The MK1 depth upgrade allows you to go 300 meters deep, and the MK3 depth upgrade increases crush depth to 1,000 meters deep. It will be destroyed by going past its depth limit or crush depth. The Seatruck has a health meter and can take damage by attacks from fuana or running into obstacles. You can pin any recipe to the top of your PDA to more easily see what you are still missing. The Power cell is created from two Batteries and one Silicone Rubber, which you should have on hand from creating your Scanner, Seaglide and from Creepvine Seeds. Many of these resources, like lead and Titanium, you will probably have found on your explorations by now. The basic Seatruck requires one Titanium Ingot, one Advanced Wiring Kit, two Glass, three Lead and one Power Cell. Once you have deployed your Mobile Vehicle Bay (which will float on the surface above wherever you deploy it), you are ready to build your Seatruck. You will need to go deep into these caves it's easiest to use your Scanner to search for outcrops. The Bay recipe requires one Titanium Ingot, Lubricant and a Computer Chip.Ĭomputer Chips require gold, which is most easily found in Calverite Outcrops in the same aquatic cave system know as the Arctic Kelp Caves you previously hunted for silver. TL DR: The Seatruck is too unwieldy and the modules are too conditional.The Seatruck first requires a Mobile Vehicle Bay. It also takes an unholy amount of lead to craft each module, and it doesn’t really seem that big of an investment as the seamoth and cyclops do in the original. On the Seatruck, it’s slower and you have to click on this small square to enter, making it hard to have as a fast escape from a Squidshark or lack of oxygen. The seamoth was fast and you had to click anywhere that wasn’t the storage, upgrades or power cell to enter. Without modules, it feels like a slower, less responsive seamoth. The storage module is too small, the fabricator takes up way too much space to be useful, the sleeper is only used because of the jukebox, the aquarium is useless, and the docking module is only used to get the prawn to a floating island or the Glacial Basin. The reveal of it during the spy pengling trailer shows the player narrowly escaping a Chelicerate, but that never happens. Like the teleportation module, while really cool in theory, never comes into any practical use. I’m alright with the Seatruck with the modules, but they just feel so conditional. In the first game, my urge to set up a base both up in the shallows and the deeper endgame zones at least ate enough mats to justify the drilling for resources. I don't need to drill out resources in particular, and that's the one thing it does -better- than anything else in game from my perspective. Truthfully, what depresses me is I've basically never felt any particular need for the Prawn Suit in BZ, and we actually have access to that. That said, BZ's map layout really doesn't -need- the Cyclops (it's far too big and unwieldy), so the Seatruck is a good middle step towards the Cyclops for its purposes. On top of that, it's not as maneuverable (not by half) as the Seamoth, and honestly even ends up feeling a little less so than the Cyclops if you tack on all four modules for maximum customization of your usable space on the ride. I think my big frustration is that the module customizability is just not as useful as the ability to build in the Cyclops, for example.
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