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126 Making moves

About Frogspoison

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  1. ... DILO is this evolution event? 3x crop growth - Ok, I get a full set of crops in 20 minutes instead of the current hourish it takes with a greenhouse? 1.5x harvesting - Odd numbers are gonna trigger my OCD. 1.5x cooking effectiveness - It's a good thing that I have a 1400% craft skill character just lying around... /s Don't get me wrong, I do appreciate the experimentation.. but maybe experiment WITH the standard 2x taming/mats?
  2. Karkinos for sure. Easy to tame, and is useful even on the other maps! An absolute neccessity for ANY survivor on Aberration, and extremely helpful on other maps! The only con to Karkinos is that you can't breed them. I really hate not being able to mix my (respectively), 43 health, 47 weight, and 39 melee Karkinos.
  3. A few more ideas... Dino-Crushers - Players deal 1/10th damage. Structures take no from players. Dinos deal double damage to players, and quadruple damage to structures. Stone and Metal structures (Barring crafting stations) are disabled. Dinos have 1/10th normal torpor. There is no sun - Gamma disabled. Day is set to pass in 1 second. Always night. Know my hunger - Food drain for dinos and players is increased 20x. Boss's Night Out - Bosses spawn near their respective obelisks at night, and last until defeated, granting their normal rewards. Rotates with 1 always being gamma, 1 always being beta, and 1 always being alpha difficulty. Super-high aggro radius, do not heal.
  4. Static Enviroment - Harvest nodes have 100x HP, respawn nearly instantly, and will respawn regardless of the distance to them. Real Time - Day/Night cycle is set to match a 24 hour cycle. Mating Season - Dinos have almost no CD between mating, baby dinos mature in 100x speed, baby dinos do not lose food, baby dinos ask for an imprint after 10 minutes that instantly maxes their imprinting meter, maybe also increase the bonus stats from imprinting? Epic Lewtz - Loot crate quality is set to over 9000%. Good luck actually making any BPs! Ancient Ruins - Hardcore PvP. Buildings do not despawn, do not take damage. No tribes allowed. Extinct Wildlife - Creature spawnrate set to 0, no dinos at all. Starved for resources - Harvest node respawn rate is set to 0
  5. All-in - Dinos all spawn with ALL leveling points in a single stat, so you get useful stats like pure health and pure damage, or useless stats like pure speed or pure oxygen. Ferocious - Everything is out to get you. Normally peaceful or skittish dinos will attack you asap. Spawn rates for dinos is reduced by half. Docile - The lamb lays with the lion. All dinos are peaceful. Spawn rates for dinos is doubled. Hordes - Dino spawn rate is halfed, but quadruple the number of dinos spawn in the groups. (I.E. if a Dodo spawns, you instead get 4-12 dodos. Bronto, 4-12 brontos. Ect) Ubermensch - Level ups for players give 100x the regular amount of stats. (Variations too - 2x stats, 10x stats, ect) Ubersaur - Level up for Dinos give 10x the regular amount of stats (Variations) Primary idea - Featured Mods servers. 3 different servers that each feature a different mod, rotating in/out, so that players can see exactly what all these mods are about.
  6. Megalania doesn't need changes imo. Strong stats for a small dino. It's climbing gives it a strong utility.
  7. Gallimimus - Quite easily one of the more useless dinos, especially as you now have a number more multi-person transport mounts with better utility then the Gallimimus. Speed - Gallimimus have really great baseline speed (There are a few competitors, and it is no longer the fastest ground mount with the Rock Drake in place), but they have terrible scaling, to the point that numerous other dinos beat it when it comes to speed scaling. Turning - Gallimimus have among the WORST turning capability in the entire game, even worse then a number of the larger dinos. For a small 2 legged dino, this just doesn't make sense. Carryin Capacity - Gallimimus has really low carry weight for a multi-transport dino, which further slows it down, and lends it to only light scouting, or hit-n-run works. Even then, its piss-poor turning makes it bad at that even. Defense - Diplo's have a poopting ton of HP to burn through, Roos can kick poop into orbit, Pachy's have their stealth and fighting capacity, Tapejara's can fly, and have a decent melee at that. Gallimimus can ONLY run. Saddle - The Gallimimus saddle, with it being a straight Passenger:Driver:Passenger, does not lend well to kiting and shooting. Taming - Gallimimus is a pain in the ass to time, with an extremely fast torpor timer, a very low health:torpor ratio, requiring Dimetrodon kibble, ect. So the Gallimimus could REALLY use some improvements. Here are my suggestions. Speed - Gallimimus no longer uses Stamina to run, akin to the Iguanodon. The driver can right-click to give the Gallimimus a temporary 30% speed boost, in exchange for using up, lets say 300 stamina. Turning - Gallimimus should be able to turn around with almost no movement involved. Think Direbear turning style. Carrying Capacity - Gallimimus is frail, and shouldn't have too high of a carrying capacity. However, I vote for the Gallimimus to only have 1/5th the weight of its passenger's, rather then the full amount. Defense - It does make sense for the Gallimimus to not be able to attack. However, notice its lithe, stick-like figure? From a distance, it might look like an odd tree if you look at it cross-eyed. I vote that Gallimimus have a natural "Ghillie" effect, in which creatures don't aggro onto the Gallimimus until they are REALLY close up. Saddle - I vote for the Saddle to position itself in a Triangle rather then the current line. Think of the top of the Triangle being at the Galli's head, where the Driver is, with the other 2 points being on each side of it's legs, where the passengers are. Thus, both passengers can shoot things behind the Gallimimus, and target most of the front. They just can't cover both sides. Taming - If the Gallimimus gets all of the above changes, it becomes a very good transport and scouting dino, thus worth the annoying taming effort.
  8. On the topic of the Spino, could we see a bit of a stat boost to match its size, taming difficulty, and saddle level? Baseline Health - 700. I would bump its health on up to 1-1.2k. Weight - I feel its weight should definitely be bumped up to 6-700. At 350, a Trike has almost as much carry! But yea, it would be very nice to have its health bumped up. Right now, its extreme lack of health is the only thing preventing it from being used as a substitute for Rexes in Bossing
  9. Underwater-based PvP, where applicable. Tuso's have a poopting-ton of health, and Dunkles damage reduction made them the best water-soakers. This change brings them more in line with the Mosa.
  10. By inherently higher armor saddles, are you refering to the ease of finding a good Paracer saddle in comparision to a Bronto saddle? Because otherwise they have the exact same armor/armor scaling, so its up to RNG on whether you can get good Paracer or Bronto saddle. Also, what of the more recent dinos in PvP? Should a raiding team bring along a Yuty for the damage/damage reduction buff? I know a Daedon is mandatory for virtually ANY challenging PvP or PvE excursion. Also, on to the topic of rating dinos.. Otter - PvE, A - Heat/Cold resist, that is all. Their abilities to pick up Pearls early game is nice, but it doesn't take much to grab an Angler to start farming pearls in mass, and they aren't actually great at fishing, as you can easily lose them to swarms of Pirahnas or Salmon. But that thermal resistance? COMPLETELY removes the need for Fur/Ghillie. Useless for PvP though, outside of using them to insulate for bases in hot or cold places. But then, do you really want to risk your otter? Kentro - PvE, C. No armor. Pack buff is nice, and damage reflect is nice, but their slow speed and lack of armor makes you unlikely to take a pack of Kentro's out hunting, well, anything. PvP, A. They are small enough to, say, fit 1 into a valuable area in a secure base, they take 85% reduced damage from projectiles, like their cousins pre-nerf, on any location but their head, and they will kill virtually ANY player. Whats more, they armor pierce, ignoring saddle armor, and their damage reflection can hurt you. A larger group of Kentros can easily force a player to start either picking them, or using missles. Otherwise, you are forced to consume a massive number of bullets., or greatly weaken your Rex. Better for defense then offense I think.
  11. At the time of the post, note that Stegos did NOT have the damage reduction vs bullets. Brontos/Paracer's had just gotten nerfed, taking extra damage from turrets. Wyverns are great at killing dinos in a base without turrets, yes, as well as skirmishing outside of bases, but for raiding a "real" base, you don't use Wyverns, because they'll get chewed up by the turrets before you can even blink. Griffins didn't exist, but they def aren't S rank anymore with the huge nerfs to them, and they suffer from the same things as the Wyvern - They get chewed up by Turrets. Yes, killing a lowbie on a Horse, they are great for that, but face it - You don't bring more then 1 Wyvern/Griffin to an actual base raid. Mantis is dependent on your weapony, but with good clubs, saddle, and melee damage, a Mantis can knockout Brontos, Rexes, ect really raptoring quick.
  12. Was browsing through the forums, and I have to say, its a real shame that this thread died. Let me just go ahead and.. necro it a bit. With the release of Aberration, let me share my thoughts on those dinos a wee bit. Roll Rat - PvE, A - Akin to the beaver, gathers wood, but does not have a smithy saddle. Its slow when its not rolling, and rolling consumes metal ingots as you do it. PvP, B - Its rolling allows for quick getaways, and it can carry 3 players to hit a base real quick, and get out. Riders are protected from outside damage while rolling as well. Ravager - PvE, S. Probably the most versatile ground mount in the entire game now. It has good health, good damage, great carry ability with 50% reduction to raw mats as well as high carry, pack buff, pack leader, solid jumping capability, can gather hide or meat solidly. Combined with the Aberration specific feature of climbing up ziplines, it def deserves S in Aberration PvE, and is a strong contender on the other maps for its all-around versatility. PvP, B - Its ability to climb ziplines lets you get into certain bases easier, and hanging upside down on natural ziplines lets you plan ambushes in well-traveled paths. Or you can use them as a sniping post in base defense. I would say it drops down to C or D outside of Aberration though, unless ziplining really takes off on other maps. Karkinos - PvE, A - Decent all-around stats, high carry. Good damage. Its ability to carry 2 medium or higher size dinos, combined with its decent traveling with its jump makes it a great alternative to the Quetz as a carrier dino for gatherers. Might even put it at S for Aberration given the lack of Quetz. PvP - A. Can soak bullets decently, and its jump allows it to get past walls. It can even throw C4 laden dinos at turret towers for tasty explosions. It can also pick up Stegos/Turtles, dismounting the rider, and then either toss the stego/turtle into the waiting jaws of your carnivores, or just jump out to dispose of the soakers at your leisure. Rock Drake - PvE, A - S in Aberration due to its combined gliding and climbing abilities along with its chameleon and stats. Outside of Aberration, its basically a Rex that can glide and climb. PvP - A - S. Its climbing and gliding allows it unparalled mobility in Aberration, and good mobility on other maps. However, the thing thats drawing me in is its chameleon in the fog on the other maps - It IS invisibile in the fog. And hard to spot at night as well. Reaper - PvE, B. Its limited lvl combined with the complete lack of mate-boosting ability makes it a complicated Rex that can shoot acid. You can breed Rexes faaaaar stronger then the Reaper. You can breed a large number of dinos FAR stronger then the reaper. Also, no saddle available. Its only saving grace is that its damage stat is comparable to the Mosasaur, making it decent for meat runs. Reaper - PvP, B. Harder hitting, but squishier version of a Rex. Can break armor, its only saving grace from C tier. Basilisk -PvE, S, oh yes. Its fast. It does not get stuck on almost anything. Strong damage. Good health. BEST carrying capacity in the entire game, sitting at 2.2k weight (Bronto is at 1.6k weight). It can burrow itself to take up less space. I guess its only weakness is its extremely large body, making it fairly easy to hit when combined with its inability to defend its back. PvP, A. It's spit, combined with its burrow, allows it to be a fairly condensed, anti-soaker turret. The other form of an anti-soaker turret is the Poison wyvern, which takes up a significant amount of room, and is thus vulnerable to sniping. For attacking, I wouldn't place it that high. You can lug an entire base though, so if you need to set up a forward point quick, then combined with its relatively low height, you may want to use a Basilisk for that - People are generally going to look for the taller Brontos, Gigas, ect, rather then the Basilisk which, while large, is relatively short. Light pokemon - All 4 of these guys fulfill basically the same purpose - They prevent the Nameless from swarming you. Outside of Aberration, they are basically F - You use them to carry stuff, and MAYBE provide light if you haven't set up your Gamma. Well, I guess they have the added bonus of alertin you of max lvl dinos and nearby players. Anyway, they have their stats a bit different - They don't have Stamina, Melee Damage, and Oxy. Instead, they have Charge related stats. Lets go over each stat in order. Health - Bulbdog has 21% more health over the other 3. The other 3 have the same health/scaling. Charge Capacity - Maximum Charge on the dino. Its Bulbdog>Shinehorn>Featherlight=Glowtail Charge Regen - How fast its charge regens. Its Glowtail>Featherlight=Shinehorn>Bulbdog. Food - Same food. However, the Bulbdog is an Omnivore, so will be easier to feed overall. Weight - Bulbdog has 20% more weight then the Shinehorn, which has 30% more weight then the Featherlight and Glowtail. Charge Emission Range - How far its Emission range reaches. As far as I can tell, its Featherlight>Shinehorn>Glowtail>Bulbdog. Featherlight is significantly better then the Bulbdog for range. Movement speed - Featherlight>Shinehorn>Bulbdog>Glowtail. Featherlight can fly, and thus can keep up with most ground dinos. Note that while they can attack, they do absolutely crap damage, so shouldn't be used for that. Heres to hoping we can keep this alive. Get some feedback on some of the more recent dinos, like the Hyeanadon, Yuty, Hellpig, and others.
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