It's a good idea to come prepared with the Swimming Fins and Seaglide. Brute Sharks - These aggressive creatures do swim around the Twisty Bridges biome. Generally, the Twisty Bridges is pretty noob-friendly, although on your mission to retrieve the Rebreather fragment there are some things to keep in mind: It's not a bad choice to build your first base close to the Twisty Bridges biome. The Twisty Bridges biome is one of the first you'll encounter in the game, especially if you're prioritizing continuing the story at Delta Island. Or a lot.RELATED: Subnautica: Below Zero - How To Kill Leviathans General Info About The Twisty Bridges Biome I guess Flares are meant to fizzle out fairly quickly and their lasting so long (possibly forever?) isn't intended, so the Lightstick is supposed to be the "upgrade" to them but again, by that point you're using a flashlight or a submarine's light, and all the cave biomes come prequipped with their own industrial-standard lighting systems so you don't have to waste energy on your own lighting (Seriously though, the Lost River could stand to have its ambient lighting toned down a little. At least then one might consider at least trying them out. They should be in the Safe Shallows or similarly early game, rather than the Grassy Plateau wreck I always find 'em in. The fact that they're unlocked after you already have the flare blueprint, cost more to craft, run out of energy faster, and don't even provide as much light makes them even less useful than flares unfortunately. Then a little miffed that when the battery died a few minutes later, I couldn't pick it up to dispose of Similarly, anyone ever use the Lightsticks? I think I placed one once around the time of the Silent Running update (perhaps a little earlier) and was a little disappointed at its radius. Need to have certain inventory items stack, while leaving others unstackable due to size (titanium, but this could be offset by allowing conversion of ingots back to titanium) But the flare doesn't eat up much game resources I think and some people love to play with it, so it will just stay useless in the game. And terrain reconstruction would take too much time. It's probably too late for the devs to include some flare specific locations into the game. But inventory space is far more important and the reusable lights are more than enough. Although the recipe was reduced to give 5 flares for a single crash powder and thus very easy to make. Even in wrecks there are no creatures luring inside the tunnels where only flares would save you.īut as mentioned even then the reusable lightstick or seaglide is far better than the flares that burn out. There are only a few dark tunnels where only a diver fits inside. Unfortunately the game doesn't have these places. Theoretically you could use them if the game had long dark vertical tunnels where you could see far ahead in the depth with them to discover a luring predator at the bottom. Maybe if you could do it by depth - since some of the deeper biomes are a touch bright during the day, or at least it feels like it? Except for the Blood Kelp Trench, that one nails the balance between darkness and ambient light almost perfectly IMO Would this be a global thing? I can't imagine they'd want to implement a slider or something for a per-biome basis (Spoilers if anything) I like some ambient light in the Kelp Forests and ex-Koosh Zone or etc, but in cavern biomes - especially the ILZ, DGR, and LR - it's too high for my personal tastes. The downside to this is how they'd implement it. But enough that you'll want something to help light the surroundings and give some extra fearfulness to the River Prowlers and Ghost Leviathan, and so the Sea Dragon can show off that bioluminescence of his in full! Some ambient light so it's not like, totally dark. Would make lights so much more useful - like floodlights and spotlights on bases for example - if they were much darker. Plus the creepiness of being in an undersea cave when everything's lit up so much? Eh. Hard to appreciate the bioluminescence of some things when the ambient light is cranked up so high. I'd make most cave biomes near totally dark if that were an option. It'd be nice to see an ambient light option in addition to the FOV option in the future! However, their value is much reduced due to the overall ambient light in most biomes. I've used them as temporary markers to illuminate an area.
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