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Sup3riorArs3nal

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Sup3riorArs3nal last won the day on July 3 2017

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94 First Tame

About Sup3riorArs3nal

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    Sup3riorArs3nal
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  1. Sup3riorArs3nal

    Would you really quit if.....

    lol no. Harder yes but the same exact end result. It takes a minute of thought to do workarounds. Tribe 1 is allied to Tribe 2, 3, and 4. Tribe 2 is allied to Tribe 1, 3, and 4. Tribe 3 is allied to tribe 1, 2, and 4. Tribe 4 is allied to Tribe 2, 3, and 5. Tribe 5 is allied to Tribe 3, 4, and 6. Tribe 6 is allied to Tribe 4, 5, and 7. Tribe 7 is allied to Tribe 4, 5, and 6. That's 70 people and with basic positioning you have clusters of alliances with built in overlap zones. connecting them. Like I said I've operated in a server alliance to conduct large multi-tribe raids before there was even an official alliance system. At most it is a mild annoyance but not one that will actually change the mega dynamic in a meaningful way.
  2. Sup3riorArs3nal

    Would you really quit if.....

    Useless. I had total server dominance in legacy with zero alliances because I still controlled things politically. Far before there were alliance systems period there were multi-tribe coordinated attacks/alliances. Limiting alliances is nothing but a mild inconvenience.
  3. Sup3riorArs3nal

    Fresh start or end game; which do you enjoy the most?

    I find starting over to be overrated. Despite being fully built on a server for nearly 2 years at that point, as soon as the Official-Legacy split was announced I changed gears. Every day for about a month, I led start over practice sessions so that, come launch day, everyone would have a much better idea of what to do. Basically spawn in new characters on highly populated servers and go follow a plan built for efficient start-up. Gets very tedious very quickly. Come launch day there were a few hiccups along the way day 1, day 2 we were killing Titans on foot, come day 3 we were clearly ahead of everyone else and by day 4 we were unquestionably so. There are so many cooler things to do in the late game, and getting fully established is just a chore required to get to those things.
  4. Sup3riorArs3nal

    Would you really quit if.....

    Point #1: Useless. Controlling a server is social networking and numbers, pure an simple. I had complete control of a legacy server with zero alliances because I controlled the hearts and minds of the server. Point #2: Sleep mode making tames immune to damage would be insanely exploitable. Park a tame in front of a cave -> put on sleepmode = invincible wall. Further, trying to have extremely frequent effectual raids is in direct contradiction to bases being extremely hard to wipe. It's like trying to have your cake and eat it too. Point #3: Structural defenses are trivially irrelevant to turreted defenses. It doesn't make a difference if a wall take 3 C4 or 10 C4, because if you have no other defenses that wall is meaningless. Further, if you buff up structural integrity I'm just going to make super cheap structure spams on choke-points that require you to mass grind materials to pave a path. Actually I already do that so now you're just increasing the offensive grind anyways. Point #4: Need I remind you of the silly shenanigans going on before the Players Only mode? 2 people on a handful of turtles it took them a day to raise effortlessly on berries could offline all but the most secure bases. Players Only turret gave actual utility to otherwise irrelevant tames like Stegos and Trikes. Further, an argument of "turrets suck as the only offline defense" with no actual examples of solutions is worthless. Point #5: Not all tames need to be equally useful at all states of the game. Progression systems exist for a reason after all. Point #6: But advanced tribes SHOULD easily wipe lesser tribes, otherwise there is no point to progression. Why should I feel threatened at all by a tribe of 5 playing for a week vs my tribe of 10 playing for a year? It invalidates the entire idea of building up and creating a powerful position for yourself. Further, high-tier gear isn't actually super crazy more effective than flat primitive gear. In fact, I far prefer primitive/ramshackle blueprints for their cost efficiency. An ascendant longneck has like 3x the damage at max, but costs on the order of 20x+ the resource cost. It's certainly an advantage but not an end-all. Point #7: I agree with the breeding system being unhealthy, but this is hardly a change that requires a server reset. Point #8: Something being a "waiting game" is not inherently bad. I actually dislike more active taming methods a lot more than knockout tames because it forces me to do actively boring/annoying things rather than allowing me to go do something else in-game. If you sit around and stare at a taming bar for the whole tame, that's just you playing extremely inefficiently. Point #9: As a PvP player the Kibble rework doesn't really matter to me all that much, and honestly sounds like an excuse PvE players use for their dinosaur hoarding issues. PvP players have a LARGER need for bulk tames, breeding, kibble farms, etc as it is essential to their survival, yet tame capping a PvP server is a very rare occurrence. It's hilarious that people feel like they need mass amounts of egg tames when in all my nearly 6k+ hours of Official PvP I've obtained pretty much the top-tier stats comparable to PvE breeds without such. With like half a dozen scorpions we had enough eggs to tame Boss-Tier rex stats within the first 2 weeks of the new Officials and had hundreds of eggs to spare. Point #10: People already moan on and on about environmental threats that dismount them, let alone actively kill high-tier tames. The entire premise of Ark hinges on creating your own sense of permanence, whether in PvP or PvE. You can't make bases/tames even moderately safe from players and yet vulnerable to comparatively stupid AI at the same time without totally recreating a different game between PvE and PvP Point #11: I'd like to see more PvP in the ocean as well, but remind me again, what does that have to do with resetting the servers? Wiping and starting over is literally the same "solution" people have whined on about for YEARS and it never changes anything. The "issues" of power imbalances stem primarily from people not understanding the very fundamental principle of social networking in Ark. More people + More Hours = More Power, and to be honest, it should be that way.
  5. Sup3riorArs3nal

    Recent announcement to NERF stego

    *Turret density nerf announced* "OMG RIP ARK IMPOSSIBLE TO DEFEND AGAINST A SINGLE STEGO" *Stego damage resistance nerf announced* "OMG WILDCARD IS MAKING THE STEGO USELESS" Ark community reactions to balance changes in a nutshell.
  6. Sup3riorArs3nal

    Why can't we set up teleporters on aberration

    Scorched Earth's challenge was climate, and had mechanics to match (dangerous weather, heatstroke, insulation values on certain structures, etc). Counters being tames with water sources, special building structures and armor etc. Aberration's challenge is mobility (No flying). Thus all the engrams for counters to this (climbing, gliding, ziplining). Teleportation invalidates the entire theme of Aberration's challenge even more than flying does.
  7. Sup3riorArs3nal

    Creatures that should be Reworked in the TLC Pass

    Raptor, Trike, Pachy, Icthy, Megalodon, Compy, Spino, Parasaur, Sarco
  8. Do you want total turret count on the whole server for the tribe or per base average? Or including allies? And from what reference point in time (Before or After transfers?). At the dawn of Ark on Xbox made it about 7 months with ~30 turrets ~100 plants. Wasn't raided, just upgraded to ~100 turrets ~200 plants which lasted about another 5 months before being upped again to ~250 turrets ~500 plants. By the end of legacy we had 3 primary bases on server with ~300 turrets each give or take. Was never actually raided in my entire career on Official Legacy from start to finish. Though that was much more due to my ability to handle/manipulate politics among other things.
  9. Sup3riorArs3nal

    Griffin Balance

    Wow excellent nerfs. Almost exactly what I had repeatedly proposed on here and Reddit. Health nerfs culminating in a ~60% reduction, and 50% reduction to dive swipe damage, among a few extra things.
  10. Sup3riorArs3nal

    Whats the woman's name in the Aberration trailer?

    The person's DREAM was Ark Park but the person is only noting the similarity of the setting in general (In that there are dinosaurs) and that where they are now is quite a bit different.
  11. Sup3riorArs3nal

    Tek vs Heavy Turret

    There's been a lot of Tek turret buffs lately that make them outrageously powerful. Their only limitations are: Requiring a Tek generator and their inability to shoot down projectiles. Otherwise from a sheer DPS standpoint they reign supreme.
  12. I seem to be unable to type in server settings now, and can only adjust with the sliders. Previously as long as I was online there was no problem and I still have things like Crop Growth set to 1000x. I'm online and have no trouble starting or joining any servers, just can't manually change things anymore and it is quite frustrating.
  13. Sup3riorArs3nal

    Phiomas are OP

    Phiomias are indeed OP. They are Only Poopers.
  14. Sup3riorArs3nal

    Max tamed points you have seen?

    Highest tamed stat I've seen is 58 into health on a tamed stego. Flyers get similar high rolls but they have a higher average in general. 58 on a stego would be comparable to a 67 point roll on a flyer.
  15. Sup3riorArs3nal

    Will the Turret Limit make Titanosaurs more Lethal?

    230k wild, it gets cut down to 150k when tamed. Turrets now target any non-covered parts of a tame so despite the high platform build limit you can't get full coverage on any one side. Furthermore I'm not talking from experience watching videos. I'm talking from having seen them in action personally after 5k hours on official PvP and doing the exact hard numbers. Turret density is being nerfed not the turrets themselves. Gigas are horrible tanks even with good saddles (Too costly, too prone to rage). Smart base design can optimize for functionally 50 turrets per side firing not including perimeter turrets softening it up beforehand. Additionally you could push up with paracers/Brontos/stegos to help block shots but that's a lot of extra people. If you've tamed a Titan and have extra people on soakers to push you're likely doing an online raid and thus would be facing snipers/theris/Rexes/gigas impeding your path. Also perimeter turret-covered metal 'blockade' structures make it hard to push up enough to cover the Titan to bust those down to keep going. The massively forward neck/head means turrets will often prioritize the Titan above other things 'ahead' of it as it both overreaches them and is at a substantially higher height. If you're using a Titan and extra soakers to push on an offline base, you're offline raiding wrong...
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