technophile
Ars Legatus Legionis
Huh, weird. We definitely tried building a ladder to allow climbing up into the moonpool and it would not let us. Maybe it was too small with the vehicle assembler and dock already attached.
Yes, you need more room away from the dock/vehicle assembler than is obvious, though usually I have no issues using the sides of the moonpool that don't have any attachments.Huh, weird. We definitely tried building a ladder to allow climbing up into the moonpool and it would not let us. Maybe it was too small with the vehicle assembler and dock already attached.
Oh, that's not the problem.Ugh, yes. There is no reason for a ladder to need its own dedicated space. Let us attach it to the wall.
Depending on how many biobed/biohacking labs you've discovered, you are, at best, halfway through the early access story.I'm 12 hours in and just visited the Tadpole Pens. I feel like the story is starting to take shape, and I now have a firmer notion of what the ultimate objective of my existence on this moon will be. I also feel like I'm heading into the home stretch of the EA game.
I feel like the dive elevator solves this problem, just not quite in the same way (different advantages/drawbacks - cheaper on materials, and you don't actually even need to build a full base if all you need is rapid ascend/descend ability at a location, but the bases won't necessarily be physically connected).In Subnautica The First, you could build vertical cylinders for two Titanium each that would go up one "floor". They had no lateral capability - you could not tie into them sideways. Build around 130 of these, stick a horizontal corridor section on the top, and you can extend a base from the northeast entrance of the Lost River to the surface, then install ONE ladder, and go from ~260m below to the surface in a single click.
We have no equivalents in Subnautica 2.
Meh. Neither all of the biobeds or the biohacking labs are strictly story-necessary. My son and I didn't find two of the biobeds until we'd finished the main story IIRC and we certainly hadn't unlocked all the abilities (unless you're including accessing all of the Angel Combs in that).Depending on how many biobed/biohacking labs you've discovered, you are, at best, halfway through the early access story.
I haven't tried the dive elevator yet. I'll test it out. I did test bridging bases with the power relays and that did not work.I feel like the dive elevator solves this problem, just not quite in the same way (different advantages/drawbacks - cheaper on materials, and you don't actually even need to build a full base if all you need is rapid ascend/descend ability at a location, but the bases won't necessarily be physically connected).
While they aren't, they speak to how much of the world you've explored.Meh. Neither all of the biobeds or the biohacking labs are strictly story-necessary.
I agree, but I feel like I spent 50% of my time at the ruins. 12hrs without venturing to the ruins? They'd probably have to change the way they play to complete it quickly.I think the whole story (so far) took us just under 15 hours, and we weren't speedrunning it.
I haven't tried the dive elevator yet. I'll test it out. I did test bridging bases with the power relays and that did not work.
While they aren't, they speak to how much of the world you've explored.
I agree, but I feel like I spent 50% of my time at the ruins. 12hrs without venturing to the ruins? They'd probably have to change the way they play to complete it quickly.
There is a significant QoL upgrade found in the Ruins that fundamentally alters the resource gathering part of the game.I tend to front load building up a stable of materials and a fully capable base, then the rest of the game goes more quickly as I stop having to search for blueprints.
That, to me, is more about memorizing the compass direction of wrecks and caves, or memorizing what is at/near/along the path to story beacons, same as Subnautica The First.I also, in this game, failed to find a couple of big things early on (lead and the battery charger blueprint)
There is a significant QoL upgrade found in the Ruins that fundamentally alters the resource gathering part of the game.
That, to me, is more about memorizing the compass direction of wrecks and caves, or memorizing what is at/near/along the path to story beacons, same as Subnautica The First.
All it takes is approaching a story beacon from a direction other than in a straight line from the lifepod to miss certain materials. Silver was a bear for me in my first play through, but it turns out it's in a cave system just off the direct path from the lifepod to one of the habitats.
I think so too. There's only one place where it makes sense at the moment, and that's the abyss where you start the game (and to which you can return at any point, if you so wish). Its depth is greater than the maximum crush depth of the Tadpole, so either you build one of these or you suffocate. (Guess which one happened to me.) In all other places you can just use the Tadpole.I tested it out yesterday and came away unimpressed. It's limited to 100m, so to get any sort of useful depth out of it you'd need to stack multiples. It has four hard points, so I'd imagine you would throw on an oxygen generator, maybe a work light if you are going somewhere dark, and a couple of portable lockers. Then you go down, swap all the things, go down, swap all the things...
Maybe it has uses in multiplayer, but for me as a solo player it seems like more trouble than it's worth.
Same. I actually had some lead in my inventory, unused, and made it to the right half of the map (the non-shallows) without the upgrades which required it. The right half of the map has no lead whatsoever, I was tearing my hairs out. Eventually I looked up a map, headed back west, upgraded, and headed back east. Doesn't even take long once you have the Scout Ray Chassis and know how to avoid the, you know, thingy.But as far as I can tell there is only one place in the entire early game that has lead, and I missed it entirely despite being pretty close on many occasions.
Build extra high capacity oxygen tanks. This is the biggest bad habit from Subnautica The First that I've run into - not building extra O2 tanks. You can put five high capacity tanks in your inventory and they only take up one row. That's over six minutes of air.I think so too. There's only one place where it makes sense at the moment, and that's the abyss where you start the game (and to which you can return at any point, if you so wish). Its depth is greater than the maximum crush depth of the Tadpole, so either you build one of these or you suffocate. (Guess which one happened to me.) In all other places you can just use the Tadpole.
There is a bunch of lead in the chamber right across from the Ruins abandoned base. There's also lead in at least two other chambers in the Ruins area.The right half of the map has no lead whatsoever
I misspoke; I meant lithium.Build extra high capacity oxygen tanks. This is the biggest bad habit from Subnautica The First that I've run into - not building extra O2 tanks. You can put five high capacity tanks in your inventory and they only take up one row. That's over six minutes of air.
There is a bunch of lead in the chamber right across from the Ruins abandoned base. There's also lead in at least two other chambers in the Ruins area.
That makes more sense. I shuttled some over at some point, and then the metal farms took care of the rest.I misspoke; I meant lithium.
the "Invincible Tadpole" exploit
I didn't find most of the late game creatures all that difficult to deal with. Which ones are aggravating you?
- The Collector Leviathan you can trivially avoid by sticking close to the north red border when going back and forth across the canyon
- The Needlers are annoying but are terrible at hitting moving targets, and honestly you don't need that much creature enamel
- The Epicureans are pretty slow and while they seemed fascinated by my Tadpole, they didn't actually attack it when I wasn't in it. Maybe this was a random bug, but they consistently would stare at it but not attack it when it was empty, and just chase me around. But again they're much slower than the wakemakers and advanced fins, so I never really had a hard time avoiding them.
- The weird ones that kind of look like the teleporty aggressive ones from the first game seem nonviolent.
- The bullet squids or whatever they're called are annoying but don't do a ton of damage; I just took the hits and continued what I was doing, since by that point you should be quite capable of making plenty of medkits and/or food that also heals you.
Am I missing any?
Also - one of the active biomods you can get might be useful if you're struggling with creatures attacking you - the one that electrifies any nearby creatures. that seemed to drive off the Epicureans pretty effectively if they got too close.
Scanning the collector is definitely not easy, although easier if you have a coop buddy to help so it can't just focus on one person. If you're solo I wonder if the camouflage biomod might work, if you can get in front of where he's swimming without aggroing him.
Well that's why you would need to get ahead of it (without getting aggroed) and let it swim past you.I don't have that mod unlocked, but I've heard it only works when you're stationary. And also, that you can't de-aggro a creature that has seen you by standing still. My current thought is to build a small respawn-point-setting base near the tadpole pens, then repeatedly heading out without inventory to lose and scanning the beastie a little bit at a time.
Not sure if it was the biomod or just being careful but was able to scan the collector without dying as a solo. As soon as I heard it approaching I bailed out of the tadpole and didn't move. Once it was focused on the tadpole I was able to get in behind and do the scanning. Now, trying to repair the tadpole and escape after that was way harder and lead to my "death" since it never got far enough away for me to repair and try to get in before it would attach the tadpole. I put death in quotes since instead of reprinting back at the base I ended up in the tadpole but not really since I couldn't see myself in it. And when I got back to my base it was like it didn't recognize I was there. Perhaps a mistake, but making a save and reloading seemed to fix things.Scanning the collector is definitely not easy, although easier if you have a coop buddy to help so it can't just focus on one person. If you're solo I wonder if the camouflage biomod might work, if you can get in front of where he's swimming without aggroing him.
Yeah I am curious about this one as well. Of course since the cure was only on 4546B it's possible that either a) canonically we never got the cure off-planet, or b) kharaa had already spread so far so fast that the existence of the cure didn't come early enough to save the vast majority of humanity. (The latter seems especially likely given that the Natural Selection games are canonically part of the same universe and IIRC the enemies in those games are also called the kharaa.)
- They've done a poor job explaining why Kharaa is a threat to humanity when humanity should have access to the cure. It could be a bit of social critique given that on contemporary Earth, people die every day of curable diseases. There are some oblique references to conflicts with a Kharaa alien race, which was never mentioned in previous games. I want more of that backstory, and I doubt I'm going to get it.
Reading between the lines in some journal entries, politics. One faction got their hands on it and decided to use it as a bioweapon against Alterra.
I stand corrected on who used it as a bioweaponThat's not the impression I got.
It seemed like the infection first broke out in the Mongolian Independent States, which is not part of the Trans-System Federation (but Alterra is). The Mongols decided to settle the Ariadne Arm, which is where 4546b is, so I assume they stumbled onto an old Architect site that didn't have the cure already on it.
One of the logs mentioned the official explanation for how it spread was that it hitchhiked on the outside of their hulls. That seemed dubious to the author, who mentioned a rumor that the TSF let it spread so they could take over the steppes. "...I don't know about that," he said, seeming to reject the notion that the TSF is that evil.
Meanwhile, I don't have a lot of trouble believing that Alterra would try that. They're only one trans-gov, of course, but they are the first to have access to Kharaa as well as the cure.
Another entry talks about how Kharaa will kill you "unless you have nanites." Maybe it really is just that the wealthy and privileged get access to immunity while the poor and underprivileged are left to die. It would be exactly the sort of social commentary that UK has always put into these games.
So about the antagonists...
Did no one come across the logs that indicate humanity was under attack by the Kharaa, and that they're viscous adversaries (a children's rhyme about if you hear hissing, only soldiers come back).
The bacteria wasn't the primary motivator for the colony ships to be thrown out into deep space.