![]() ![]() An essential feature given the vehicle's size: The Cyclops has three camera views you can switch to, in addition to looking straight out the front glass bubble, which makes manuevering easier. Looking down at the Seamoth docked with the Cyclops. The hatch visible here is the rear one, while above you can see the enameled glass and a hatch for vehicle entry and exit. With the Seamoth at what altitude you deploy relative to the seabed doesn't matter so much, but deploying a PRAWN should be done from less than the length of the Cyclops above the seabed so you can get back in it. I painted it red, for better visibility in low light, or so I thought. ![]() Incidentally customization controls are on the bridge for naming and coloration. The ladder leads directly to the bridge the second hatch beyond is for the vehicle bay, and then beyond that, the lower half of the engine room. There are five two-by-six lockers in there, though you can actually build stuff inside the Cyclops including your own lockers. The first opens up parting in two directions when you're close (presumably it interfaces with your PDA?) leading to an interior hatch that will leave you inside a small area forward with a door. The "board Cyclops" marker is for the swimmer entry, which is a pair of hatches in what would be the peak tank on a ship forward and bottom. With a giant splash, it lands in the water, leaving no trace. All of those ones with five or six floaters are actually moving upwards. You remember that weird rain of boulders? Here, it's, uh, in reverse. What am I doing over here? Hunting up more Titanium. ![]() There's a wreck very close to the Aurora, but nothing in it worth having. I think it's the equivalent of "placeholder", considering you hear several different stories about this guy. I prefer just avoiding enemies, but if that's not possible this is better than trying to knife them. It's not effective at long ranges due to shot travel time in most cases, though, making using it nerve-wracking. This gives you time to get away, scan, or otherwise take action, but does no actual damage. The stasis rifle freezes normal-sized enemies, even groups of them depending on how long you hold the trigger to get a large effect, in a bubble of slowed time briefly. ![]() Reduce to starter material level, that's.50 Titanium, 5 Lithium, 10 Quartz, 5 Stalker Teeth, 6 Creepvine Seeds, 2 Gold, 1 Quartz, 1 Silver, 2 Table Coral Samples. Going back to the mobile vehicle bay, let's see what it takes. Then some asshole Biter ruins the moment, but I've unlocked the Cyclops. While hunting up for silver around the Mountain Island, I decide to hang out underwater a bit, and.Cyclops parts. It's good it does, because I've actually fallen in a couple times. This guy has at least made the Moonpool a safe entry and exit it has ladders on the sides, in case you fall in while trying to get stuff out of your vehicle/add upgrades/whatever. SPACE GUNS! Behold the conquering hero, Gasopod, First of His Line, Ruler of the Area Around the Moonpool. It's much more clear than the last time I saw it. Alien containment? Am I in X-COM too now? Welp, more scanning lifeforms then. I like this area, it's visually appealing, either way. Do my nuclear reactors melt down? Maybe it's for the thermal generators? Also more Cyclops bits. Also bits of the Power Transmitter, not sure what I'd use that for. Lithium deposits are good since they give me the ability to make plasteel ingots, which is necessary for a lot of things I want to do. But on the way, lurking along the bottom, I notice things. I head out in my new upgraded Seamoth towards the wreck I remember from earlier, right on the 200m border. Stepping out the door, we are immediately confronted with-jesus christ it's a shark get in the seamoth. The FreeSpace Universe Reference Project. ![]()
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