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Cyclops engine fragments 2017
Cyclops engine fragments 2017






cyclops engine fragments 2017

When the engine is off, the sub cannot move and creates no noise whatsoever, but works as normal in every other sense (fabricators, lights, lockers can be used as expected). To fix this, we've added the ability to turn off the Cyclops' engine. This fixed the issue with Silent Running, but left us with the problem of the sub now always making noise. During Silent Running, no noise is created, but any of the sub's now 3 speeds can be used so no movement penalty is incurred. To address this, we are replacing the Silent Running speed setting with a SR ability that runs for 30 seconds followed by a 2 min cooldown. This was not the intent of the feature instead it was supposed to be used very seldomly to sneak past enemies. It essentially became a "get out of jail free card" by slotting into SR to remove agro from all enemies and then crawling past them at a snail's pace. Players liked the concept of Silent Running (SR), but felt that in order to get the most out of it they had to keep the sub perpetually in silent running when near enemies. Here is the overall goal of the changes, followed by the changes themselves:

#Cyclops engine fragments 2017 Patch#

We are attempting to address these issues with another feature patch to the Cyclops. Since the release of Silent Running we've been getting a ton of feedback on what players like and don't like about the state of the Cyclops. From UWE developer Klegran, on the Subnautica Reddit








Cyclops engine fragments 2017