![]() Flank is now even faster than before, but can create fires. To address this, we made the current flank speed the new standard speed. Powering back up the engine takes a small bit of time, so one must consider if they want to leave their sub idling for a quick getaway, or turn off the engine and potentially be stuck in a bad situation.įlank Speed was intended to be an emergency speed only, not the speed players default their Cyclops to at all times when not in danger. 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: 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
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