![]() ![]() Note that these models do not accurately represent Subnautica models as they have been visually reconstructed from scratch. Build the Multipurpose Room, which requires six Titanium. Proportion and details will not be the same and modifications have been made to enable parts to plug together. The propgun required to get into the aurora is much harder to find.Then, create a hatch so you can enter and exit, of course Youll notice the room is dark when you enter, and your PDA will warn you there. It's a 1-2 hour unlock, if you do it right (and rnjesus takes pity on you), and you don't even need that much of a base during that time. You start, you get a welder, you fix the transmitter, you get to lifepods you find a hazmat suit on one, you build a seamoth with the fragments near another, you then get near the aurora, you discover some signals, you find some POIs, including base parts. ![]() But that's up to you, really.Ĭontent gating and story flow is much nicer now, imo. Grabbing arm is a bit janky and I'd like if it stored the resources from big nodes straight into the saddles, but other than that I haven't experienced a single bug with it in the times I've piloted it. Regarding the exosuit, on my part I can say it's pretty damn solid. They feel like an upgrade now, and although I can see how you'd be upset at them not being there in the first place (I was pretty confused the first 5 minutes before realizing that actually corridors have a lot of possibilities to them) maybe you should play and looking at objectively how much that limits you before kneejerking that way, especially when you're calling opposing views of people who've actually played the newer updates "silly". Still, you don't really *need* mp rooms, you have energy generation, food and fabricators without them. There's signals to the jellyshroom caves too, but I've personally haven't gotten close to them without a pressure compensator in the 'moth. I'd appreciate if they were easier to find, but they aren't that hard to find either. I've been playing without knowing the map and I haven't had trouble finding the caves because as I said, you can find signals to the islands on the cargo containers near the aurora. Having progression to the game is silly too. Yes, having different opinions to you is silly. In fact it took me a few days of hard playing when I started just to find the floater island because stays 'invisible' on the surface right until you get next to it. New players do not know to go straight for the Jelly caves or the floater island right off the bat. The people saying it's a good thing is silly. You can always see the Aurora but mountains and floater island stay invisible until you get close, weird right? We get tubes and other blueprints meant to connect to MP-rooms but not the actual simple dome-shaped room? Seriously? That's backwards, if anything the connecting tubes, shelving, alien containment and other stuff are what need to be discovered not the MP-room. ![]() Two, going to see if the 'outcry' or lack therof brings on any quick changes or not on this MP-Room business. I still remember the Cyclops flipping itself if you dock it in experimental. While my initial reaction wasn't optimal I'm still going to wait an update or two, first of all so any bugs with the PRAWN can be worked out because I predict some minor issues will be found. You can't just toss up an AC unit to hold fish, or build appliances as quickly as before now you'll have to scavenge around the biomes more before you can build stuff to make surviving easier. ![]() Yeah, it kind of sucks they'd wait til now to change it, but I think overall it's a better change since it adds more to the 'survival' bit. From what I can tell, it's been planned to be this way for a while now. ![]()
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