Subnautica: The Final Piece

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  • čas přidán 7. 07. 2024
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Komentáře • 7

  • @BeaverZer0
    @BeaverZer0 Před měsícem +1

    if you get the perimeter defense the leviathans become almost harmless. As soon as they grab you , taze em.

    • @joeyheasaton
      @joeyheasaton  Před měsícem

      Probably a good idea 😂, I’ve just been putting it off

  • @ThePokegeek5000
    @ThePokegeek5000 Před měsícem

    2:40 *air bladder - air bladder also allows fast ascent as an alternative to +15s air and is reusable (refreshes on reaching surface/seamoth/etc ... basically everything that isn't the brain coral) - i haven't actually tested the maximum ascent distance but it can definitely go at least 100 and at least 200 iirc.
    (you can scan the birds, stasis might be required)
    ----
    self note: 12:20 to resume watching later

    • @joeyheasaton
      @joeyheasaton  Před měsícem

      Thank you! Guess I need to catch one huh. I just keep putting it off

    • @ThePokegeek5000
      @ThePokegeek5000 Před měsícem +1

      mushroom forest is generally safe, just in that northeastern one there's that one reaper in the crash zone that borders it and can occasionally wander in
      you can take metal salvage from the kelp forest, it's just useful to make sure there's a some left around
      == cyclops details ==
      general: the cyclops is like unto a portable base that runs on power cells
      - several rooms: entry point, vehicle dock (i usually pick prawn, does charge the vehicle), storage (small built in lockers), engine (6 power cells for 1200 power, upgrade modules/their fabricator), cockpit (where you drive it)
      - when in the driving seat, your movement buttons control the cyclops, regardless of what on the control screen you're looking at. still works when your looking at cameras
      - habitat builder can build things inside the cyclops. things that drain power take it from the power cells. can't build structural things (eg solar panels, water filtration on the walls) but can build most other things (fabricators, battery chargers, etc)
      - "overshield" - if damage taken is less than 20% then the cyclops will regenerate it automatically. you get notified if it's more by a hull breaches message
      - Fire: fires start if moving while ahead flank for ~15-20s (multiple warnings when approaching the limit (first overheat, then temperature critical) and when fires start), or when taking too much damage. fires cause even more damage, but there are fire extinguishers in by default that can be replaced.
      - from what i've heard, upon destruction docked vehicle is also destroyed, but all cyclops locker contents can be retrieved. built components (including wall lockers) also remain and can be emptied/deconstructed
      - recommend putting a modification station in the engine room so you can rush upgrading the depth modules while under depth, as you won't take enough damage to need to repair it if you don't stall.
      - interior growbeds recommended for mobile sustenance, also would recommend fabricator and battery charger. power cell charger doesn't help in current updates as it will just drain the cyclops power cells at a 1:1 ratio, though storing the components for a pop up base with a power cell charger may be useful. can also put wall lockers "between" (mostly on top of) the built in storage lockers for a lot of extra storage.
      - noise: when the engine is on, the cyclops generates noise. the faster you go, the louder the noise. this noise is primarily what aggravates hostile creatures. noise indicators on the hud, including as the bubble on the radar i think,
      - ahead slow is the most power efficient for distance in a vacuum, but if you have anything else going that drains power at a constant rate (like silent running or the shield) then going faster to your destination to reduce their run time will save more power. engine efficiency module only affects movement drain, yet again, so its affects aren't as potent relatively when using something else.
      Cyclops Upgrade Modules: the cyclops has 6 slots, but 8 possible types of upgrade modules. this means that 2 will need to be dropped. i usually skip decoy tube upgrade (you still get 1) and docking bay repair (i just repair manually when damage occurs and so never dock a damaged vehicle), but preferences will vary obviously.
      - Depth Module: increases from 500 (base) to 900 (mk1 = prawn base) 1300 (mk2 = prawn mk1) or 1700 (mk3 = prawn mk2)
      - Engine Efficiency: 1/3 power drain from movement, doesn't stack, there is the free one from the aurora
      - Thermal Reactor: charges power cells from environmental heat (wiki: from 30 C to max at 60 C, temperature at engine room)
      - Sonar: Adds sonar toggle.
      - Fire Suppression System: Adds fire suppression button.
      - Docking Bay Repair: automatically repairs docked vehicles. no idea how it works (if it drains power, if it takes time, etc) since i've never used it
      - Creature Decoy Tube: Increased creature decoys that can be loaded from 1 to 5. since they're crafted in batches of 3, consider a wall locker for them next to the loading spot. removing the upgrade will cause the extras to just vanish.
      - Shield Generator: adds the shield toggle
      Power Usage/etc: m is minute not meter unless otherwise specified.
      - Drains from the 6 power cells sequentially.
      - Base parts drain power normally. This means batteries are 1:1 exchange, and fabricators take 5 per craft.
      - Movement: moving with the faster setting uses more power, precise numbers have been annoying to get when moving in multiple directions at once (it does increase, but not 2x), but with constant forward movement it's ahead slow -4.5/m, ahead standard -9.9/m, ahead flank -19.8/m. /3 with engine efficiency. By default this means that the meters/power ratio is ahead slow 88.9, ahead standard 53.9, ahead flank 31.5, and 3x with engine efficiency.
      - Engine being "on" and lighting don't drain power. Engine on just generates noise and allows you to move, you can still use fabricators/etc with it "off". Exterior lights can be toggled the normal way while driving, or at the place you toggle interior lights. I don't believe interior lights trigger crabsquids but not 100% certain.
      - Silent Running: (no module required) reduces noise at the cost of -60/m, taken as -5/5s. Continues to drain power with the engine off.
      - Sonar: Automatic sonar pings every 5s, -10/ping -> -120/m. consider turning it on and off to just get 1 ping when you want it
      - Shields: Blocks all damage and removes all creatures attached to the cyclops at the cost of -50/5s -> -600/m. reserve for emergencies. used in a later mandatory recipe meaning that crafting a cyclops is required for speedruns, typically done close to the end after descending to the bottom of the map with a seaglide + oxygen tanks. (if only the engine efficiency in the aurora was a shield generator...)
      - Creature Decoy (1 free): Only costs the creature decoy, can be used to distract leviathans. Load them near the engine room.
      - Fire Suppression: No power cost, just seals the doors for like 30s and puts out the fires during that time (around the 10s mark supposedly). 200s cooldown. activation button is in a separate location than most other things - still in the cockpit room but you need to leave the driving seat in order to press it. does not activate automatically, regardless of what that description says, just puts the fires out without you needing to walk over to them.

  • @Furicalo111
    @Furicalo111 Před měsícem

    Hey are you gonna do a gameplay on subnautica below zero ? He is at -70% on steam

    • @joeyheasaton
      @joeyheasaton  Před měsícem

      Yup! Plan on that coming up next as for now that’s the plan!