![]() The drill arm will cut the ♥♥♥♥ out of any fauna that attack you and the grapple arm can be used to make the prawn swim as fast as the seamoth downhill, and you can climb back up to the shallows a lot faster with a second grapple arm.Īlso, walk diagonally in the prawn suit. Get two grapple arms and two drill arms and I'd say to hell with torpedos and grabbers. Seamoth and prawn suit are all you really need until you get to the ghost river. I personally like to have all of the other modules built and the sub 100% ready to go before driving it anywhere. ![]() Or just build a nuclear reactor and make a base wherever you want. Always build near heat sources for this very reason. Or build a nuclear reactor, fuel it once, and stop caring about power for the rest of the game. ![]() ![]() Once you know where all the heat zones are you won't even need ion power cells. You just cant build a base on 90 of the map without making miles of power transmitters. Which is the most reliable way to recharge your Cyclops? Explore the aurora and get the power saver module, then use it to carry the prawn suit down to the lava zone to cut some kyanite and other useful materials so you can build the thermal reactor. Some have suggested bringing a ton of power cells with you and swapping them out for recharge them when you get back to base, others have suggested bringing the components to construct a small "recharge base" and deploying it around thermal vents to charge the power cells, others suggested simply parking the Cyclops over a thermal vent and allowing the thermal reactor module to recharge the ship. ![]() Originally posted by kage74:What is the best way to keep the Cyclops powered? ![]()
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