials for a scanner room, hatch, and generator in any of the craft - portable scanner room for all your harvesting needs.
It's a good idea, although you might need an extra storage module on the Seamoth:

Scanner room = 11 components, plus 2 more optional spots for range and speed upgrades.

Hatch = 3 components

Thermal Plant = 8. (Or bioreactor/solar panel = 5, but require on-site sunlight or fuel collection.)

So, it takes a minimum of 19 components for a basic scanner room kit, and up to 24 for a deluxe model. The Prawn suit locker holds 24, but the Seamoth storage module only holds 16, so you'd need an extra module on the Seamoth to hold it all--or you could just keep a few pieces in your inventory. (I also like stashing emergency supplies in all my vehicles, so that makes space for this a little tighter for me.)
  #167  
Old 02-15-2019, 04:04 PM
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I built myself a little base at the very bottom of a deep sea trench, near the entrance to a massive cavern filled with fossils. And one not so fossilized giant.... and the little tiny entry I built my base over isn't the way I came in, so I figure I can use the cavern to get around, eventually.

Meanwhile, I was faced with a new challenge here -- I needed power, and with no sun and no thermal vents nearby, I decided to go with a bioreactor. The trench is filled with a unique type of kelp, and I'm going to farm it around my base in order to keep the bioreactor running. Once I've got a little facility up and running, I'll head back into the cavern, armed with the necessary key.
  #168  
Old 02-15-2019, 04:27 PM
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Meanwhile, I was faced with a new challenge here -- I needed power, and with no sun and no thermal vents nearby, I decided to go with a bioreactor. The trench is filled with a unique type of kelp, and I'm going to farm it around my base in order to keep the bioreactor running. Once I've got a little facility up and running, I'll head back into the cavern, armed with the necessary key.
I found reginalds to be a very efficient fuel for my bioreactor, but it takes some setup to make them work; it's probably not worth it for a small outpost.

My main base included a 10-story high alien containment unit full of reginalds, which provided a steady source of both high-value food and reactor fuel, supplemented by gardens full of lantern fruit and melons. Like I said upthread, I'm kind of prone to overpreparation.
  #169  
Old 02-15-2019, 05:29 PM
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Am I the only one who finished the game with just one base? I mean, yes, I played no-food/water, but I still never felt the need for more than a single room in the shallows by the pod.

But then, I hate base building in general.
  #170  
Old 02-15-2019, 06:33 PM
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Am I the only one who finished the game with just one base? I mean, yes, I played no-food/water, but I still never felt the need for more than a single room in the shallows by the pod.

But then, I hate base building in general.
I only had one actual, fixed base, and that was because I like base building. I like building big, efficient, nice bases with lots of amenities, so I tore down the one little outpost base I made for more resources to upgrade the nice base. Moonpools, workshop, storerooms, aquariums, conservatory, lab, office, bedroom (with knicknacks, houseplants, and custom art on the walls), outdoor garden for my pets to play in....
  #171  
Old 02-16-2019, 04:12 PM
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My last complete playthrough used just a very minimal base (corridor, hatch, and solar panel) just to put a ton of lockers in for storing things.

My last run has been all about building a monster base in the Dunes. We're talking room for matched pairs of Seamoths, Cyclops, and Prawns, eight spires surrounding a larger (3x3) central spire, separate tanks for each biome, observation decks everywhere, and massive underwater gardens. And a bed.
  #172  
Old 02-16-2019, 05:06 PM
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I've decided to more thoroughly move into my Cyclops. Now that it can get 900 meters down, I am confident in being able to reach most places where I need a base, and go with the PRAWN suit from there.

I'll be setting up scanners, fabricators, and limited storage in each biome to make resource gathering a breeze, as well as power cell chargers, but I have the feeling that I'll be using my Cyclops a lot more from now on.
  #173  
Old 02-17-2019, 04:29 PM
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More Below Zero shenanigans:
1) There be whales here!
2) I met an old friend in a new place and triggered some dialog that I probably shouldn't have.
3) I was disappointed in my inability to sit on a lilypad.
4) There are no leviathans in the void...yet.
5) Beyond the void, the world repeats the playfield biomes, but not the terrain/contents.
6) If you swim 8 kilometers away, the game dumps you back in the area where you exit the intro.

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I've decided to more thoroughly move into my Cyclops. Now that it can get 900 meters down, I am confident in being able to reach most places where I need a base, and go with the PRAWN suit from there.
You can do literally everything from your Cyclops, once you have it set up properly. It does carry a risk, however, as the Cyclops can be destroyed. If you've got everything on board, losing it can be a huge setback, which is one reason I kept a well-stocked base back in a safe area. I was prepared to build and kit out a complete new Cyclops at any time before I ventured into the end-game area.
  #174  
Old 02-22-2019, 06:32 PM
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I got this when it was free, and I've just dabbled a bit until now. I'm ready to actually get in to it and play for real. How much of the experience is missed by playing freedom vs. survival mode? I putzed around with both, and it seems like survival is quite a PITA chasing after fish....
  #175  
Old 02-22-2019, 06:46 PM
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I got this when it was free, and I've just dabbled a bit until now. I'm ready to actually get in to it and play for real. How much of the experience is missed by playing freedom vs. survival mode? I putzed around with both, and it seems like survival is quite a PITA chasing after fish....
Depends on what you want out of the game. My take on it was that there wasn't any game challenge to the eat/drink requirement -- within a few minutes of the beginning of the game you'll know how to take care of both, and after that it's just a chore you need to do. Others find survival is more realistic, or like the added time management requirement, or finding ways to make the chore less of a chore through farming and such.

I restarted in Freedom, and was perfectly happy with it. I generally am not a big fan of open world games being particularly difficult -- I want to see their world and the story they've put in it, and I want to finish before my attention is diverted by the next shiny thing.
  #176  
Old 02-22-2019, 07:05 PM
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Depends on what you want out of the game. My take on it was that there wasn't any game challenge to the eat/drink requirement -- within a few minutes of the beginning of the game you'll know how to take care of both, and after that it's just a chore you need to do. Others find survival is more realistic, or like the added time management requirement, or finding ways to make the chore less of a chore through farming and such.



I restarted in Freedom, and was perfectly happy with it. I generally am not a big fan of open world games being particularly difficult -- I want to see their world and the story they've put in it, and I want to finish before my attention is diverted by the next shiny thing.
Great, thank you. That's good input. I generally play games on easy, or sometimes normal. I too just enjoy being in the game and see what it has to offer. I'm terrible at games, really, so I'm usually challenged anyway.

Considering that I'll play in freedom.

Are there reccomended mods?
  #177  
Old 02-22-2019, 07:19 PM
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Originally Posted by Sicks Ate View Post
I got this when it was free, and I've just dabbled a bit until now. I'm ready to actually get in to it and play for real. How much of the experience is missed by playing freedom vs. survival mode? I putzed around with both, and it seems like survival is quite a PITA chasing after fish....
As TimeWinder said, it's mostly a question of what you want out of the game. Turning off the food/water requirements is basically turning off the "survival" element of the game. Part of the fun for me is planning and building systems to automatically supply the character's needs. Provisioning also means more planning for expeditions. If you actively pursue base-building, you can be mostly past fish-chasing in a few hours.

If you're not interested in the base-building and management side of the game, then Freedom mode is probably what you want.
  #178  
Old 02-23-2019, 02:09 AM
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The way I see it:
Exploration? Fun.
Puzzle solving? Fun.
Overcoming the risk of drowning? Fun.
Overcoming the risk of being crushed by the depths? Fun.
Overcoming the risk of being killed by sea monsters? Fun.
Overcoming the risk of dying from hunger and thirst? Not fun.
Farming, gardening and interior design? Booooooring.
  #179  
Old 02-23-2019, 03:22 AM
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The way I see it:
Exploration? Fun.
Puzzle solving? Fun.
Overcoming the risk of drowning? Fun.
Overcoming the risk of being crushed by the depths? Fun.
Overcoming the risk of being killed by sea monsters? Fun.
Overcoming the risk of dying from hunger and thirst? Not fun.
Farming, gardening and interior design? Booooooring.
My farming involves grabbing seeds and putting them in a planter, then leaving. I go explore, look for resources, track down radio signals, etc. When I get back to the planter my stuff is grown so I eat some, harvest seeds from others, and plant the new seeds. Then leave and do more fun stuff.

This isnít Harvest Moon or Stardew Valley where youíre pulling weeds and buying fertilizer and hoeing and watering and such. It takes a very minimal amount of planning and maintenance.

And interior design? That consists of, ďHmm a fabricator would be handy here.Ē Pull out a tool, grab the few materials needed, aim the tool at an empty spot and zap it for a few seconds. If you want to go all Feng Shui with your space and fill it with chairs and coffee tables and flower pots and windows to watch fishies swim by you can if you want, but thatís not required or even beneficial to the game.

Iím also not sure why the risk of drowning is fun but not the risk of starving or dehydrating. Theyíre just different meters youíre keeping an eye on. Fun is subjective of course and thereís no ďwrongĒ way to enjoy the game, so I understand having preferences, I just donít grasp the reason for them. (Not that it matters if I do of course.)

Iíve drowned and been killed by monsters but never came close to starving or dying of thirst. The most compelling argument to me for freedom mode is that in survival mode itís already such a non-issue anyway you might as well cut it out of the game. I personally like the fiddly requirement of maintaining a steady source of food and water because itís a fun problem to solve and once you find a more efficient way than chasing down bladder fish and peepers it is extremely satisfying. But I get that not everyone gets that joy like I do. Iím glad the game lets you set those challenges yourself.
  #180  
Old 02-23-2019, 03:41 AM
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The way I see it:
Exploration? Fun.
Puzzle solving? Fun.
Overcoming the risk of drowning? Fun.
Overcoming the risk of being crushed by the depths? Fun.
Overcoming the risk of being killed by sea monsters? Fun.
Overcoming the risk of dying from hunger and thirst? Not fun.
Farming, gardening and interior design? Booooooring.
That's perfectly fair, and why there's an option to play without hunger and thirst. The game accommodates people who just want to go straight for the story as well as those who enjoy building and juggling multiple requirements. (And creative mode suits those who just want to build stuff without risk or resource gathering.)

Random Below Zero thing: How the hell did they get here?
  #181  
Old 02-23-2019, 08:09 AM
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...and once you find a more efficient way than chasing down bladder fish and peepers it is extremely satisfying.
Hah! I was going to talk about this this morning.

I ended up starting a new game in survival, and about an hour in I was glad I did. One reason I was hesitant to do that was, as hinted at in my post above, the fishing. I'm using an X-Box controller, since my computer is set up where it's awkward to do keyboard/mouse. Well, I had gotten frustrated in my previous attempt because it was so hard to catch fish. Two things made it all ok: figuring out that the left trigger works the same as the A, and getting my technique down. Turns out I was swimming too fast and kept passing the fish up or they'd cut to the side and I'd miss them. Now, I sprint toward them and then lay off right when I get in range and coast in to them mashing the trigger.

True story: Towards the end of my session, I realized that even though I had plenty of fish stored I had been swimming around in the dark through the night chasing bladderfish and peepers. Wonderfully mesmerizing and relaxing.
  #182  
Old 02-23-2019, 09:33 AM
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I found reginalds to be a very efficient fuel for my bioreactor, but it takes some setup to make them work; it's probably not worth it for a small outpost.
There's a mod that will take the (non-egg) breeding overflow from an alien containment, and autofeed them into the bioreactor. Which makes it a set-up-and-forget system.

Hunger & thirst (along with battery/powercell charge) are functionally just an additional timer on your explorations. IME, it was a non-issue most of the time, because I'd had to return to base to empty my pockets before I could hit the three-quarters point on the gauges.
  #183  
Old 02-25-2019, 06:42 PM
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Holy cow, I know I'm not telling you guys anything you don't already know, but this game is freaking crack. 20 hours in and I can only think of a couple other games that have sunk their claws in to me this hard.
  #184  
Old 02-25-2019, 08:03 PM
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Holy cow, I know I'm not telling you guys anything you don't already know, but this game is freaking crack. 20 hours in and I can only think of a couple other games that have sunk their claws in to me this hard.
Heh, they should call it ďSubnarcoticaĒ for how addictive it can be.

I force myself to play less so that I donít monopolize my limited free time with it.
  #185  
Old 02-26-2019, 12:11 PM
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So I am very deep now -- I've been building bases all around mostly for the purpose of having a place to recharge power cells and powering a scanner room. I'll dive to a new area with the Cyclops, jump out and gather resources with the PRAWN, build a scanner and small base, and eventually move on.

I'm about to go real deep. So deep that I need to upgrade my PRAWN suit. Not sure what I'll find down there... wish me luck.
  #186  
Old 02-26-2019, 12:17 PM
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I'm about to go real deep. So deep that I need to upgrade my PRAWN suit. Not sure what I'll find down there... wish me luck.
Good luck. When you return, you can join us in ceremonially insulting kyanite deposits.
  #187  
Old 02-26-2019, 02:53 PM
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So I am very deep now -- I've been building bases all around mostly for the purpose of having a place to recharge power cells and powering a scanner room. I'll dive to a new area with the Cyclops, jump out and gather resources with the PRAWN, build a scanner and small base, and eventually move on.

I'm about to go real deep. So deep that I need to upgrade my PRAWN suit. Not sure what I'll find down there... wish me luck.
I don't know if this still works, but I built a power cell recharger on the Cyclops. In the future they've solved the second law of thermodynamics, and recharging power cells takes less energy than a power cell generates; you can have an infinite charge this way. It's an exploit that I didn't really realize was an exploit until I stopped to think about high school physics .

As for what you'll find down there, it's all kittens and happy puppies. Very relaxing!
  #188  
Old 02-26-2019, 04:22 PM
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I don't know if this still works, but I built a power cell recharger on the Cyclops. In the future they've solved the second law of thermodynamics, and recharging power cells takes less energy than a power cell generates; you can have an infinite charge this way. It's an exploit that I didn't really realize was an exploit until I stopped to think about high school physics .
That got patched out some time ago. Canít do it anymore.

At least not on the PC.
  #189  
Old 02-26-2019, 04:35 PM
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Originally Posted by Left Hand of Dorkness View Post
As for what you'll find down there, it's all kittens and happy puppies. Very relaxing!
Indeed, one of the most beautiful, serene locales in the game is in the deeps.
SPOILER:
As long as you don't think about the Cove Tree being full of ghost leviathan eggs.

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That got patched out some time ago. Canít do it anymore.
Yes, but you can make the Cyclops Thermal Generator, which is nearly as good...but which involves the aforementioned cursing of kyanite deposits.
  #190  
Old 02-26-2019, 05:16 PM
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Good luck. When you return, you can join us in ceremonially insulting kyanite deposits.
Never had a problem with those. The crystalline sulfur, OTOH...
  #191  
Old 02-26-2019, 05:23 PM
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That got patched out some time ago. Canít do it anymore.
Probably for the best. I always felt vaguely guilty doing this.
  #192  
Old 02-26-2019, 07:53 PM
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Never had a problem with those. The crystalline sulfur, OTOH...
More than once, I've stood there in the PRAWN, drilling away in the midst of large hurty things, only to have the whole thing yield no kyanite. (Or only one piece, which promptly rolled away into some inaccessible place.)
  #193  
Old 02-26-2019, 08:47 PM
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Weird. I always got more than I could need by the time I finished a second node.
  #194  
Old 02-26-2019, 09:16 PM
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(Or only one piece, which promptly rolled away into some inaccessible place.)
Oh gah I hate that. Like when I just need one more of a rare item and I finally find it and it slips away and I search and search the sea bed... I really need to count to ten to not smash something.
  #195  
Old 02-26-2019, 09:47 PM
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I'm scared to progress any further!

Today I lost a Seamoth when I ventured a little too far over the dunes east of the lifepod. I figured I was safe as long as I was on the ridge, but nope, a reaper popped right up over the top of them and put the gotcha on me. Fortunately I escaped with all of my fancy tools, but for a while I needed someone here to hold me and tell me that I am ok, and that's all that matters.

So I am 24 hours in and just got the Cyclops. I have a base at the lifepod and another on the island to the north. I still have a few things to do in the main area, and maybe explore a little more, but besides that I think I need to hit the depths. It's just been, mostly, such a laid back experience so far that I'm suuuuper apprehensive it's going to get more stressful.

I can also see a lot of the upgrades require materials that I haven't even seen yet, so I also need to venture deeper if I want to play with those.

Here's a thought...if a reaper tears up your Seamoth, can you retrieve the upgrades from the sea floor? Whattabout equipment that was in the storage locker?
  #196  
Old 02-26-2019, 10:04 PM
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Originally Posted by Sicks Ate View Post
Today I lost a Seamoth when I ventured a little too far over the dunes east of the lifepod. I figured I was safe as long as I was on the ridge, but nope, a reaper popped right up over the top of them and put the gotcha on me. Fortunately I escaped with all of my fancy tools, but for a while I needed someone here to hold me and tell me that I am ok, and that's all that matters.
You'll be fine, once you get back on the seahorse. As long as you're using the Seamoth, you can kind of nose around reaper territory, learn how far away they take notice, and use that to sneak by them. The Seamoth is fast enough to get away from them, and can survive the first grab if it's fully repaired, so if one does grab it, keep your head and make a straight-line break for it when you get loose. However: it may actually be easier to park the Seamoth safely out of range, and go in without it, because the Seamoth noise tends to aggro reapers farther away than you do swimming or using the seaglide.

Later on, you'll find yourself sitting pretty in a PRAWN. Then you can indulge in an activity I call the Reaper Rodeo. It's very cathartic.

Quote:
Here's a thought...if a reaper tears up your Seamoth, can you retrieve the upgrades from the sea floor? Whattabout equipment that was in the storage locker?
I don't think you can retrieve any of it, unfortunately; when the Seamoth is destroyed, it's just gone. It doesn't spawn pieces you can interact with.
  #197  
Old 02-26-2019, 10:16 PM
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I had a Seamoth eaten by a Reaper once. Luckily I hadn’t upgraded it yet. I found that it wasn’t hard to make a new one; the components are easy to get. It’s the upgrades that are pricey.

I really like the sonar upgrade, it’s annoying to have to keep pinging the thing but it has alerted me to Reapers that were too far away to see normally, but I often run into them before I can see them. I have stayed out of a lot of trouble thanks to that tool. And I never lost a second Seamoth.

I recently built my first Cyclops, and I was simultaneously excited and overwhelmed. Enough so that I’ve taken a break from the game before I feel ready to tackle it again. And I was playing it too much (again, addictive).
  #198  
Old 02-27-2019, 07:09 AM
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Yeah, losing your first seamoth to a reaper seems to be a rite of passage in this game. Best not to name your first seamoth. And no, nothing is retrievable, upgrades or stuff from the storage locker. But the electric shock upgrade for the seamoth seems to be able to give you a chance to escape if you use it before you get grabbed.

Quote:
Originally Posted by Balance View Post
Later on, you'll find yourself sitting pretty in a PRAWN. Then you can indulge in an activity I call the Reaper Rodeo. It's very cathartic.
I am intrigued by your ideas, and would like to subscribe to your newsletter.

Seriously, can you expound on this? Does it involve the grappling arm?
  #199  
Old 02-27-2019, 11:22 AM
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AFAIK, there's 3 ways of permanently dealing with reapers:

SPOILER:

1) stasis rifle + knife + a lot of spare batteries
2) vehicle with lots of gas torpedoes (vortex torps are non-lethal)
3) a prawn suit with a repulsion arm, and a cargo bay full of tamed crashfish


Honestly, aside from the early jump-scares, I had a much worse time with the warpers. There's only like 3, maybe 4 reapers you have to get close enough to, to risk aggro.
  #200  
Old 02-27-2019, 12:20 PM
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I am intrigued by your ideas, and would like to subscribe to your newsletter.

Seriously, can you expound on this? Does it involve the grappling arm?
Yes, the Reaper Rodeo consists of latching onto a reaper's head from behind with the grappling arm and reeling yourself in close, then punching it repeatedly in the back of the head with the other arm as it thrashes and drags you all over the place. It takes a while to kill one this way, but it's probably quicker than the stasis/knife route, and definitely more exciting.

SPOILER:
I've also used it to kill warpers and ghost leviathans, but I had to keep re-grappling the warpers, and my PRAWN needed repair breaks with the ghost leviathans. (I've ridden the Sea Dragon as well, but didn't bother to kill it.)
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