![]() Build the room, scan, grab whatever you need, take the room apart and put it back in the locker. My only complaint about the Cyclops is that it doesn't have a way to scan for resources, so reserve one locker for a "scanner room kit": Just materials for a basic compartment, a hatch, a scanner room, a thermal plant, a power transmitter and four range upgrades (remove the upgrades when dismantling the scanner room!), that would be 1 copper, 1 aerogel (1 gel sack + 1 ruby), 2 gold, 2 magnetite, 1 quartz, 1 table coral, and 15 titanium. If you are familiar with real life heavy vehicles, the Cyclops maneuvers (except for the "turning in place bit") exactly like a bus (where the front wheels are behind the driver). The Cyclops can turn in place, you don't need to be moving forward to turn. Here are some tips that helped me: Turn off the internal lights when you're navigating (at least for me, this improved visibility). I just finished a no-base playthrough where I lived in the Cyclops, the only place I couldn't take it was the Alien Thermal Plant. Use the external cameras and don't worry too much about predators (turn on silent running only when you see the ghost leviathans, you don't need to keep it on at all times) Park the sub at one of the various fumaroles to recharge batteries. Keep sonar up at all times until you're familiar with the cave layout. Install both the sonar and the thermal reactor upgrades before going deep.
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