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..btt
Mar 26, 2008


Michaellaneous posted:

The first thing you should do is rush the big and the small sub.
You can dock the small sub in the big one, and even build stuff in it. Storage and stuff. It acta amazing as a mobile base and has it's own constructor.

Counterpoint: the big sub is slow, too big and a pain in the rear end to keep powered (takes 6 power cells). I'd just focus on the little one and grab a solar upgrade when you get the moon pool. Apparently they're planning on adding stuff to recharge the big sub in the next major update so maybe it'll be more useful at that point.

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..btt
Mar 26, 2008


Antoine Silvere posted:

i cannot for the loving life of me find any goddamn cyclops bridge fragments. i've got just about everything else scanned and unlocked (including the pressure compensator for the cyclops) but i have never even seen one of the bridge fragments. do they look any different than the hull/engine fragments? i checked the coral forest where the wiki says they can appear but nothing

I'm pretty sure I found mine in the dunes, not the mushroom forest. Try looking there. Maybe they're more likely to spawn in that area. That or it was blind luck.

..btt
Mar 26, 2008


Surprise Giraffe posted:

Its such a great game. Theres grind but the gameplay and worldbuilding are so fun it's relatively easy to enjoy anyway. It could be VRs first really killer game. Just makes it all the more frustrating waiting for the fixes.

Have they done anything about the HUD yet? Last time I tried it in VR (about 6 months ago) the inventory was rendered so close to your face that it was extremely difficult to focus on, and the health meters were partially obscured by the bottom left corner of the scuba mask almost outside the field-of-view. It ended up giving me a headache and I went back to playing it on my regular monitor.

Actually looking around the environment was great, but it seemed like they'd just flicked the switch in Unity settings to enable HMDs and put no other effort into it.

..btt
Mar 26, 2008


Even without motion controls it's fine in VR on a gamepad... just the inventory (and any UI for that matter) is completely unusable. I mean, you can technically use it, but if you can use it for longer than 5 minutes without getting a headache you're doing better than me. It's annoying because it seems like it would take literally half an hour for a dev to fix.

..btt
Mar 26, 2008


Surprise Giraffe posted:

I keep thinking about engineering a clipper for maneuverability and shields. It should get over 500 shield with prismatic right? Id have to mess with the power plant.

Its just so fast and pretty. Would a hull tank work better though?

The clipper is never going to be all that manoeuvrable imo, it's a big ship, it just happens to go fast. Also I'd suggest posting in the correct thread for better advice!

..btt
Mar 26, 2008


Phi230 posted:

Where should I make a base?

Where do I find lithium

You can make bases wherever - they're not too expensive. In my post 1.0 run I only made one in the shallows, then once I was in the depths (<900m) I pretty much just used my cyclops as a mobile base. With the thermal generator it essentially had infinite power down there as the ambient temperature was warm enough to always be charging. I did make sure to take all the poo poo I needed though, like the accessible materials required for the thermal generator mod, which I built down there. It would have been a major hassle to keep going up and down in that thing. I also fitted my mod station to the cyclops so I could craft the mk2+ depth mods for cyclops and prawn.

There was a poo poo-ton of lithium nodes in the caves on the island with the QEP (the big gun) for me. Plenty of shale outcrops for other rare-ish materials like diamond too.

..btt
Mar 26, 2008


Phi230 posted:

I don't have a scanner room or any vehicles

The jellyshroom cave is scary and I had to use like 30 pipes to get air down there

I'd suggest building a starting base near the surface where you can easily place solar panels without much infrastructure. I like next to the area with vines because both the resources are 4x4 so you don't want to have to store too many. You can always build others later if you want.

..btt
Mar 26, 2008


double nine posted:

is the end-game content still prawn suit-only?

You'll want it to harvest the large nodes, but I can't think of anything that absolutely requires it.

..btt
Mar 26, 2008


I managed alright - there were some tight spots, but the external cameras got me through.

..btt
Mar 26, 2008


DreadLlama posted:

Does anyone else think it's an oversight that you can't build a nuclear reactor on the cyclops? Late-game you have the thermal and efficiency modules, so you end up with a bunch of extra power cells left over from mid-game when it was necessary to swap them constantly. A nuclear-powered option would be a nice stopgap.

You actually used to be able to build solar panels on the cyclops, I don't think nuclear reactors existed at the time. They removed it, so no it's not an oversight, it's 100% intentional.

..btt
Mar 26, 2008


Just take another route, there are several.

..btt
Mar 26, 2008


I'm not saying there aren't bugs - there clearly are, but I've put about 70 hours into this game since early access, completing it three times, and the only bug I ever experienced was clipping thorough a certain part of the aurora once. I was able to swim right back in though, it wasn't what I'd call game breaking.

Reading some of the posts here it sounds like the whole thing falls apart every 5 minutes, but I think that's only for a small percentage of players. Save often just in case and you should be fine.

..btt
Mar 26, 2008


Yeah, I wasn't saying don't get angry at bugs, though I will say that now: try not to get angry at bugs, it's pointless and doesn't affect anyone but you.

I was saying that people who didn't get horrible bugs generally aren't going to come and post about it in the same way that people who did will. So while there clearly are game breaking bugs, and they're more frequent than anyone wants, they are disproportionately represented itt. It's entirely possible to play through the game multiple times without seeing any.

..btt
Mar 26, 2008


uPen posted:

The PS4 version was another matter.

Fair point, I should say that all my playtime was on PC.

Shame that the PS4 port sucks, it's a lot less forgivable having pop-in issues on a console, which is a relatively static target, performance-wise.

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..btt
Mar 26, 2008


Peachy Poo posted:

Is there any sort of consensus on how this game plays in VR? I remember looking into it last year when I had a headset, and I think reactions were mixed. Been thinking about buying it lately though, but it seems like a game that could really benefit from VR, so if it's actually good with it I'd probably rather just hold off until I have a headset again.

The UI, i.e. health, oxygen indicators and inventory, is rendered about an inch from your face which made it completely unplayable to me. Some people don't have an issue with it but it gave me a headache. Really frustrating as it'd probably only take 5 minutes to fix if they could be bothered.

The environments look pretty great though.

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