Cyclops Sonar Upgrade Location

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Kimberly Ballas

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Jul 25, 2024, 11:41:21 PM7/25/24
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The Seamoth vehicle in the game doesn't dive as deep as the Cyclops. As a result, it doesn't allow me to reach the deepest areas of the world. The downside of the Cyclops, however, is that it moves very slowly compared to the Seamoth, making me vulnerable to the Leviathan-class enemies.

The different speeds you can select affects the amount of noise you make. The faster your speed, the louder you are, which means the further creatures can hear you. You can engage silent running mode at any speed setting to further reduce noise (by 50% according to the Wiki), but it consumes power at a faster rate. Be sure to use your cameras to be aware of your surroundings as well.

If a creature is coming at you, you can launch a creature decoy to divert them away from you and allowing you to escape. You may also want to use a shield generator to temporarily make the Cyclops invulnerable. The shield generator uses a significant amount power, so be sure to use it only when needed. Lastly, the sonar upgrade can aid you in pointing out creatures you can't see.

Personally, I like to navigate the very deep parts of the game with the PRAWN suit instead. I would take my Cyclops down deep, but would park it in a place that is safe from any large creatures, and continue to explore with the PRAWN. The PRAWN is actually pretty fast once you have the grappling hook upgrade to swing yourself around with, as well as the jet pack upgrade.

Cyclops with engines off and lights (internal and external) off is completely invisible to all Leviathan class enemies. A Reaper may bump into you and push you around, but you won't take any damage. The only ways how you can take damage with engines off is either the attack began before you switched the engines off (the enemy turned red on the sonar display) or you got accidentally hit by Sea Dragon's fire as it was attacking a lava lizard or such. Even then the damage received that way is minor and easily repaired. Note - not just "engines spinned down" but completely off - click the propeller icon.

Even with engines on, set on slow ahead, and "rig for silent" active, if you remain immobile with the leviathan anywhere but in nearly immediate vicinity (inner circle on the sonar) you won't get attacked. And if the leviathan is anywhere farther - outskirts of the sonar or outside of it - you can move slowly; if the leviathan is still within sonar range, don't use full speed of "slow ahead", just sneak slowly where you want to go.

Note: "Rig for silent" continuously drains power - and with engine off, it's completely pointless, so as soon as you switch engine off, turn the silent mode off; before powering it back up switch silent back on, until you're out of the encounter.

The general tactic is: move at slow ahead, unless you know for a fact there are no leviathan class predators. If you spot one (or hear one nearby), activate "rig for silent". Observe the radar; if the leviathan is approaching, switch engines off, silent off, and wait. When the leviathan moves away, silent on, engines on, and start sneaking. If it's lurking at intermediate distance, stop with engines on, move if it moves away, switch engines off if it's getting really close.

Adhering to this tactic with no errors guarantees 100% safety in all encounters - you can sneak right through the middle of every leviathan's patrol zone reliably. If you make an error though - e.g. fail to deactivate engines, drive into leviathan's view at full ahead, or leave floodlights on, you may get attacked. In this case activating the shield right before the impact is a good solution. Dropping a decoy and moving away (slowly, silently!) while it distracts the leviathan works too. And of course you can switch the engines off, lights off, take the hit, and - the leviathan will quickly lose interest in the unpowered Cyclops. Sneak away, repair using the repair tool.

Let's add - the thermal generator upgrade is invaluable in the deepest parts of the game. Safe evasion of leviathans is best performed with patience, often a lot of waiting, slow movement. Meanwhile, lava larvas attach to your Cyclops and drain its power. With thermal upgrade you'll be recovering power faster than you lose it, even with "rig for silent" active non-stop, and you can play the waiting game against leviathans correctly. If you do have leeches attached to the hull though, and no way to recuperate the energy before the encounter ends, you're in a bind. Retreat, then kill the larva with a knife (just getting them off with a knife, or blasting them away through flicking the shield on, without killing them works for an awfully short time; shooting them with repulsion cannon works a little better, and can be done from inside of Cyclops in some cases - watch the damage display for larva locations) - or take risks.

My approach to bringing the cyclops into the deep areas has been to use the shield generator, but only toggle it on when an enemy is just about to impact the sub. As long as the shield is powered on during the moment of impact, no damage will be sustained. You'll have to keep a close eye on the radar for incoming threats, but this strategy minimizes power use and damage taken.

I also would recommend using Ion Powercells as soon as possible to allow you to use the shield, silent running, and radar, for longer periods. Decoys are expensive so I always try not to use them, even though you should always have a large surplus just in case. In my testing, if you go into the Void the ghost leviathans will attack you no matter what so just use the shield and back out at full speed. Decoys help a little but not much. DO NOT LEAVE THE CYCLOPS IN THE DEAD ZONE. They will swarm and bump it around, moving it sometimes hundreds of meters before it is destroyed. I made this mistake once.

CyclopsAutoZapper.zip
Cyclops Auto Zapper (SN1) Two tiers of autozapper, the first tier requires a seamoth in the docking bay that has that shock module installed and the cyclops will automatically shock enemies that attack.
Second tier just takes the cyclops and does not need a seamoth.
Includes an anti parasite module that will pulse the shield (if equipped) at low power to remove leaches.

CyclopsBioReactor.zip
Cyclops BioReactor (SN1) Makes a small bioreactor you can build inside the cyclops that allows you to use bio energy in the cyclops. Works great with the aquarium overflow mod that is also in ?mod-download-mirrors

CyclopsEngineUpgrades.zip
Cyclops Engine Upgrades (SN1) makes new tiers of the engine efficiency upgrade each offering increased efficiency.
Higher tiers even reduce energy usage from sonar and shield.

CyclopsNuclearUpgrades.zip
Cyclops Nuclear Upgrades (SN1) makes an upgrade module that acts as a nuclear battery.
Holds 6,000 charge before being depleted, if it is used consistently it must cool down for a while before being able to be used again.

CyclopsSolarUpgrades.zip
Cyclops Solar Upgrades (SN1) makes two solar charging upgrades for the cyclops, one is same as seamoth, the other has a built in battery.
Can stack up to six modules to increase charging rate.

CyclopsSpeedUpgrades.zip
Cyclops Speed Upgrades (SN1) Makes upgrade modules that increase the speed of the cyclops at the cost of engine efficiency.
Can stack up to six modules for maximum speed.

CyclopsThermalUpgrades.zip
Cyclops Thermal Upgrades (SN1) makes a tier 2 thermal upgrade for the cyclops which includes a built in battery for the upgrade module.
Can stack up to six modules to increase charging rate.

IonCubeGenerator.zip
IonCubeGenerator.zip v1.2.4
Ion Cube Generator (SN1) lets you build a medium sized structure that makes an ion cube every once in a while. about the size of in base bioreactor.
Can be configured to drain base energy faster or slower.

MoreCyclopsUpgrades.zip
More Cyclops Upgrades (SN1) is primarily if not exclusively an api for other cyclops upgrade mods.
By default, includes a buildable upgrade console for the cyclops for additional upgrade slots (this can be disabled in the config).
Version 5.2.0 Update: MoreCyclopsUpgrades_520.zip

VehicleUpgradesInCyclops.zip
Vehicle Upgrades In Cyclops (SN1) Makes the cyclops upgrade fabricator also work as a moonpool vehicle upgrade console. lets you make seamoth and prawn upgrades.
Include includes the vanilla crafts from the moonpool.

This update to MoreCyclopsUpgrades enables standalone status icons.
These status icons (visible from the helm and holo HUDs) no longer need to be tied to a charger and instead can be used for any number of applications.

One of the raw materials that can be difficult to find early on in Subnautica is Magnetite, as its locations are a bit more dangerous than some are prepared to experience. The easiest way to acquire it is by setting up a Scanner Room in the right biome. If you don't have this unlocked yet, using a Seamoth with a depth upgrade is also an option.

Luckily, this resource is closer than you think, and you don't have to travel too far from your Lifepod in order to find it. Magnetite is used to craft a variety of items, which is why you need to know where it is located in Subnautica.

Updated February 29, 2024, by Sean Murray: Looking for where to find Magnetite in Subnautica? This guide is here to help. It's a little easier to read on mobile that it has been given our freshest formatting, and we've also given this guide links to other helpful Subnautica topics.

Magnetite can be found in several places across the Subnautica landscape, but it is more abundant in some locations than others. You can check out where Magnetite is the most abundant below.

The following content is only used for private purposes only, and is not used commercially or for monetary gain.CyclopsCatergoryVehiclesDescriptionVast industrial-use submarineHull Integrity500 metersCyclops depth Module MK1:900mCyclops Depth Module MK2: 1300mCyclops Depth Module MK3:1700m

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