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Subnautica prawn suit and moth in cyclops11/26/2023 ![]() Frankly, large chunks of any new terrain could be copy-pasted from existing assets and I would be none the wiser. Imagine some faint/intermittent sensor data/breadcrumbs leading from a starting area, to an intermediate seamount (that teaches the player to bring more material than a Seamoth can carry) then some final area. For example, if one had to transit with considerable materials between widely separated seamounts (ie, a completely different region 10+ km away from the Aurora/QEP/Floating Island seamount of 1.0), then only a Cyclops with some integral long-range power would do. I do hope the DLC offers a good rationale (besides the modification fabricator) for using the Cyclops. Once I get a moonpool in 1.0, I typically ferry my accumulated materials to my new main base location in 5+ round trips in the vanilla Seamoth. I think a mini-Cyclops with space for only a couple I-Tubes worth of habitat, and no Seamoth/Prawn docking/recharging, would have found more use in my games. One of the problems with the Cyclops is its the largest of what was originally intended to be a family of "mobile base" submarines. As it stands, once you finish that major plot point, there isn't much to do. It would be great if there were more quality of life blueprints to be found deep to give more reason to spend more time down deep. There isn't as much to find and explore down deep, and the resources are only used for a few high end upgrades. Personally, I'm a bit disappointed that the game doesn't provide more use for the prawn, cyclops, and ion power. One to get kayanite for upgrades, and another to get to the deepest parts. Once I get the prawn and upgrade it, I make only 2 trips with it. I don't find myself lacking resources and wishing I could drill the large resource nodes. Something that I combine with every trip outside my base. Equipped with 3 storage modules, it's far better and collecting resources. What I have found is that the seamoth is just a more effective and useful vehicle. I have fallen into the same pattern in my games of delaying use of the prawn and skipping the cyclops. I find it funny how the trick to liking the cyclops and prawn is to not use them (until forced to). The Prawn should be used to drill for resources and scout scary/harsh environments, not be a vehicle to do Seamoth-style travel or exploration in. Remember that you can use a fabricator inside the Cyclops: literally turn it into a mobile base - build fabricators, plant a produce farm, and build tons of storage lockers. The Cyclops should be a mobile base to both sustain yourself and store all your collected resources during the long journey down to the bottom of the ocean, not be a vehicle to just get a few quick resources or blueprints. I love the Cyclops/Prawn now, because I used them for their distinct purposes rather than for the Seamoth's purpose. Just because they're "better" vehicles doesn't mean you should be using them yet. ![]() It sounds simple, but this is what worked for me. So, the trick: Basically, hold off on using the Cyclops/Prawn until you actually have to. When I was using the Cyclops/Prawn for Seamoth phase stuff, it was slow and clunky and wasn't too fun. So, since the Cyclops/Prawn are later stage vehicles, you feel they're "better" and want to use them, but they shouldn't really be used for the Seamoth progression phase tasks. Where the problem some players have comes from, I think, is that you can get the Cyclops/Prawn super early while your progression phase is still in the Seamoth phase of the game. You use the Cyclops to go deeper and deeper for story progression instead of blueprint progression, whereas the Seamoth was used mainly for blueprint progression instead of story progression. The second half of the game's gameplay timeline, the Cyclops/Prawn half, totally changes gameplay - you're not frantically driving around for anything anymore. ![]() The first half, the Seamoth phase, requires you to frantically look for progression blueprints and resources, constantly popping in and out of your vehicle. ![]() Subnautica's gameplay is split into two halves, and you play very differently in those halves. I've played the game three times now, (only one for 1.0), and I always felt the same way, until the most recent playthrough when I realized why and how to fix it. I've noticed in comments around this sub that a common feeling amongst some players is that switching from the agile Seamoth to the clunky Prawn and slow Cyclops doesn't feel great. ![]()
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