![]() I thought it was bugged out but apparently it wasn't and it was the character making the sound cues for when the shadow leviathan attacks your vehicle - and had managed to destroy it, so now i'll have to make a new one with all it's upgrades. So, i parked my prawn suit right outside and went on in to explore the place, as i was looking around the character for whatever ♥♥♥♥♥♥♥ reason was sounding like she was having the time of her life whenever she stepped over an incline. Only one Ghost Leviathan could be up at any one time, and have it move between the three mentioned chambers every time you leave and re-enter the Lost Riverīoom, he's there, he's square, and one can still explore the place and pay attention to the story stuff.Specifically the shadow leviathan, when i was exploring the fabricator caverns i found the architect room where you combine the AL AN's samples to form his body. If its size really is an issue then shrink it down to maybe 25%-50% larger than the Reaper instead of twice as largeĥ. Have a smaller aggro radius, which works well with #2, it would be a rather sedate beast that drifts through the murk and lunges at prey that gets too close, and have a much smaller leash so it doesn't chase very farĤ. Reducing its movement speed to 75%-50% of the Reaper's movement speed, which makes sense all around seeing it's massive and in a place where speed isn't needed, it would also alleviate its problems navigating the areas like getting stuck on geography and obstaclesģ. All three are large enough to comfortably accomodate a Ghost Leviathan with enough room to slip past on silent running.Ģ. There's only three chambers it would work in: Bones Field, Junction, and Ghost Forest. Let me count the ways the Ghost Leviathan can work fine in the Lost River.ġ. That said, if they decide to put one in the cove tree, I'll have to start pushing hard for some sort of static base defenses. I spent a few minutes today spawning a bunch in the boneyard and it seems like their current AI has a detection range of about 5 feet, though at this stage that doesn't mean anything really. Living in my favourite seabase would be quite hardcore. Unless they put this guy in the Giant Cove Tree chamber. So, unless the devs decide to give some special anti-submarine behaviuor, instead of some sort of a reaper reskin, the new leviathan shouldn't be that much of a threat. Also, silent running is a good idea while navigating DGR or LR, just for better handling. It seems to work 100% of the time, since all the creatures start ignoring the Cyclops before the shield turns off. ![]() What I usually do, is raising the shield just before the attack and switching to silent running. You can always trpair it in the tree cove area. Also, I can afford to get my cyclops damaged. I'd also point out that if there is more than just one of these things in there, even a shield module and a decoy isn't going to be enough to get you past all of them since the shape of the LR means escaping one will probably dump you face to face with the next and so on. ![]() The problem is that the Lost River is so tight that you don't really have anywhere to go and if you try to go somewhere in there in a hurry in the cyclops, you're likely to get stuck on something. The shield module only lasts 16 seconds, which when combined with a decoy and the ability to bug out of the situation works fairly well. Why not use the shield module? It's what I do. I'm all for dangerous environments, but I can't be the only one who thinks this is a bad idea? ![]() Add to that the fact that the cyclops will have no effective defense against the thing because it can only ever really run away beyond leashing range and there is not really anywhere to run to down there and I'm predicting tons of cyclops wrecks littering the floor of the cave. ![]() By my accounting, we're going to have a creature the size of a reaper, with most likely a similar aggro range, and at least as aggressive, patrolling a space which is so tight that its often hard to turn the cyclops around. ![]()
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