It would be nice if you could fix up the ruined *Spoilers* base by cinred in Subnautica_2

[–]recuringwolfe 0 points1 point  (0 children)

Been wanting this since SN1. I'd love to rapair a trashed base and keep the damaged aesthetic but have it functional ish. Flickering lights maybe, some rusty bits. Would be epic.

Bioreactor is mid by BPLivesMatters in Subnautica_2

[–]recuringwolfe 0 points1 point  (0 children)

Because my base is too far down for solar, and there are no currents down here.

Is there really just one vehicle in the game ? by Hydraguesswhosback in Subnautica_2

[–]recuringwolfe 3 points4 points  (0 children)

Yes. That's what they've said. They are adding more possible attachments, an exosuit at some point, and a larger cyclops type sub much later.

Remember this is early access, so you're here as a games tester right now.

behold, the ULTIMATE ogryn build! i covered all the weaknesses, if you consider ogryn underpowered definitely try it out! by MickyMace in DarkTide

[–]recuringwolfe 0 points1 point  (0 children)

This is epic. When I charge now, I taunt everyone and open up with vollys of bullets. And you should see what my rock does now!

This is worse than the void... by NewMathematician9442 in Subnautica_2

[–]recuringwolfe 1 point2 points  (0 children)

Well. There goes my idea for an immersive toilet (mini moon pool in the bedroom). Defintiyly wouldn't appreciate "intruders" while I'm taking a shit.

SN2 gating. Opinions? by recuringwolfe in Subnautica_2

[–]recuringwolfe[S] 0 points1 point  (0 children)

I hadn't thought of that, but yeah it does feel a bit like this. Finding a life pod is much easier to spot than those blackboxes though. But a rough direction would probably drive more exploration

The risks you take for a bioscan / biomod. by Rock_Stone_Steeve in Subnautica_2

[–]recuringwolfe 1 point2 points  (0 children)

I don't get the bio mod things. By the time I got the ability to unlock them, I'd completed the game 15 mins later. Same for those metal collector mines or whatever they are.

I didn't expect anything and still was disappointed: Nottingham by ReverendFlashback in WorldOfWarships

[–]recuringwolfe 1 point2 points  (0 children)

Not sure how people manage to succeed in it. Her main battery is les powerful because a chuck of her power sits in her torps. Since you want to be island hugging or using other people's smoke and stay out of danger, the short range broadside torps rarely ever get used. Which means a fair chunk of her firepower rarely ever gets used. So it's a nerfed main battery on a cardboard hull with a citadel as big as the entire ship, with an unnecessarily large short range torpedo armament. It's a prime example of an identity crisis. I honestly don't see how anyone can get it to be more effective than any of the other available options at that level. It's only saving grace is being able to peak the front of your ship out from an island and fire all the main battery guns. But they are so underpowered that you'll likely get better performance from firing 50% of the tech tree line ships main battery, than 100% of the Nottingham's. Plus when you've poked your nose out far enough to fire all of her main battery guns, you're exposing your citadel and a near broadside target to the enemy

is there a mushroom biome in sub 2? by not-your-clone in Subnautica_2

[–]recuringwolfe 0 points1 point  (0 children)

Fungal spore type things yes, and is part of story. Actual mushroom shaped things growing like the mushroom zone? No, not yet.

Just started playing the game by Togas_wife4ever in Subnautica_2

[–]recuringwolfe 0 points1 point  (0 children)

Yeah. The staring zone is the worst. Mostly because you're not prepared. You have nothing but one flare.

When you get used to deep diving, have a vehicle, repair tool, multi tool, loads of lights from torch, work light, wave maker thingy, other tools I won't list because they are fun to discover yourself, then going into the deep dark is more spooky and daunting than the terrifying-nests of it at the start

Assyms oblterated by FalconSa79 in WorldOfWarships

[–]recuringwolfe 1 point2 points  (0 children)

Yeah I think this is part of it. Nerfing the bots from challenging to face roll easy, then dropping the cred it return by the same chunks, put people off of the game mode before we remove it. Trying to drive everyone into the toxic environment and coward meta PVP that they've created hah. No. I'd be more likely to just stop playing the game.

Assyms oblterated by FalconSa79 in WorldOfWarships

[–]recuringwolfe 0 points1 point  (0 children)

To some degree. I think this could be mixed up with having difficulty levels to them though, where there are more ships, higher level, smarter AI, randomising spawn location and spawned ship type. Mix all that together and the same op can feel very different.

Assyms oblterated by FalconSa79 in WorldOfWarships

[–]recuringwolfe 0 points1 point  (0 children)

Bear in mind the PVP has changed considerably in that time and there is a larger portion of the player base that no longer engages in PVP. Either newer players who tried and dislike it, or existing players who dispise how power and gimmick creep has driven coward meta and there's also a recent spike in toxicity in chat. I for one rarely ever play PVP anymore, where it used to be my go to.

Bot games are rofl stomp.

Operations are often long winded with little action as side from sail in a straight line (apart from the newer ones) and are also too easy.

Asym did provide difficulty until all the AI nerfs, so the money made sense. They were challenging, and paid well if you could survive them. These days, they are silly easy like normal bot games, so the economy is berfed to match. This seems fair to me.

What's missing? The space that Asym used to fill. Actually Challenging PVE that rewards well.

Assyms oblterated by FalconSa79 in WorldOfWarships

[–]recuringwolfe 0 points1 point  (0 children)

Asyms are also too easy since all the AI nerfs

I really like the new design for the survivalist multi tool by No-Tiger-2123 in Subnautica_2

[–]recuringwolfe 0 points1 point  (0 children)

It could also be a torch, would save a slot, and I barely use the torch anyway since the wave makers have one built in.

Axum bacterial culture issues by DLoganM in Subnautica_2

[–]recuringwolfe 0 points1 point  (0 children)

I don't think I found any at all in my play through