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Tacosaurus7

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  1. Love your work. I'm really routing for you to score a win in these votes. Your Owl was at the top of my list in the last vote
  2. Ark's Semi Aquatic Bulldozer All art belongs to their respective owners. I do not take credit. (Potential Gender Dimorphism in the horns made by my best friend that helped create this creature concept) Species: Arsinoitherium Terrainius Time: Late Eocene Diet: Herbivore Temperament: Unpredictably Aggressive Wild Probably one of the closest animals we have in the modern day to having the temperament of most of the creatures on the island would be the hippopotamus. Deadly, fast, tanky. And above all uncalled for aggression despite having no reason to be. And for whatever reason some maniac decided to take that already existing unit and merge it with a mutant rhino to make Arsinoitherium. It only takes this place. They tend to reside in swamps and coastlines, and have the amphibious nature of hippos. However they seem just as home on land proven with their reckless charge rhinos tend to display and it doesn't seem they discriminate what they can be hostile towards. Rightly so, Arsinoitherium will charge most predators that intrude their waterways but on occasion even a passive herbivore that gets too close will be chased down. The way they charge whatever makes them see red though is rather unique compared to other horned creatures though. Rather than just giving chase with its head lowered it takes this a step further and will actually gorge its massive horns against the ground as it charges, ripping through the earth and undergrowth as it chases its target and catching whatever debris or hapless victim gets caught in its plow of widespread horns. Including other dinosaurs! Arsinoitherium is shown to have incredibly powerful neck muscles and during its destructive charge it will scoop up whatever is in its way and finish with a mighty flick of its head that sends whatever earth and debris (victims) that has gotten in its way, flying into the air. Which will rain everything caught up by its horns back down into a downpour that'll hail a jarring landslide down onto anything unlucky enough to be near it. It seems to know that it can properly utilize this ability to throw earth at it's targets and will sometimes deliberately stop it's charge abruptly in order to distract a returning aggressor or fleeing victim with a shower of projectiles, ranging from dirt, to rock, to toppled logs or even creature that may have been in the way on it's charge. Be wary you're not safe from this charge, and it's proceeding landslide, across a body of water. They will continue this plow and run across the riverbed without a slow to their momentum, much like a hippopotamus or the Ark's native Andrewsarcus it is completely at home in water. Tamed While taming such a beast is a fearful event, without a doubt Arsinotherium will be a menace on the battlefield, during its plow it can sweep up a field of helpless victims smaller than it in it's horns, then pelt any beast larger than it by launching the contents shoveled up in it's horns at the mentioned. Not only that but this creature has been witnessed being trained to crash into enemy bases with a mighty swing that can instantly knock a hole in the wall of their defenses, making an instant door for other raiders to enter as it'll be too stunned to react for a moment after doing such a hearty blow with it's head. However this beast could potentially be an amazing beast of burden. A herd of these could clear a forest in a matter of minutes when plowing its horns into the earth and carry any toppled tree of uplifted rock in its horns and haul the useful contents back home without breaking a sweat even under the heaviest loads. Taming Method As for actually taming one though. All I can guess is it's one weakness. The width of Arsinotherium's horns obstruct the vision of whatever is straight in front of it's nose and you can use this to your advantage. Whenever one charges for you, stand as brave as you can muster straight in its line of charge then jump away at the last moment as if you're some insane Spanish bullfighter taking advantage of its blindspot. Do this a few times and it should wear its stamina out and become short of breath. During this time take the advantage to approach it in its blind spot again and try feeding it to convince it you're more valuable standing than being plowed over. Abilities and Attacks Left Click - Generic Horn attack A horn strike with good knockback that can be used while running. Looking backwards can cause it to turn around and buck its horns towards the direction you are facing, similar to the Sarco. Can damage thatch, wood, and adobe. (Stone will come later) Right Click - Bulldozing Charge This here is the main gimmick of this furious ungulate. Arsinoitherium will lower its horns to the ground and charge at a fast speed, plunging its horns into the ground and charging forward to plow up anything in its way, this even includes under water where it will race on river/ocean beds much like the Andrewsarchus. This charge comes in three variants that offer different uses for its ability, one being attack based, one for harvesting and transporting heavy loads, and a single heavy thrust that can demolish structures and break armor. Like with the stego, pressing C toggles which mode you are in. Pressing Right Click again can cancel the charge. - Rampant Plow - Race forward at high speeds, allowing directional steering that lasts as long as the Arsino has stamina. During this charge it can break through just about any natural structure (Resource nodes) and fill its "horn plow" by charging through rocks, trees, etc, and even other creatures. Said creatures up to the size of a Carno, Allo if we want to stretch it, will be scooped into Arsino's horns and taken on a damaging ride at its mercy. This all charges up a finishing attack (pressing left click) where the Arsino bucks its horns upwards and launches its collected debris into the air, creating a downpour of rubble in front of it that damages and very briefly stuns any creature caught in the pelting of falling objects. The more resource nodes/creatures gathered up in its plow while in the charging stage will increase the rubble collected in its horns and make the finishing attack have a wider range to pelt anything in the area and also increase the stun duration placed on creatures. This charge can be further used underwater as well by running across the riverbed and is fundamentally the same as on land, except during the end throw attack the stun effect is removed from the debris and replaced with a mud cloud that obscures vision. Cons for balancing this move: Aside from this move having a brief cooldown to prevent stun locking; Only so much rubble can be collected in the Arsino's horns in a single charge. Once a certain weight or number cap is reached the Arsino while quit gathering objects rammed into with its horns and instead topple any resource nodes and push enemy creatures out of the way instead. Also the more this attack is charged by collecting resources the slower its movement speed becomes until it stops the charge or throws its collected rubble. This basically makes it a reverse Wooly Rhino where the slower it is charging, the more hard hitting the end result will be. - Harvesting Plow - The Arsinoitherium lowers its horns to the ground and begins a slower paced, endless charge that allows them to break down trees, stone, ore nodes, etc and turn them into usable resources. This charge is purely made for gathering up resource nodes and harvesting their contents. This does not serve as an attack and can be used underwater like all the other charges. This is meant to further lean into the name that this is Ark's "living bulldozer" and makes it a beast of burden for construction as well. Pressing left click or right click will make the Arsinoitherium raise its head to carry the gathered load anywhere you please. Clicking again will make it drop its load and place a pile of rubble that serves as a temporary inventory, like a beaver dam, that lets you extract all the resources you've collected. Furthermore, this charge can be used to pick up creatures of a given size and allow the arsinoitherium to haul them around freely. Great for grabbing that tame you want! And if we want to get a tad crazy I could see this move also being used to pick up friendly structures to move and relocate them like the Rhyniognatha and Exo Mek. Cons for balance: This is not intended to be a superior in every way creature as Arsinoitherium does not excel at gathering certain resources as much as other creatures. If you want to mass collect metal you'll still want to use your Anky or Mammoth for harvesting wood. HOWEVER, if you got an abundant forest of resources you can quickly plow them for quick (and more entertaining) reasource collecting. Due to its high weight it can be used as a pack mule as well if you wish to use your typical resource farmers anyway. And Finally… - Demolishing Thrust - The Arsinoitherium drags its horns to the side to build up momentum then lunges forward to a set, unsteerable, distance with a powerful thrust that lives up to its name. More so an in place attack than a charge. This attack can break/pierce armor of anything caught in the way. This can break most armor on survivors and pierces through saddles or damage reduction abilities like the Rock Elemental or Reaper's natural armor. However what makes this move truly dangerous, specifically for PVP, is the ability to INSTANTLY DEMOLISH enemy structures right in front of it. However this doesn't work against metal or tek tiers. So this use will only be useful against early to mid game enemy bases. Bobs Beware! Set your traps and spiked walls up to prevent this from happening. Cons for Balance: As stated this attack has a very limited range. Only going straight forward and its range only being about three foundations in length. The animation is also fairly lengthy so you may have time to push an enemy Arsinoitherium out of the way before it makes contact. But if this attack does hit, the Arsinoitherium will be stunned for a few seconds due to hitting its head a little too hard, which gives a good punishment window. This attack can only be triggered if ridden by a rider directly and has a very significant cooldown before it can be used again. - Passive Abilities - Brute Strength. Cannot be encumbered to the point of no longer being able to move. While Arsinoitherium will still slow down once it reaches the encumbered status it won't ever get to the point it'll completely halt. You'll still be able to carry those resources that you bit off more than you could chew back to base! This is to again keep to the idea it's the "bulldozer" with the strength to haul a heavy load. Potentially a weight reduction on most resources collected in ore, stone, and tree based resource nodes. - Physical Appearance in Game - Arsinoitherium will be a roughly medium sized dinosaur on the upper side of the scale. For a rough comparison I'd put it at the size of a Woolly Rhino if not a bit larger to make its carrying capabilities with its horns look possible. One thing I'd definitely hope for Wildcard to include is gender dimorphism in their appearance, as the real life Arsinoitherium has been hypothesized that males had wider and more splayed out horns while the females were more narrowed. While I have thought of genders having different stats such as females having a faster charger or males having a higher weight carry I'd be perfectly content with the difference being only visually. - Why did we make Arsinoitherium and why should you vote for it? - For fun! It's not crafted to be the next Giga/Wyvern competition even though it has its attacks that can give it a fair tussle against the strongest creatures. And it's been given abilities that potentially give it a unique flavor among Ark's roster given it's plow ability and ability to be a viable raid creature in lower tier bases by blowing open a weakness in their defenses. I love the idea of just chaotically veering acrost a battlefield or flattening a forest to make your next base. Also I feel they could be incredibly fun in boss arenas. Since most bosses summon minions I love the idea of sweeping their lackeys up then to just throw them all right back at their boss. (Sketch once again credited to my friend.) Any feedback will be appreciated and thank you for reading all the way through!
  3. Wow this is very creative. We need more "small" creatures that have alot of uses other than being looked at. Hope you'll be able to give it head pats. 😆
  4. Oh wow that looks so fun. I've always had this idea in the back of my head on what if someone turned that massive crest into a sail boat. Really glad to see someone use that as an idea!
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