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Subnautica cyclops sonar
Subnautica cyclops sonar






subnautica cyclops sonar

I wanted to fall in love with the Cyclops, but I just haven't had any use for it other than just being really fun. You're much faster, much more agile, and you can hide your craft in crevices and caves to avoid leviathan aggression.

subnautica cyclops sonar

If run for a prolonged time, it attracts aggressive creatures, and it is a terrible power hog. Seems like, for the most part, I'm better off using the Seamoth with a mk3 depth and sonar mod. ( Though I am pretty sure that is not the system you meant in your post above.) This is an additional technology that you can find in the game, and add to the Cyclops by building and plugging in a module at the upgrade station.įWIW, it is extremely unwise to turn on and run the long range Cyclops Sonar continuously. The system that the game refers to usually as the Cyclops Sonar (module) is a long range active sonar pinging system, similar to the one you can build for the Seamoth. There is NO PARALLEL to this system for the Seamoth.īut then, the visability and maneuverability is much better. I'm actually not sure if the game ever refers to this system / display as "sonar". This display comes as a standard part of the basic Cyclops. It mostly detects / displays the current noise profile of the sub (the inner pale blue sphere), and threat creature indicators within ~ 100m of the sub. Useless because it costs 4-5 just to activate. That said, the sonar is useful when trying to find Reapers for killing or testing purposes.

subnautica cyclops sonar

You can repair a hit to your cyclops for a fraction of a battery. The near-field local sensor is the holo display just to your right and down a little when you stand at the Cyclops wheel. Useless because it costs a full 1 of energy per ping. 215 Likes, TikTok video from Moonfell (moonfellgames): 'the Cyclops Sonar Upgrade is incredibly useful/helpful. There are TWO types of sonar for the Cyclops.








Subnautica cyclops sonar