ARK: Survival Evolved Daily Community Thread - Mentor Wednesday! |
- Daily Community Thread - Mentor Wednesday!
- They're as much of a vanity item as skins
- The controversial way of fixing ARK PVP for solo/small and mega tribes.
- Im out if screenshots but this friday some quality screenshots coming and helpful tips !
- Gorgonopsid Dossier - A land mount that can carry large creatures
- Will there be more tlc passes for other dinos?
- Since the game thrashes a hard drive, would their be much loading difference between an m.2 and 2.5" ssd?
- Mutations
- Managarmr disappearing fix
- Max slots in Turrets
- The Kibble Rework: Feedback and Suggestions!
- Tames go into passive flee stance when rider gets knocked off - please change
- Graphical problems and performance issues
- Asia PC servers been unable to connect to for a long time
- Beelzebufo location after kaprosuchus attack
- Barney the Stegosaurus
- Comprehensive TLC 3 Wishlist
- Yutyrannus kibble and imprinting
- New ARK PVP, youtuber! If you would like check me out! Thanks in advance!
- An in-depth look at the state of PvP; And some suggestions
- Light flickering on The Center
- anyone else understands the skill level of a good pve player.
- Do cryopods drain turrets?
Daily Community Thread - Mentor Wednesday! Posted: 24 Apr 2019 06:12 AM PDT Welcome to Mentor Wednesday! Do you have an ARK-related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/playARK will answer it to the best of their abilities! Be sure to sort by new to see the latest questions! Rules
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They're as much of a vanity item as skins Posted: 24 Apr 2019 09:00 AM PDT
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The controversial way of fixing ARK PVP for solo/small and mega tribes. Posted: 24 Apr 2019 05:08 AM PDT Hi Mr Dolphin here once again, As a 3 year ark veteran and former SOTF player i want to throw you my idea of how to fix the stagnant, stale, and kind of boring meta in ark atm for the upcoming DLC/ or new ark major content update as someone who has seen the evolution of this game over the course of many years and have played as a solo, small group and mega tribe player. ( A wipe will be needed for this and a lot of us are probably hoping for a wipe for the next major update ) Remove Cave building: Reason why? is because is too strong in the late game, to the point a massive cave base can be defended by one person, This can be back up by prob some of the best mega tribes in ARK PVP PC servers. Removing that ability puts everyone on the same playing field. Titans : Remove Titan ability to damage player structures, ( MEK also already does this so no need for a spam clearer unit ) reason why this is because of the nerf above, the current titans have too much HP and some of their abilities ( forest titan ) can disrupt and decide the outcome on a fight with a single grab, not only that the best strategy at the moment is to walk a titan backwards so the driver doesnt get shot, and then turn and wipe all the turrets in front of you Titans are also the reason why most tribes are moving their whole bases to caves, because they can't simply deal with them. Disable Titan transfer for the first 6 months: This one is very simple, you need to allow players breed lines to be able to match and defend against titans and meks. Now let me get to the more controversial and technical topics here which are mainly redesigns to help the casual and more veteran player and course correction in things that aberration and extinction broke which people have forgotten and just simply accepted or pick up the game after the aberration DLC. Casual and smaller group redesign ( to help these smaller groups on official servers ). Sanctuary servers Which are connected to the main cluster but these servers have for example, Public crafting stations ( crafting station craft items on player inventory ), Breeding areas, with limitations so players dont drop 100 eggs for hatching, very fast resource respawn rate, allow building but with a very fast decay timer so players only place like outpost crafting areas when farming etc etc. What this does is allow the small and solo player to have a safe server to go and do their thing without having to fight for a server that will eventually be taken over by a mega tribe and allow those who have been wiped a chance to catch up to those who may already be establish and for those that pick the game months or even years later ( at which point would have a hard time finding a server to play on pvp) and this same method can be applied to PVE servers. Change Upload timers The current timers for keeping items and dinos on the cloud via terminals is currently 24 hours, why is that? why should it be 24 hours? i would change it so there is no timers or perhaps more than just 24 hours so players can keep their valuables longer on the cloud. Technical balance specific to situational battles Remove Battery turret This falls heavily more towards a very technical yet controversial mechanic, back in EA we had the S+ mod introduce gas powered turrets which some unofficial servers tried to use, however as someone who played for a year on early access unofficials i noticed right away that it was one of the most hated and never used stuff from S+. With that being said before battery turrets the game had a forward fob and counter fob or base, and at the time of EA and after EA players started using plant Y but there was no such thing as pushing turrets forward, in order to push turrets right in front of enemy structures one had to play a little game of defending the guy placing a generator and turrets and in order to do that we had to actually ground pvp and push with dinos which created this "No man's land where rarely any turret damage was taken and it was more about ground control between players and dinos. So when aberration came out, it completely removed this fun element of the game during mega tribes pvp , now all you need to do is run to enemy line place a turret, and put turrets and a battery in a matter of a few seconds in something that usually took many hours of skill and constant battling, it made the game too passive and removed most of the ground PVP that existed back then. Plant Z Currently Plant Z feels too good as a free item the problem is a person can keep constantly spamming Z and blinding someone for good 10 to 20 mins to the point their screen is completely white, there needs to be a cooldown after throwing one where the person blinded can't be blinded again after a certain amount of times, secs. Forest Titan grab range. This one is an easier to figure out, the forest titan is probably the most powerful titan atm because you can do two things, use it to wipe turrets and deny any things from attacking as it can grab them from a very long distance, not only that if you use a mek shield you can completely protected with it and use its grab ability within the shield. Mosa and Hybrid water dinos cant be used for water PVP. A lot of people hate water pvp at least from the mega tribe perspective, and the reason why is because it comes down to use giant squids for fights only and basilos, maybe a rare instant of a tek mosa but that's super rare. However hybrids which are: Managarm, Basiliks can't be used in water, before extinction came out basiliks for example were able to shoot their poison range attack under water, but suddenly a shadow nerf patch prevent such ability, not only that they can't move fast in water even if you put all movement to 200% Managarms can move on water but can't use their range attack, only when you are already firing out of water but because that drains so much stam it cant really be used effectively in battle and recent mana nerfs have completely removed the idea of using it for water pvp. Mosas cant be used as they get grabbed by squids, and back then the community wanted tek mosas to not being able to be grabbed by squids, if that is changed perhaps mosas would be used again, same for tek megalodon. Raid timers? This one is super controversial for the ark community, but as other survival games seem to be adopting this mechanic or a form of it, Conan, ark, DNL, "New world" ( oops NDA) etc etc. It would be natural if WC wants to attract small groups and more casual players towards their pvp servers in which tribes can set a raid time and a form of offline raid protection for when they go to sleep atlas and Conan seem to have nail this one. Please share your ideas and criticisms in the comments below. [link] [comments] | ||
Im out if screenshots but this friday some quality screenshots coming and helpful tips ! Posted: 23 Apr 2019 08:58 PM PDT
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Gorgonopsid Dossier - A land mount that can carry large creatures Posted: 24 Apr 2019 11:20 AM PDT
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Will there be more tlc passes for other dinos? Posted: 24 Apr 2019 08:46 AM PDT I'm sure this has been posted many times ,and I've searched with not many results. I am wondering if there are more tlc passes planned for some dinos that are older and never got a reboot. Carnos, megaloceros, maybe pachys, and I'm sure there's more that I can't think of. [link] [comments] | ||
Posted: 24 Apr 2019 09:24 AM PDT | ||
Posted: 24 Apr 2019 11:43 AM PDT Looking for some info on breeding mutations. Really need input on shearer to have mutation start on males and breed to clean females or mut females to clean male. Thanks [link] [comments] | ||
Posted: 24 Apr 2019 10:40 AM PDT So is there any plans on fixing managarmr disappearing whats going on with this and are there any official response on fixing this issue [link] [comments] | ||
Posted: 24 Apr 2019 09:30 AM PDT Hello, This is my first post ever so i'm trying my best to explain the issue as good as possible. I have my own (decently populated) x1000 server. Now since a while i had been struggling to set a slot limit on the s+ Heavy/tek turrets. At some point i gave up since i couldn't find anything about it that worked for me on the internet. If the slots of the heavy turret is on 6/6. (stacks of 1000) you can't manually put in more bullets. However you can still put more bullets in it with the turret filler (arkomatic mod) or the s+ transfer tool. Today i've seen on a different server that they actually managed to put a limit of slots in the turrets. Is there ANYONE with the solution to this?" ' Thx in advance, D1, [link] [comments] | ||
The Kibble Rework: Feedback and Suggestions! Posted: 23 Apr 2019 02:25 PM PDT First of all: Thank you for listening, Wildcard. We had been asking for a kibble overhaul for almost two years, and I'm glad that you attempted to tackle the issue. =) It's been a few months, so I wanted to give some feedback and suggestions that will hopefully make the game even better. The good:
The bad:
The suggestions:
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Tames go into passive flee stance when rider gets knocked off - please change Posted: 24 Apr 2019 12:06 AM PDT I have had this happen a couple of times now. I am riding my Thyla around the map and get attacked by Raptors. Of course on the second attack they pounce me off my mount. Sometimes my Thyla comes to my rescue, other times it just runs away. Upon finding my Thyla I noticed its stance is the 'passive flee' one. This has happened when Raptors knock me off and when a Theri knocked me out, making me fall off my Thyla. Please change this EDIT: My Thyla was on neutral each time this happened. [link] [comments] | ||
Graphical problems and performance issues Posted: 24 Apr 2019 08:38 AM PDT So, i had have some problems with the game. First, i just don't seem to get the shadows right, if i put them in epic or something alongside that there are always something that bothers me, including this weird "Horizon" of light that shows up and it's very annoying, if i have them too low either the world looks too weird or sometimes plainly too bright. Anyone has had this issue or this is like, ARK? Second, lately i've been having this weird issue, if i go afk fora while the game will start to ramp up the GPU usage until it reaches 100%, which is by no means normal, this is a problem for two reasons:A) I can't stream if i have this issue (if i go afk and return now it's going to be ramping up to 100% in certain areas of the maps), the stream always drops down to 15~ fps for thisB) i can't watch a youtube video or use my computer since everythings starts to lag out and feel so clumpy and slow Third, we are having this issue on The Center, where if we try to go in the Center Arena, we can't bring rexes, server owner doesn't know whats going on, and from his spectator perspective, all tames go inside the center arena but after 5 seconds or so, they start to slowly re-teleport back to the obelisk and they appear like 10 meters high in the sky and around the obelisk, while the players are left alone with other tames but no rexes on the arena. Has anyone else encountered this issue ever? Fourth, On ragnarok we have this problem in which we always have to kill the dragon first and then the manticore because if we kill the manticore first the dragon when he receives the final hit will just instanly dissapear and will leave no element at all. Everybody gets the engrams still but the element will be very much gone. A similar version of this has been happening on the center sometimes if we kill the spider first and then the monkey he just vanishes. I'm asking these questions in case anyone has found a solution to them or a work around or if this is something that is just part of the game and we need to just accept it and live with them. Thanks. Notes: CPU i9-9900k GPU GTX-1080Ti 64GB Ram @ 2666Mhz 1TB Samsung EVO SSD Game running from a 3TB Barracuda Drive [link] [comments] | ||
Asia PC servers been unable to connect to for a long time Posted: 24 Apr 2019 07:21 AM PDT The Asia PC server keeps telling me when i try to connect that im not allowed to travel with items. Its been like this for a couple of weeks now and ive tried to connect every other day with no luck. [link] [comments] | ||
Beelzebufo location after kaprosuchus attack Posted: 23 Apr 2019 06:44 PM PDT I play on my own solo server. Tonight makes twice now where I've been riding my beelzebufo around the edge of the swamp to get cementing paste and I get knocked off by a kapro. Both times, I've been killed but my beelz appears to have survived (no text in the tribe log saying the kapro killed it too, and the beelz saddle isn't in the kapro's inventory when I go back to reclaim my stuff and kill it). Both times, my frog is nowhere to be found. I leave wander disabled, and I have it set to attack my targets, but the kapro is still alive when I get back. Where the eff is my beelz and it's inventory; I do not want to have to level another freaking travel frog [link] [comments] | ||
Posted: 23 Apr 2019 02:14 PM PDT
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Posted: 23 Apr 2019 03:55 PM PDT A recent post regarding Carnos made me realize it's been awhile since we last had a big thread for TLC suggestions. Given WC's dedication to open communication and bugfixing as of late, the potential for a third TLC patch seems possible if they continue to listen to our suggestions. In this case, what creatures would you like to see get a TLC pass in the future, and what new abilities would you give them? Just as an aside, TLC has really only been for dinos introduced prior to June 2016, as after that is when WC really started to diversify dino abilities and roles. Of course, feel free to suggest changes to dinos after that, but I'd like to steer discussion in the direction of ideas for the OG batch of creatures, as they're the ones who desperately need it. Here are all of the suggestions from a previous thread I made about a year ago: Anglerfish Visual overhaul - No. It looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so. Though useful for silica pearls, the Angler is otherwise lackluster in its stats and slow, so to fix that:
Araneo Visual overhaul - Yes. As one of the first purely "enemy" creatures in the game (it wasn't tamable until a while after the game was released into EA), the Araneo has struck fear into the hearts of spelunkers, but it isn't quite as scary when encountered now. Give it an update, and make it absolutely horrific - it's supposed to be a nightmarish combination of spiders, after all. Tamed Araneo suffer from mobility issues. They're slow, and they can't do much. Let's fix that:
Archaeopteryx Visual overhaul - No. While it can be easy to confuse with the Microraptor at a glance, the Archa is fairly good in terms of model quality. The Archa's worst problem is that it was advertised as a parachute alternative, but requires it to be held, unlike a shoulder pet. To fix that:
Brontosaurus Visual overhaul - Yes. Please. The Titanosaur and Diplodocus outshine the Bronto in terms of model and animation quality. The Bronto does a lot as a turret soaker, but why not let it do a little more; it's the largest permanently tamable herbivore, after all. Here, we've got:
Carbonemys Visual overhaul - Yes, desperately. The turtle is one of the more rigid creatures in the game. The player model also has a tendency to change dimensions when saddled on the turtle. An early sight on the beaches, Carbonemys falls out of use the further inland you travel (with the exception of being tamed to soak turrets), so let's rectify that:
Carnotaurus Visual overhaul - Yes. We know from recent updates that WC's artists can make their designs a lot sleeker than they used to. The Carno is the "Cheetah" of the Island's carnivores, according to its dossier. So let's give it some of those attributes:
Diplodocus Visual overhaul - No. I personally think the Diplo looks fine, though some might disagree. The Diplo is underutilized because it has no viability outside of hardcore RP servers and occasionally in PvP to push buried creatures to the surface. As the smallest sauropod in the game, it really out to offer more in terms of utility:
Mammoth Visual overhaul - Yes. Recent creatures handle fur textures a lot better, and their base models are less clay-like. Not to mention, the mammoth is the only model with a photo-realistic anus. Its movement animations are also incredibly janky, especially when one looks at how elephants actually walk. The Mammoth needs its own role. The Anky and Doed are in a good spot only because they're the best at what they do, while the Mammoth faces competition with no unique features. Beavers generate dams in the wild and have a saddle smithy, Therizinos have an efficiency multiplier and are one of the few viable herbivore combat mounts, Thorny dragons shoot spikes and can destroy/harvest corpses as carnivores, and the Roll rat can carry multiple passengers and, well, roll. Most of the aforementioned also get a weight reduction on wood (even though the Mammoth gets a bigger reduction than most, it doesn't necessarily make it unique). Giving it a platform saddle would just intrude on the Paracer without giving the Mammoth much (not to mention awkward to carry with a Quetz and make it unable to ride rafts because of how platforms are coded). And ultimately, the Mammoth is an iconic animal - to be relegated to resource collection when other creatures so easily fulfill the role seems like a waste, especially since it was only given the role because no other creature in early access could harvest wood efficiently. I feel it would benefit from the following:
Megaloceros Visual overhaul - Yes. If you compare the Ovis to the Megaloceros, they look like they came from two completely different games. Let's try this:
Megalodon Visual overhaul - Yes. We know that WC can do fish a lot better than they used to. The Megalodon is overlooked compared to other ocean predators because of its smaller size and lesser damage output. Ideas include:
Mosasaurus Visual overhaul - No. I think it looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so. As a "terror of the deep," the Mosa really doesn't live up to its name. Here's what it might benefit from:
Onyc Visual overhaul - No. I think it looks fine, though I don't use them often so I'm unsure if I speak for the majority in thinking so. These scary bats look cool, but have little use because of how hard they are to control. Only a few minor buffs here due to their swarming capabilities:
Pachycephalosaurus Visual overhaul - Yes. The poor little goat-dino needs all the love it can get, especially when its carnivore "equivalent," the Raptor, got some love. The Pachy's always been underpowered, so let's fix that with some new toys:
Pelagornis Visual overhaul - Yes. Absolutely; we've all seen the new Argentavis; WC can give us a much better bird these days. A few items spring to mind to give Pelagornis a more unique niche:
Phiomia Visual overhaul - Yes. Compared to the virtually furless Daeodon, WC's modelers are much better these days, and as such the Phiomia could look less like it was modeled from clay. I've got a soft-spot for these early proboscideans, but their definite utility is as a farm animal and as the butt of our jokes. Here's what could help them:
Plesiosaur Visual overhaul - Yes. The poor thing was one of the first aquatic creatures released in EA - it looks somewhat cartoony in comparison now. Was unsure about this one, but here's what we've got:
Pulmonoscorpius Visual overhaul - No. I don't use them often though so I'm unsure if I speak for the majority in thinking so. The Pulmonoscorpius ought to be an organic alternative to tranq darts:
Quetzalcoatlus Visual overhaul - Yes. We all know how WC blew us away with wyverns and how good their wings looked when SE came out. The Quetz can be better. The Quetz is honestly in a decent place as is, but here is a simple and useful addition to its kit:
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Yutyrannus kibble and imprinting Posted: 24 Apr 2019 01:14 AM PDT Hey guys, I had a quick question on the new kibble system and I was hoping someone else might be more knowledgeable than I am on the subject. So I know that since creatures being tamed will accept any kibble above their usual level, that yutyrannus eggs can effectively be used to tame any creature. However, I was wondering if the same applies to imprinting, when babies ask for a specific kibble. If a baby asks for say, simple kibble, will they accept yutyrannus/extraordinary kibble as well? Or, unlike tames, will they ONLY accept the specific type they ask for? Thanks for any help! I'm trying to start a kibble farm and breeding for boss fights soon so any advice would be greatly appreciated. [link] [comments] | ||
New ARK PVP, youtuber! If you would like check me out! Thanks in advance! Posted: 24 Apr 2019 09:20 AM PDT
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An in-depth look at the state of PvP; And some suggestions Posted: 23 Apr 2019 10:44 PM PDT *DISCLAIMER: *I am by no means a developer nor do I claim to know all answers. This is just what I've noticed in my time playing official pvp since EA PvP in a nutshell is rather boring and easily consists of the most stagnant player interaction I've seen in the years of Ark's PvP life. For the most part, there are major staples in PvP that cause this; Tek Tapejaras are the first staple and are a recent (as of Ark's meta) upbringing in the PvP scene. They're a safe, fast, and accurate way of dishing damage from afar. There's nothing inherently wrong with them due to the fact that other creatures have ranged attacks (wyverns/manas) but they're worth mentioning because if anything were to happen to the mana, tapes will overrule them as the best PvP flyer in the game. Paracers/Dick Platforms are the second, and most important, staple in PvP. Having access to easy breeding, high HP, safe riding, and easy C4 transfer make using dozens of these to soak and break into a base is one of the biggest problems with the stale meta (offensive wise). They're by far one of the hardest creatures to kill because of their ability to breed out 30k+ HP pool, paired with access to easy high armor saddles, there's no real competition in soaking and blowing up bases. Even gigas can have trouble taking them down before the rider rides up to base, clips in C4, and walks off to blow a hole. If I were to break down PvP into a single phrase, it would be "Paracer tower defense; big baddie finish" Titans are the second biggest problem in Ark. With how easy they are to tame, how fast it is to bring multiples in, and how many you can throw at a server in a day makes them extremely intimidating and frustrating to defend against. It's not uncommon to see big tribes pump in titans from multiple servers to raid with as the current ones die out. Their power creep is so massive that even bigger tribes have resorted to building in caves again. No surface or underwater zone is safe anymore to a tamed titan looking to take you out. If you look at most official servers, the entire map looks either empty or foundation spammed for tiles on end. The latter of which prevents other small tribes from building up. Not like they'd be safe from titans anyways. Forest titan can pull tames through walls, soaks hard, and can CC an entire defense to a slow death. If there's anything that needs a major rework, it's the titans. Gigas are back in the meta with how hard they are to enrage or kill. The only reliable dps against a giga is a mek or tek tape, and even then there's a long wait to kill. Most players have resorted to mek vs giga vs giga combat, which renders any other offensive dinos useless. Even the rex has been pushed out of the meta. There's no real counter to a giga other than an hp/damage battle. There's other dinos and player itemization to account for, but overall it's not as unhealthy as the above. Nobody really complains about Yuty, reaper, wyverns because they have obvious weaknesses or downsides to using them. Managarmr don't make the cut because they're not as bad as they used to be. They still outclass flyers in terms of transportation Suggestions Titans need an HP or damage nerf when transferred to other servers. It might not seem fair, but making them less of a threat when compared to how easy they are to tame is something that would lower oppression on other serves. Forest Titans grabbing through walls needs to be fixed, though. Paracers need to have a building radius limitation. Building anything outside the platform square would be impossible, which would turn a raiding god into a soaking god only. I know this change would suck, but it's a lot healthier than crying out "Nerf HP plz give bronto treatment!" Gigas either need an HP hard cap or a counter needs to be brought into the game. Cryosick Kentros were the only real counter to them until they got a hard damage clamp. Even just removing the clamp, upping adult reflect %, and changing cryosick kentros to not applying reflect damage might fix this issue. Tek Tape don't need too much of a change. They're just so prominent because of how cheap they are to breed and armor. If new things come into the meta to push the ranged attackers out, it'll affect the tapes. Look up any PvP video released in 2018/2019 and you'll notice a huge samey pattern. If anything I hope this video sparks some conversation about the PvP meta and maybe catches a few dev eyes. Thank you and have a nice day. [link] [comments] | ||
Light flickering on The Center Posted: 23 Apr 2019 02:48 PM PDT I've recently started playing the center map again, and have quickly noticed my lighting is starting to flicker brightly and for about half a second (I know the center has blue lightning flickering it's not this) Does anyone know how to fix this? as it's starting to get rather annoying. [link] [comments] | ||
anyone else understands the skill level of a good pve player. Posted: 23 Apr 2019 02:35 PM PDT While we have both pvp and pve players, pve players tend to be either new players who are trying to learn the game, or advance players taking a love in building and general beauty of the game. I know alot of people who trash on pve due to it "not requiring any levels to play". but that's not the case. There are plenty of advance players on pve who are so experienced with building that they can make a pvp base better then a person who plays pvp. It all comes from the mindset of creative thinking and studying of enemys. As a pve players you get to study and learn the environment without any rush or real threats, which is a good thing due to the ability to locate farming areas for resources and good building locations. you also become extremely good with dinos over time, know how to counter them with their weaknesses and strength. People spamming rock eles for soaking can easily get killed with a velon and phoenix, and can also be grappled into place if your over encumbered if you go full weight with a mind-wipe, allowing the golem to be killed by the turrets defending the wall. When it comes to building, a good pver will learn how to build effectively for both look and defensive value. A simple box is a common pvper strat, but a pver will think outside the box, and make challenges that makes it very costy to raid the base in the first place with the addition of time with the turrets. So when people say go play pve when someone has an issue with a current meta that isnt exactly healthy, its basically people refusing to allow fresh options to the menus. I will say this from personal experience, ARK GET BORING IF YOU REPEAT THE SAME THING OVER AND OVER AGAIN. which is why new ideas are a good thing. While stuck to the "meta" box bases are way to easy to break into and doesn't take as much materials, its just cheap to make and thats fine when starting out, but when more materials roll in. its good to think about the structure and its defend-ability with that structure. Theres a type of building style that includes anti golem style. Where the building slopes outwards to kill the rider off the golem making the golem trapped, and it works been tested. Actually taking the time to make walls and not gates is also a good thing because they need to consume more to get in then gain. A quote from a few long time players who played alot of both type of arl "ark is fun, even if there are some things that are repeated so often, but if there was a new ideas that were relevant I would do it' Sorry for making such a long essay of me talking but i appreciate you taking the time to read it. [link] [comments] | ||
Posted: 23 Apr 2019 02:51 PM PDT Turrets will shoot at cryopods which is nice for my base locations since you can't fit any Dino's inside any other way. But my question is if they sit there and spam the cryopods , would it drain heavy turrets ? [link] [comments] |
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