![]() ![]() While controlling the helm, the player is still able to move their viewpoint in a limited arc to look around. The Cyclops functions as a cross between a Seabase and a vehicle: the player can freely walk around inside it, only controlling it when they approach the helm control and "use" it. A far safer option for finding all hull and bridge blueprints could be either of the Mushroom Forests, and engine fragments can be found with relative ease in the Crag Field. It should be noted that while the East side of Mountain Island is a viable place to find many / all of the parts, a Reaper Leviathan and Boneshark patrols the area, and the parts reside at a depth of below 200m. Each completed component will progress the overall Cyclops blueprint by 33% to fully complete the Cyclops blueprint, the player must find and scan nine fragments in total. ![]() Each component is shown individually in the PDA. Cyclops Bridge fragments ( Crash Zone, Mushroom Forest and Sea Treader's Path, East side of Mountain Island)Įach set requires three fragments to be scanned to complete the component. ![]() Cyclops Engine fragments ( Aurora, Crag Field, Crash Zone, Mountains, and the Underwater Islands Wreck, East side of Mountain Island).Cyclops Hull fragments ( Mushroom Forest, Sea Treader's Path, East side of Mountain Island).Unlike most other blueprints, the player must find and scan three different sets of fragments to craft. Should the player choose to build multiple Cyclops, each will have its own beacon. It is equipped with an onboard AI that will warn the player of danger and a beacon allowing the player to locate it at a distance. :) Efficiency doesn't mean anything when you're stranded several kilometers away from your sub.Access is obtained either via the dive chamber located at the bow of the keel or via the docking bay when piloting a Seamoth or Prawn Suit. That being said, when I go on a far-away recon mission in the Seamoth, I always pack an extra power cell for those times I don't have access to the required 1.21 Gigawatts needed for the return trip. It's more efficient (resource-wise) to explore in the Seamoth, but once you get the power upgrade for the Cyclops (that's something you can get from the Aurora easily once it blows up) it seems like it's better to use the Cyclops to recharge the Seamoth's battery. It really depends on how much you move the Cyclops around, thus using more of it's energy. (Not to mention an aquarium full of fish.) Since I have several exterior growbeds with creepvine growing, I have a virtually unlimited supply of biomass to use. I keep 4 or 5 of them in my inventory for either excursions in the Seamoth, or to replenish the Cyclops ones, and when the Cyclops is at by main base, I just recharge the power cells in the base, which uses thermal and bioreactor energy. I can see this getting fixed eventually, but for now it's by far the most efficient usage of power cells. ![]() This means that recharging the power cell will use less energy then you get from a recharged one. With that in mind, however, you can now build a power cell recharging station on your Cyclops, and according to the wiki, gives a net-gain of energy for the cyclops. Keep in mind that when you charge the Seamoth docked in the Cyclops, that it drains Cyclops power. Now that power cells are rechargable, This changes my answer slightly. (Note one way of recharging spent power cells without a power-cell-recharging unit in your base is to replace it with an empty/low power cell while near the surface.) That coupled with the recharging stations (again, that can be placed on a base, or even in your cyclops) makes recharging always a good move. Things have changed yet again since the original answer and update - several updates ago (as mentioned) the Seamoth can be outfitted with a Solar charger, so if you're close enough to the surface, and it's daylight, it will auto-recharge. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |