A reaper has decided to patroll in the Grassy Plateau just off my base
ElCabong
Houston, Tx Join Date: 2016-01-23 Member: 211851Members
I build my first base on the cliff between the southern kelp forest and the grassy plateau.
Sand sharks have descended upon my area, they've never done that. I'm just annoyed by them.
I loaded up my seamoth with gas bombs and that seemed to drive them off for a little while. They
came back in less than a day.
A reaper started patrolling the grassy plateau just after I started harvesting the big silver nodes in my
prawn suit. I upgraded the armor on my seamoth and tried to drive it away with gas torpedoes.
The torpedoes are almost worthless. They're too slow to hit any moving target unless you're looking down
it's gullet like I did with the reaper. The gas sort of worked. It shut up and did little or no damage to my seamoth.
I hit it using the other torpedo, can't remember it's name, it caused a whirlpool, the reaper ignored it and chewd on my sub.
It moved away a little bit, perhaps 1/2 a km. It came back after a few minutes when it was hit with the gas torpedo.
The torpedoes need some work. They need to be faster. Perhaps if I could hit a moving target
with them they would be more effective.
Sand sharks have descended upon my area, they've never done that. I'm just annoyed by them.
I loaded up my seamoth with gas bombs and that seemed to drive them off for a little while. They
came back in less than a day.
A reaper started patrolling the grassy plateau just after I started harvesting the big silver nodes in my
prawn suit. I upgraded the armor on my seamoth and tried to drive it away with gas torpedoes.
The torpedoes are almost worthless. They're too slow to hit any moving target unless you're looking down
it's gullet like I did with the reaper. The gas sort of worked. It shut up and did little or no damage to my seamoth.
I hit it using the other torpedo, can't remember it's name, it caused a whirlpool, the reaper ignored it and chewd on my sub.
It moved away a little bit, perhaps 1/2 a km. It came back after a few minutes when it was hit with the gas torpedo.
The torpedoes need some work. They need to be faster. Perhaps if I could hit a moving target
with them they would be more effective.
Comments
Vortex torpedo - should distract or nail a big predator, but you can swim or drive around them
Gas torpedo - Ampeels can take multiple dozens of hits without dying, drives them away though, but again I just swim around them
Torpedo slots are laughable = micromanagement hell for zero effective torpedos
My advice for you:
Either kill your predators (maybe Prawn drill & graple hook multiple times or good old stasis & knife, etc.) or experiment and try to grow defenses around your base:
You could grow Ampeels or tiger plants and see if they prevent the unwanted predators from nearing your base
Haven't tested myself, but will try to find out
And my final judgement on torpedos:
Their only good use is in YouTube videos to show how they rock and lure shooters into buying the game.
You need to wait for it to come at you and fire your torpedo when it's a foot away to hit it, lol.
I used both gas and vertex torpedoes and I don't think it matters.
The first time you hit it in the head it will shut up and swim away, you must keep after it and
hit it with more torpedoes. Again, you need to be practically touching it to hit it but you can
hit it anywhere.
After three or four hits it ran off and wasn't there when I went back a half a day later. I could
still hear it though.
I tried the same thing with the sand sharks and managed to drive them away but they came back.
Yeah, it might have followed me in my prawn suit.
I hit it with the drill arm, it seemed to hurt but it didn't stop it from destroying my suit.
I have killed two Sandsharks with the help of some Gasopods, using their globes with the Propulsion Cannon. So gas can definitely be lethal with continuous application.
While I admit it was kind of nice to be able to drop a gas torpedo right in the Reaper's face and watch it haul ass out of there... it was maybe gone long enough to pick up an item or two, or scan one fragment, then it was back. If you could actually drive it away permanently... or even until the next sunrise or something, now THAT would be nice.
The other technique I never got around to trying was to Stasis the thing and attach a full inventory of Floaters to it, to see if I could immobilize it and render an area "safe" that way. I have no idea if Floaters even attach to living things in the game, though...
Going to uparmor my suit and see if that give me extra protection, then i'm going to kill all the reapers. After all it is the will of the Emperor that we purge this world of it's xeno filth.
Isn't the player the "xeno filth" in this scenario?
If he wouldn't try to kill you all the time tho...
Sounds like something heretic scum would say. You trying to spread heresy?
Hatching a baby reaper and you're the mama
Did someone say heresy?!?!
i went in my exosuit to Aurora's butt, to pick on a reaper. After a short brawl it snuck away, so i decided to walk back home. It ambushed me mid-way, then snuck away again.
And then, big surprise, i found it decided to permanently reside near my lifepod too.
i had to drill it to death then...
Why it does that? did it decide i wanted trade territories with it?
I've noticed, in general, since the PRAWN patch that biome boundaries mean very little when it comes to Fauna restrictions anymore...I'm seeing all kinds of animals all OVER the place...
Hmmm. Someone was trying to convince me this was due to eggs hatching in the wild now. I've never seen any creature eggs in the wild "pulse" like they do when hatching in an Alien Containment, except for the Ampeel eggs, and they've always done that. Also, AFAIK, eggs are like fragments in that they spawn around the player the longer they spend in a given area - and are therefore biome-sensitive. Hanging out in the shallows should get you Rabbit Ray and Gasopod eggs, and nothing else. In theory. If the eggs are even hatching like that.
None of this explains the endless parade of Sandsharks. Some of them are obviously chasing fish over the ridge and just hanging out after they give up or finally catch that stray Boomerang. Others are nowhere near any Plateau biome borders. But one thing is certain - once you have Sandsharks, you're going to have more Sandsharks if you don't get rid of the first one. I'm up to SEVEN I had to kill, counting only the ones camped right outside my (nowhere near the Plateau) base. And I haven't even built the Cyclops in that save yet. While that may not sound like much, what if I hadn't made it a priority? I'd be trapped inside my base, watching seven sandsharks thrash around right outside the hatch.
Having to deal with the occasional immigrant a few tens of meters from a biome border is fine, it adds verisimilitude. Constantly having to go on hunting expeditions to keep the middle of the shallows clear of swarms of sandsharks is not, and ought to be fixed. I'm actually going through a significant number of knives here, that's how many I'm having to kill or drive off.
I don't know about the rest of you, but isn't it weird that we're pretty much only seeing Sandsharks pretty much everywhere, but the stalkers, bonesharks, gasopods, and crabsquids are staying put, more or less? I know people have been talking about migrating Reapers, but all the stories I've heard involved one following the player back after getting into combat using a PRAWN (that is, dealing actual damage to the thing, not just surviving an attack), which isn't quite the same thing. It just means you'd better be prepared to finish the thing off if you mess with it...
I reckon "heretic scum" gets the same fate as "xeno filth", so, uh, I'll be good. No heresy going around here, sir.
AH! Lapdogs of the false emperor!
Dammmm are you UGLY!