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Why the Cyclops is still far from being usable

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Now I tested the Cyclops with the newly implemented features (Build 47112 to be exact). Because now the Cyclops is destructable and can be destroyed in seconds if the player doesn't react. At least I got grilled twice in seconds on my lengthy trial to get to the prison.
The first time it took me still long to navigate through the deep caverns. Especially the Crabsquids were an annoyance in blocking my movement every few seconds. When I finally got to the big hole at the lava castle I had no fire suppression and as soon as I got hit I turned the shields on, but the fire damage done in a single second together with the Sea Dragon smashing me against the walls was too big and seconds later my sub exploded.
The second test was bypassing the Sea Dragon at the lava sea, this time with fire suppression, decoys, shields and silent running. But the Sea Dragon was detecting my silent sub and the decoys behind me didn't help much. At least I made it to the prison. Overall a bad experience.

TL;DR: The now destructable Cyclops needs even more fixes to make it a workable vehicle and stop it from being a game pain.
Here a list of annoyances:


(1) The Cyclops switches (speed/noise, sonar, decoy launcher, shield, sound horn, internal/external lights, cams):

They are too far away from each other and you must always turn your head and hit that switch. It takes too long and is a real pain.
In case of the lights you even have to leave the cockpit.
Recommendation: Hotkeys - player like that when the action gets hot

(2) The Cyclops status displays (speed/noise, sonar on/off, decoys, shield on/off, health, power, depth/pressure):

Again you have to look around (up, left, right) and the info is missing when using the cam views. You loose to much time switching the views.
Recommendation: A fixed Cyclops HUD facing wherever the player looks (like the player HUD) as you enter cockpit mode. This way you can drive without distraction.

(3) The Cyclops sonar:

It works like the Seamoth sonar, but without a hotkey you have to constantly turn the head and press the switch. Very annoying.
Recommendation: Either hotkey it like the Seamoth or let it draw more power but run permanently, so you can perform other tasks meanwhile.

(4) The Cyclops shield:

With about 15 sec work time it's too short for bypassing enemies and with about 10 sec recharge time too slow for defending rapid attacks.
The shields work too good while on and the sub is too weak while the shields are down.
Recommendation: Scale shield usage through massive power drain but being always on/off (100 units / sec). Believable, practical in use and not overpowered.
The shield can also be scaled in efficiency to only reduce attacks, so the ship can be scaled up a bit stronger.

(5) The Decoy system:

The decoys are working only for a short time and are launched backwards. So the Cyclops is in the middle of the decoy and the enemy. Nonsense.
Recommendation: Let decoys work like thumpers in "Dune" that work until destroyed. And allow them to be fired forward like torpedos.

(6) The silent running:

You only need it for Sea Dragons that constantly guard a small doorlike area with no way to do silent running around the creatures while passing the narrow area.
Recommendation: Either decoys can actually pull guardians from a spot or the guardians circle the area more widely.



Tell me what you did to reach the prison with your Cyclops and especially what your wishes are for the new systems.

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