Let's talk about warpers...
arcasor
Italy Join Date: 2016-06-14 Member: 218577Members
I've been playing Subnautica for over a year, and thoroughly enjoining the ride so far; yesterday I managed to pilot the Cyclops to the Tree Cove in the Lost River and to build a small base there; then I went exploring in my Prawn Suit and discovered the Disease Research Facility. That's where enjoinment ended: I could find no way to get past the warper that is patrolling the outside of the facility. I could not see the teleportation orb coming, so it kept yanking me out of my Prawn Suit, and while I was frantically looking for its location it hit me, leaving me with just a sliver of health, then it teleported me again and game over. What I felt is that I had no control over the matter; for sure I am a bad player and not the best strategist around, but I think there should be some way to deal with them if I get yanked out of my shell. As they are now, warpers seem to be a bit overpowered, and by the time the infection reaches stage four they become a deadly threat. Any thoughts?
Comments
Maybe we should replace the teleportation gun with a miniature version of the QES
THAT BE ME WHEN I MEET WARPER
But the warper kills me every time. I don't even know it is there until the warp effect plays. If I get pulled from my vehicle that's one thing. But half the time I just die instantly even with full health. I'm guessing the warper teleports me into contact with lava.
But I don't like it, I don't have any defense against it.
I'd suggest to make the warper more agressive but take it's teleport attack away or alternatively make sure it doesn't kill me and doesn't shove me into lava. Or give me a modification that I can put into my vehicle that protects me from teleport effects. Surprise instant death without possible defense just isn't good gameplay.
Try listening for the warpers, or memorize where they might spawn. I like the teleport attack. Also, if you hit them once, they teleport away.
But otherwise I like the Warper just fine. It's a menacing threat on its own, and also they're the only thing that can cause panic to the player while in their highly defensive Exosuit. I wish though that after scanning them and maybe getting research notes from the one of the Precursor structures, we could utilize warping technology. I know there will be portals that open fast-travel eventually, but I'd like to set up beacons at set points to do one-way return trips via warping... Also a "warp cannon" defensive weapon to temporarily displace larger enemies that the Propulsion Cannon can't target would be fun to use!
I think it makes them too weak if they can't do that. I agree the cyclops should be safe, however.
Agreed. Warpers are one enemy that make me wish I had an explosive torpedo attachment for making them go away permanently.
Just started to play after a long absent from SN.
I wonder if the Stasis Rifle and the a knife would work. Has anyone used this tactic yet?
Yes, the warper will warp away when damaged even when in a stasis bubble. Anything that damages it or gets it near death the thing warps away.
I've barely explored these areas of Subnautica and now I'm worried this is going to be verging on more like Alien: Isolation levels of fear and loathing. I'll have to see what it's actually like but I'm not too keen about it.
Does everyone remember what it was like to start in Subnautica? The thrill of swimming free in a colourful alien environment. Sure, it can' all be like that. But I'm starting to think it's going to be a chore to finish the story. And the story seems to be killing the open world possibilities.
Alright then.
Crashfish are a bit hard to aquire in survival mode. They breed rather slowly. I only use them on seadragons as a last resort. Also, I still think they don't 1 hit
a warper. It takes 5 for a stalker, so...
I should try this...
I put 4 Crashfish eggs into a double Alien Containment along with 2 Reginalds. After a while there's only 1 extra Reginald but the Crashfish have at least doubled.
I generally go right after the warper when I see him, jumping out of the prawn to knife him. Used to be, one poke with the knife and he was gone until you left the area. Now you have to stab him a few times to get rid of him, and he comes back rather quickly.
Crabsquids really don't like warpers. If you hatch some (if you can, haven't tried) and release them near the warper they may go after it and keep it busy.
I always have at least 1 containment dedicated for them. And currently, 4 lockers on my Cyclops are full of those living warheads
Btw, crashfish can be tricked to take only 1 inventory slot, which makes them better than any torpedo systems.
For more impatient people, there are still some mushrooms, as well, as a Repulsion Cannon.
Getting back to the topic, warpers seem to be more annoying, than dangerous, but with a small chance of achieving a lethal combo against unaware players.
Also keep in mind, that they are designed as specialised killing machines...
It may be reasonable to dial back the refire rate on their warp shots and give them a more apparent audio signal so they are less surprising, then make the Warpers want to actually come in and cut you up a bit while you are out and disoriented rather than just kicking you repeatedly with their warp shots as you try to get away.
I dunno, I always figured they were invulnerable to damage. I tried once using a Stasis Rifle to freeze one in the Grand Reef and using a Survival Knife to slice it to death. Over the course of many stasis bubbles, I ended up breaking the knife to 0% durability and spawning in two more Knives, of which all were broken, and the Warper never died nor warped away even after being released from stasis.
Granted, this event was from the March update (I haven't tried that again recently), but I can neither force the Warper to leave from direct combat from a Knife duel (he'll continue swimming towards me and scything as I swim around him) or when PYOWNCHING it with the Exosuit arms... he'll only warp away if I move out of its 'aggro' range.