I watched it happening, was actually rather funny. That was what the original vision was.Īctually the eels do go straight for the cyclops if it's making noise. If anyone wants to suggest ways to fine-tune the Cyclops (and I would encourage them to do so) they will need to work with the premise that it needs to be destructible so that you are still at risk of being attacked and/or damaged while using it. I would say you can still use it for whatever else you want to as long as you are up to it, but that is beside the point. The main premise going into making the Cyclops destructible was that players would stop relying on it in order to feel safe. Octopi and squid have beaks that can puncture clam shells. Crabsquids and leviathans are self-explanatory crabsquids won't use their EMP attack if you turn your lights off and they are not likely to notice you, anyway, but they are definately big enough. ![]() AmpEels won't go straight for the Cyclops but they do use electricity so it stands to reason they can do some damage if they can manage to make their way over there. It is quite handy having a portable growbed with marblemelons though.ĪmpEels, crabsquids and all of the leviathans are still able to damage the Cyclops. Sure, you *could* put a fabricator on there, but the cyclops already has energy issues and chances are you're not going to have the bulk of your resources onboard, so crafting is going to be fairly limited. ![]() Its main draw is being a taxi service for the PRAWN suit for covering long, uneven stretches of ground on the surface, and the fact that you can use it as a middle man if you're doing far-reaching resource runs, since you can stock the inside with a bunch of lockers and then ship the whole thing back to your main base. Still though, with how poorly it handles, its slow speed and its OBSCENE power usage (not to mention no go-to method of recharging the battery banks, save trying to park the fat thing inside of a lava geyser), the cyclops is sadly not particularly useful. Didn't check river prowlers though, but if you're in the lost river you've got bigger problems for ol' Cy. Those slimy little zapheads just don't back down from anything. I sometimes wonder if loading up the Sea Moth with as much cargo as it can carry wouldn't be more efficient.I did some checking, and ampeels are still very much infuriated by the cyclops. It's definitely useful for transporting a lot of cargo and getting the Prawn Suit to different regions but the risk always has me trembling the entire time and I end up moving at a snails pace. Escaped with the Cyclops just barely holding together and running on fumes. Didn't seem to matter if I was going slow or fast or even rigging for silent running. ![]() The other day I was being harassed by this Reaper that chased me far outside of its territory (and I think it set up permanent shop in one of the grasslands? I have to check again sometime to confirm) and would not let up until I completely cut power again. ![]() I know that if I cut engines creatures should ignore me. It's a Hardcore save so I can't just get it back to a save point if I lose it, and every time I travel somewhere I encounter something big and dangerous that does a lot of damage, or uses a shitload of power to escape/avoid along the way. I'm currently playing a save where I've built the Cyclops early enough to actually make use of it around the map, but it's always very scary to do so.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |