What do YOU use the Cyclops for?
Aegil
Perth, Australia Join Date: 2016-03-26 Member: 214833Members
Just to be clear, this isn't a DERP, I can't figure how to make it go. This is, what function does it serve in your particular play style?
For me, I use it as a mobile moonpool. I know that it's not the "best" use. Heck, given how this lumbering beast is tricky to maneuver and can only be recharged by feeding it a diet of acid mushrooms, copper and creepvine (i.e. power cells), many players consider it a waste of time. But I've found that after building a storage locker or two in the seamoth bay, it can be rather handy. I load those lockers with various modules for the seamoth, allowing me to configure it for a new function at or close to the area that I'm operating in. A bunch of sandsharks and the like? Load up the torpedo tubes and clear the pesky buggers out, or just charge up the shocker. Need to dive deep? Pressure modules and probably a sonar. You get the idea. I just like being able to do that without traveling all the way back to a base first. No, I can't recharge off of base power. Not yet, anyway. But these days my secondary bases consist of a moon pool and a single multi-function room, anyway.
So, how you YOU use the Cyclops in it's current incarnation?
For me, I use it as a mobile moonpool. I know that it's not the "best" use. Heck, given how this lumbering beast is tricky to maneuver and can only be recharged by feeding it a diet of acid mushrooms, copper and creepvine (i.e. power cells), many players consider it a waste of time. But I've found that after building a storage locker or two in the seamoth bay, it can be rather handy. I load those lockers with various modules for the seamoth, allowing me to configure it for a new function at or close to the area that I'm operating in. A bunch of sandsharks and the like? Load up the torpedo tubes and clear the pesky buggers out, or just charge up the shocker. Need to dive deep? Pressure modules and probably a sonar. You get the idea. I just like being able to do that without traveling all the way back to a base first. No, I can't recharge off of base power. Not yet, anyway. But these days my secondary bases consist of a moon pool and a single multi-function room, anyway.
So, how you YOU use the Cyclops in it's current incarnation?
Comments
Untell the Cyclops gets more upgrade slots or better upgrade types, its just a expensive beacon.
Also on a new start playing on hardcore and experimental I have yet to find the Cyclops or seamoth yet.
With all the new changes lately, the game takes on a new level for me. build 30568
I do all of my important stuff and things in my SeaBase, since it has basically unlimited power.
Sorry, had to do that.
Anyway, I have a farm, my fabricator, three moonpools, and an entire section for keeping pictures in my SeaBase. Whenever I'm not out and about, I have my Cyclops hovering about 15 meters above the entrance.
Every time I go out and about, I decide in advance what I'm going to be doing. Do I want to pick a fight with the wildlife? Better go get Ivan, the only SeaMoth I have that has torpedoes. Deep-sea? Challenger. Just going about at high elevation exploration? I'll gladly take the Sphinx, it has a solar charger.
After deciding on what Moth to use, I park it in the Cyclops, and off I go. I always know in advance where I'm going, and thanks to my four hundred billion beacons, I know exactly which way to go. So, I go to the location, and in about the middle of the area I want to explore, that's where I park the Cyclops. I then use it as a stationary base of operations, to take the stuff back to whenever my own inventory is full. I prefer using the Cyclops as the mothership instead of just going with the SeaMoth, due to its massive adaptability. I have a Fabricator inside for emergencies only, and it's the place where I keep all of my items.
Other than that, with the removal of the ability to attach solar panels, the 'clops lost a lot of its usefulness, although I understand why they did that - with essentially unlimited power there was no reason to have a seabase. Especially with the addition of farming, you'd easily be able to survive indefinitely aboard the sub.
I use the Cyclops for the following:
- As a safe diving bell for short EVAs in dangerous waters where I might need to retreat suddenly
- As a resource harvester (where I advance 200 metres, then harvest the area, then advance again)
- Finally, as a resource transport to carry base building supplies to new biomes
I also use it for exploring distant areas where I need a capacity to cook or supplies. These expeditions need preparation though, as I need to make new power cells. However, for long expeditions it can be more efficient than using the Seamoth since one doesn't have to travel back to base repeatedly and since it doesn't use up power when stationary (i.e. you can refill your oxygen tanks in it without losing battery power).
I expect it will continue in this role as I may use it as a Seamoth tender (as Aegil suggests).
So, it has multiple uses. However, they are not day-to-day uses.
I use it for the following:
I still don't use it as a main base for the following reasons:
I do however use it more than the seamoth generally.
Since O2 was cut down, I'll enjoy my seamoth till end game content gets near.
So this big mobile base is in stand-by until I'll plan to build a deep base, explore and mark the way in jelly Shroom caves or reach a new biome etc
Covering the lower hull with floaters and skimming over the surface of the water like a hydrofoil until you run out of power and then hopping out and hoping you can get them all off with the propulsion cannon before it's lost to you forever.
I really would like to see a "power generation" option available for the Cyclops to make it more useful. Maybe give us a place on the spine of the ship where we can place a solar array, bio reactor, nuclear reactor, etc. One of the standard power options now, forced into a specific slot on the ship. The power cell grind just gets to be too annoying when using the Cyclops over long durations...