What's your most unused stuff in the game?
zetachron
Germany Join Date: 2014-11-14 Member: 199655Members
Some things in the game are quite useless or I never came to find a good use for them. I wonder if others have the same useless stuff or use things differently. So post a list of your most unused stuff here. Thanx.
Mine is as follows:
- radiation gloves / glove slot (no other gloves, why not use the slot for tanks instead?)
- current generator (found a single minor use but otherwise too bulky)
- gravsphere (bulky and still hard to catch peeper, easier to get with stasis or seamoth)
- waterproof locker (4x4 too small, no real need for it)
- seamoth power efficiency / solar recharge (only need one module, recharge is too powerful)
- seamoth storage (4x4 too small, there are better uses for a slot)
- seamoth hull reinforcement (better use shock + weld fix)
- seamoth vortex torpedos (only needed to distract a large group of leviathans)
- bench (eyecandy use, maybe useful if it could shift time)
- bioreactor / nuclear reactor (pain to manage, better others + power lines, maybe use exclusive interior?)
Mine is as follows:
- radiation gloves / glove slot (no other gloves, why not use the slot for tanks instead?)
- current generator (found a single minor use but otherwise too bulky)
- gravsphere (bulky and still hard to catch peeper, easier to get with stasis or seamoth)
- waterproof locker (4x4 too small, no real need for it)
- seamoth power efficiency / solar recharge (only need one module, recharge is too powerful)
- seamoth storage (4x4 too small, there are better uses for a slot)
- seamoth hull reinforcement (better use shock + weld fix)
- seamoth vortex torpedos (only needed to distract a large group of leviathans)
- bench (eyecandy use, maybe useful if it could shift time)
- bioreactor / nuclear reactor (pain to manage, better others + power lines, maybe use exclusive interior?)
Comments
last two items I'll point out. Bench in my opinion isn't useless if your in survival you sit down on it and you don't lose hunger or hydration. Really nice to have if you need to step away from the computer for 10 minutes and don't want to die from dehydration or starvation.
Nuclear reactor... yeah... uh 1 uranium provides 1000 power over the course of it's use. That is a lot of power and you don't need to link your base if it's in a location where solar, geothermal can't be used. Also you don't need to use power transmitters.
besides those points
current generator
gravsphere
waterproof locker
yeah don't use these. I don't really use pipes either... though I'm sure I should. I know for a fact that developers might be planning to make use of pipes to bring in air into bases.
I've already been at the lava castle with my seamoth (4x pressure) and the inactive lava zone is the only space that actually doesn't allow to dive up to the sun. But as you can see this region needs all 4 slots for pressure for the seamoth. The next best zone would be blood kelp, but diving down and getting back to sun gives you enough time. Certainly more for the planned limited O2 use of the seamoth. So O2 use will be the depth limit for the seamoth. Going from one end of the map to the other is only a matter of moonpool recharging. In the end the seamoth might rather need an extra O2 tank module than any energy bonus module.
I play survival and gather food and water to store them into containers to relax when exploring early in game. Never needed this bench, but wished I could forward time to focus on day/night explorations better. And there's plenty of time to relax with advanced tech for water and food later in game.
Nuclear reactor is better to manage than 10 power cells = 1000 power, yes. But not as good as management of free power like solar or thermal. Nuclear power would be ideal to be a cyclops energy upgrade/addition or serve as a quick sea base setup in deep areas. Most deep areas though only need a few transmitter pylons to fetch energy from above or a hot source. So if someone asks me where to put nuclear power best, I'd opt for internally in the cyclops.
also found use for waterproof lockers in form of "dumpster storage of used up knifes", previously it was "dumpster for fragments that already had been scanned"
Forgot to think of 4x storage. Good point. The module isn't too expansive. Will test. Thanx.
"... dumpster storage ..." reminds me to ask for a waste deconstructor: I'm swimming in salt already and don't want to destroy all corals just to get rid of it. Can the game ever get that balanced that you don't want to get rid of something?
waterpoof locker... wouldn't be so bad and I'd use it more if it was possible to recycle it once it's use is no longer needed.
Sarcastic post is sarcastic
Edit/PS: Ah, and I forgot: Brainless fish
LOL ... you know how to hit hard ...
Seems I forgot more useless stuff than I thought. Some stuff I would consider useful:
- cyclops (if it gets better power, navigation and upgrades)
- first aid kit & reinforced diving suit (rare use when you get caught by surprise)
- stasis rifle (maybe you tell me how to scan a reaper leviathan or do other stunts)
- moonpool (if they throw away solar recharge for seamoth)
- laser cutter (when more wrecks come)
- indoor farming (future use)
- water filtration machine (allows to equip any suit)
Oh, and yes I hate to see blinking beacons / signals everywhere, especially inside screenshots.
Finally I have no clue, what's the use for battery driven floodlights. Maybe I could use them to guide the cyclops to the lava castle in pitch black by lining them up like airplanes get their landing lights. Unfortunately I would need a signal to sync switch them on by command from my sub. And why can't I have floating floodlights if they are battery driven? This is the future isn't it?
I said: At the moment. Reapers are not scanable and the other creatures bugbears. But I agree, scanning a reaper was the first real use of the rifle. I first thought of slipping into a hole and while it's unable to nap, you scan. The prob seems to be the collision detection of its bending shape, so I'll wait for that to be fixed first ..;)
And cyclops, well atm I'm planning to recycle and rebuild my mainbase in an untouched biome to verify any impact on the ecosystem. So I'm about to create my first personal use for this sub.
Yeah, the moonpool would be real great if there wasn't the solar charger and the underwater seamoth repair service. That was a reason for building outposts with moonpools.
And the rest ... you're right. I'm looking forward to see some needs for all that stuff.
Correct me if I'm wrong here, you don't you need the moon pool to even build the solar charger for the seamoth? Seems like you can't call it useless if you need it for something you consider more useful.
Sorry for quoting myself.
Didn't catch that part. That said, at some point in the near future, we'll be getting creatures that attack our bases, which means that letting our seamoth sit outside would probably be a great way to get it dead.
Any good idea is welcome!
Know what I've meant with solutions before needs?
I've been reserving judgement on that statement since I started playing. Considering the fact that the game is in-development and is not feature complete, as well as the fact that the roadmap does cover many of these topics at a later date / update, I've been giving the Devs the benefit of the doubt. If they add a solution to a problem that doesn't exist yet, then why should I have any problem with this?
EDIT: On second assessment, I would much rather have the solution before the problem than the other way around. If they were to introduce base attacking creatures and then at a later patch introduce a way to protect against them, this would lead to many frustrating losses of bases and equipment.
Come one, SpacedInvader. Wasn't the only problem before solution the ecosystem? And wasn't it a damn fun? Anyway, it's nothing more than a question of taste. I like to see the need before check out the solution. But that might just be my pragmatism ...
I haven't said that wasn't fun, but as far as I can tell, the Devs had considered the ecosystem to be working just fine without fish respawn in any form and I felt it important to attempt to steer them towards a more long-term sustainable solution that would prevent the dead-zone effect we get when playing for long periods of time. This discussion is a whole different animal, as I can't call something useless simply because the Devs haven't introduced a great need for it into the game.
That all having been said, reading back over your list, I see plenty of very useful items (e.g. medkit, stasis rifle, dive reel) that you seem to have listed not because they don't have a clear and beneficial use, but because you don't choose to use them. While I agree that the original question of the topic is "what are your most unused stuff", later calling them a waste is a little harsh. Items like these aren't a waste, but rather situationally useful, and should be viewed as such. I'm not saying, however, that there aren't items which are a waste of space (e.g. grav-sphere, current generator), but at least you should accept that some things are useful, even if you don't use them.
And, finally, I still say the moon pool is plenty useful as it is now, solar charger or not. This is because it is logical that you would store your highly valuable mode of transportation safely within your base if you have that option available to you. Sure, there is an element of role-playing there, but thats the way I approach the game. This carries over to all of the fluff that you can put into your base as well. If I was living for an extended period of time alone on an alien planet, I'd want to make my living environment as comfortable and customized as possible to lessen the negative impact of solitude. But, then again, I guess this is my approach to the game, and not yours.
Did you have too much monosodium glutamate? You are a clever guy, SpacedInvader, but you seem to have perceptual difficulties. I've called it a waste NOT to have a reasoned use for them. Clear? Anyway, I'm not the guy of too many words and it might be a mistake to expect others to abstract my allusions by reading between my lines.
But however, please read this twice, take it slowly and word by word: It is MY personal unused stuff at the MOMENT! And that is none of your business mate. Agreed?
Maybe some unused stuff could get cleaned out if no one really uses it. Or could get made useful again by refunctioning it.
I agree on that. Make it useful please! There's simply no need for many of those lovingly designed tools and this uselessness is pure waste at the moment.
Things i probably should use or would if/when there are improoved mechanics/content for it
In addition, if i understand correctly that the new floodlights will require frequent battery changes, i probably wont bother. Depending on how fast they discharge the batteries, i might not even bother even with the upcoming battery charger.
Rarely used items:
Items I use all the time: (doesn't include things you really need like base builder, mobile vehicle bay)
Well, mate, this is a public thread on a public forum, and the condescending and antagonistic tone of your posts has a tendency to generate a negative reaction from me. So, if you have "business" that you don't want to be challenged here, I recommend you either not post it, or learn to be more diplomatic in your phrasing.
Greatly used items (have a copy in cyclops and in base):
Infrequently used items
The highly useful niche items:
generally out-performed items/or I simply don't like:
Items I don't think I've ever used:
think that's all, but beware I'm a boy scout, so have more use for things that can be used repeatedly than things that need a new battery/powercell every so often (I think I've only replaced a single power cell so far)
Flares
Gravsphere
Current Generator
Plasteel Tanks
Repulsion Cannon
Small storage box
Signals --- (i know where they point by heart by now)
Pipes
Air bladder --seems nice, but doesnt help that much really
Dive Reel -- i used to at first, but now i dont anymore ever
Flashlight
Items i use ALOT:
Knives, all of them -- of course
Seaglide -- mostly as a lightsource in dark places as i find the flashlight much less useful
Seamoth
Welder
Habitat builder
Workbench
Everything that involves making//putting in Seabases
Propulsion cannon
Beacons (God knows i need them alot)
fins, all of them
High Capacity Tanks
Terraformer
Everything else i use sparsely, in some games i may use something that i wont in another. Note that i did not put the Cyclops in the stuff i use alot. The Cyclops is so big 'n bulky, i realize fast that it tends to get stuck almost everywhere that isnt very deep, plus its slow, i rather use the seamoth all the time. Of course, with the next big update theyll make limited oxygen in the seamoth, i might get to use the Cyclops more.
I agree. But you might also agree that diplomacy requires some willingness for understanding and will inevitably fail when it comes to questionable teachings based on absurdly quibbling. A rational discussion presupposes the ability of receptivity. So if you want to 'teach' someone, SpacedInvader, you better familiarize with the content first.
Edit/PS: And yes, it might be my fault. I simply have no comprehension for upper clever teachings dispensing any contextually foundation. Don't get me wrong, I really like our discussions .. as long as they are based on reciprocal insights.