Tropeognathus

The Tropeognathus (Troh-pee-og-na-thus) is a Creature in 's Expansion Map Crystal Isles.

Behavior
Tropeognathus does not show any signs of aggression towards anyone and anything that comes near it, especially when it lands. However, once it gets hit by anything, including, it will become aggressive towards the said individual. Nearby Tropeognathus will target after anything that attacked it as well.

Appearance
The Tropeognathus size-wise is bigger than a but smaller than a, although its wingspan is on par with that of the.

Its wings are covered in a striped pattern that ends at the body.

What defines this Pterosaur is its circle-shaped construct on the end of its elongated jaw, said jaw also has sharp jagged teeth.

Combat
This section describes how to fight against the Tropeognathus.

General
Tropeognathus generally remains passive even if the survivor gets near them. Tropeognathus becomes aggressive if attacked.

Strategy
The advised strategy for fighting the tropeognathus in the wild is to utilise one of the wyvern variants and their ability to use ranged 'special attacks'. This is due to their high damage and speed, allowing it to kill the tropeognathus quickly and efficiently.

Additionally one may follow the same methods for taming: Immobilize the Tropeognathus using s from a via a Platform Saddle, preferably on a  though a  or  may suffice if the Tropeognathus is found flying low enough or on the ground. Once immobilized, dismount and shoot from the platform saddle. This is not recommended for high level Tropeognathus’, the bola will likely not last long enough to kill them.

If one has a TEK Hover Skiff, the tractor beam allows for immobilizing and bolting it.

Weaponry
Almost all modernized long-range weaponry will do the trick while fighting against this creature, so long as you stay far away from its armor-crushing jaws.

Dangers
Its jaw is large enough to break through armor easily. Additionally, they can pull you off a mount and fly high enough to cause a freed survivor to take high amounts of fall damage.

Weakness
While they are very slow compared to other flyers (without saddle + pilot), they don't have much health, making them easy to kill with weapons like the.

Taming
For general information about domesticating a wild creature see Taming.

Passive Tame Strategy
Tropeognathus is tamed non-violently, rather than through the use of tranquilizers. However, in order to trigger a way of feeding the creature, it has to be held in position with a. Since it does not attack until it has been provoked the first time, chaining it down in bola will turn it aggressive against the individual. While its possible to use a on a Tropeognathus to stop it from flying towards, taming it is impossible as the taming bar will show as "Try the ..." while it is entangled with it.

One of the few ways is to set a trap structure with the in another end with the, and pull it over towards the trap area.

Hunger Drain Method
One of the few strategy to tame a Tropeognathus with high efficiency is to severely wound it while its entangled in a (without killing it). Due to Tropeognathus' very slow food drop rate, this is one of the best way to drain its food faster as it is constantly used to regenerate lost health, allowing feeding to be sooner than later.

It is best advised that taming isn't already in progress if this method is to be used, as taming efficiency drop drastically due to damage factors if its in the process of taming.

Utility
The Tropeognathus has several utilities that makes it a valuable addition to any tribe's arsenal. It can act as a portable ; when grind-able products are placed inside, there is an option to grind them down below "Show Ancestry" when selected, albeit at a slower pace than the grinder itself (bugged on console version). Secondly, the has two functions once equipped: providing a  fueled jet-boost, and a gun turret that takes  as ammunition. With similar maneuverability while not being boosted by its jet, it can be viewed as a replacement for the, but with all things considered, the does what a non-boosting Tropeognathus does at a much better capacity. Only while saddled can the Tropeognathus out-compete a Tapejara in terms of speed, but at the cost of the Tapejara's maneuverability. Likewise, the Tropeognathus is far more difficult to tame, and far less available in number than the.

Controls

 * Unsaddled: Without the saddle equipped, the Tropeognathus handles almost identically to a, with a few exceptions; it only has one flight speed, and cannot enter a sprint mode while airborne as the Tapejara can (it technically can, but it goes no faster, and drains more rapidly), nor can it latch onto vertical surfaces. While the Tropeognathus can move in all directions as the  can, it is unable to ascend or descend quickly with a single button press like the ; instead having to be manually guided by the movement controls as it faces that direction. Without its saddle, the Tropeognathus is generally a lower-quality Tapejara, however, it can still be ridden without the saddle, and is still capable of doing one thing the Tapejara cannot, both while the saddle is equipped or unequipped: double-tapping the jump button will result in a wing-beat that will blow back many opponents, forcing them away from the Tropeognathus. Unlike the 's similar ability, however, the Tropeo can use its own both while grounded and while airborne, albeit confined by a brief cool-down period before it can be used again; which is active and can be seen while air flows around its wings. Finally, the Tropeo is able to pick up various  and survivors using the same button as the Tapejara does, however; the means of doing so is dependent on whether or not the jet boost is active. With or without the saddle equipped, provided the jet boost is not active, merely tapping the grab button will result in the Tropeo picking up the target in its beak.


 * Saddled: Once the saddle is equipped, the Tropeognathus' true potential is realized, though in order to use it properly, must first be placed into the Tropeo's inventory for the jet to work, and  for the gun turret, respectively. With the jet propulsion active and boosted, the Tropeognathus claims its spot as the fastest flyer in all the ARKs, able to outpace even a Crystal Wyvern (gliders, divers, and boosters such as the, ,  and  can technically go faster, but their speed is reliant on height and a downward course, allowing the Tropeo, in most cases, to still outpace them).
 * Jet: While unsaddled or with the jet inactive, the Tropeognathus flies comparatively to a, but once the jet is on, its movement is more comparable to a plane than the helicopter-like maneuvering of the Tapejara. To activate the jet propulsion, you must tap the Melee/Pistol Whip button (ctrl on PC, Right Stick on console), tapping it again will turn off the jet. Pressing the Crouch button while the jet is active will result in an Immelmann turn, which is very useful for dodging and putting distance between most opponents. While active, the jet has two speeds; a cruise and a boost mode, which is toggled via the Sprint button. For PC only, holding the Move Forward button while in cruise speed will result in a slight increase in velocity. While near to other flyers (wild, tamed, friendly or hostile), the Tropeognathus is able to gain a drafting buff which allows it to fly even more quickly; available when a soft hissing noise is heard on the screen, and a wing icon with green arrows is seen. To activate the drafting buff, all you have to do is hold down the Jump button, and keep it held. The rate of gas consumption is determined by whether the Tropeo is in cruise or boost mode; with consumption rates lower in cruise, and higher in boost. Drafting in either mode will result in a higher drain rate, which is again lower in cruise, and higher in boost, with the draft in cruise speed draining less gasoline than the boost, but it goes at roughly the same speed as non-drafting boost mode. Diving straight downwards while boosting, oddly, gives the same speed as leveled flight in boost mode, but results in a higher rate of gas consumption. In order to pick up  and survivors while the jet is turned on, the Prone button must be pressed moments before reaching the dino/survivor in order to be successful.
 * Gun Turret: The gun turret only works with the following conditions met; the jet propulsion has to be active, and need to be loaded into the Tropeo's inventory. Only standard  made at a  will work, the gun turret does not take any other ammunition. To fire, simply press the grab button, the same button that works to pick up creatures and survivors on most other flyers (holding the grab button will not result in a shot from the grenade launcher, but instead the Tropeo using its beak to pick something up, functioning the same as when the grab button is tapped without the jet propulsion active). The damage dealt by the  launched from the turret is dependent not on the rider's or the Tropeo's melee damage, but instead on the saddle quality: with higher qualities dealing higher damage. The damage is likewise multiplied by how closely the  explodes next to a target; with splash damage being minimal, and direct hits being extremely punishing: meaning taking the time to line up the perfect shot is both worth it in damage output, and in conserving ammunition. Along with opponents, the gun turret is capable of damaging structures up to Stone in quality. It can even knock down trees and shatter rocks, though this is ill-advised as it is very cost-ineffective; with the ammo being better to conserve for enemies and structures.

Roles

 * Aerial Combatant: Saddled up with fuel and grenades in its inventory, the Tropeognathus is a force to be reckoned with in the skies above any ARK. If are best compared to helicopter gunships, then the Tropeognathus is the fighter jet; able to apply hit-and-run or dodge tactics in both air-to-air and air-to-ground combat situations, it makes for a fearsome opponent, but it does have a few weaknesses to consider. Where the Tropeognathus possesses both speed and maneuverability, it is lacking in one vital area: defense. Its saddle provides more punishing damage from its grenade launcher the higher the quality is, but only ever provides a damage resistance of 25 points; leaving it very vulnerable to other heavy-hitters.
 * Dogfighter: In aerial combat between other flyers, the Tropeognathus' skills are best used against unarmored, lightly armored, or low-health opponents that it can outmaneuver with its speed and agility while its jet propulsion is active. Provided it has the to maintain flight; its drafting ability is without equal in regards to speed, and it can easily run down the fastest of opponents that are trying to flee from the fight; even other Tropeognathus, if they have nothing to draft off of. Without its jet propulsion however: it's a sitting duck waiting to be slaughtered, so be very mindful of your mount's  and your fuel reserves while engaged in combat. With higher saddle qualities, the damage dealt by its grenade launcher allows it to tackle stronger or more difficult opponents, depending on the skill of the pilot. For this role, since the Tropeognathis is poorly armored, level points should be prioritized on  to survive what hits it takes,  to keep it airborne, and the necessary  to carry the rider, fuel, and ammunition in that order.
 * Low-Risk Opponents: If it can manage to land a hit, its grenade launcher is devastating against, , and . Slow, moderately large, and less maneuverable, can make for easy targets, but a large health pool and saddle armor can make them time-consuming to kill, and if it has additional riders clasped in its beak and talons with ranged weaponry, it can be dangerous for less-experienced pilots. The challenge posed by  varies, but they are less maneuverable than the Tropeo, can only have one extra armed rider, and possess no armor. Swarms of  can make for easy targets, with their slow speed, but are best left alone as a nuisance, especially if they disperse.
 * Medium-Risk Opponents: Able to swing either way, can vary widely in threat level; from minor, to extremely dangerous. Single-rider  pose very little problem, but the risk increases considerably if it is outfitted with a Tek Saddle, and/or two other riders with heavy hitting weaponry, such as Rocket Launchers with Homing Missiles; this is coupled with a speedier maneuverability than an un-boosted Tropeo: be very careful to assess the threat risk of individual, and proceed with caution.  are extremely dangerous if they can manage to get a hit in, especially with their breath attack, but without any saddle armor and a very wide turning radius; the risk is lower than it might appear. With careful distancing and well-placed shots,  can be felled by a skilled Tropeognathus pilot with plenty of ammo, though the difficulty increases if you're facing , as they are slightly smaller targets, faster, and have a sharper turning radius than their larger cousins. With a very high  pool and a platform saddle,  are best avoided, but that doesn't mean they can't be disabled. While it can be risky to approach one with multiple riders sporting ranged weaponry; the Tropeognathus can make aerial combat a living hell for the riders if it can survive getting close. On an open saddle with no blocks; the wing burst can be used to sweep riders off the Quetz's platform, and the grenade launcher can be used to clear-kill them if it has an opening to fire into. Once the riders are taken care of; disengage with the , as the cost to kill it is likely not worth the resources.
 * High-Risk Opponents: With its napalm burst that burns opponents, brings it up to a similar speed, and makes it a tricky target to hit; are best avoided. Likewise, dogfights with other Tropeognathis, while fun, can be very time-consuming and costly in gas and ammo; engage at your own discretion.  themselves are not much of a risk while airborne, unless they manage to ground your Tropeognathus with a lucky freeze. The real danger comes when you run low on  or ; as attempting to land and recover while an  is near is risky business. If you are noticed by a  rider and they give pursuit, then trying to hide in thick tree-cover is a fruitless endeavor; their heat-vision will allow them to pick you out, and finish you off while you're grounded.  present both different and similar risks; with their ability to camouflage, leap and glide at high speeds, they are opponents that are best to avoid while you focus on something more feasible to fight, as targeting them in the first place can be difficult in the extreme, while the same can be said of yourself to a . The real risk, just as with the, comes when you need to leave the fight and recover. With its camouflage, provided it has the proper height to jump from to give it the speed it needs to pursue; it can easily chase down a fleeing Tropeognathus without you even noticing: taking the opportunity to kill you while you're grounded or follow you back to base.  present what may be the highest threat-risk to a Tropeognathis among airborne opponents; fast with a decent health-pool, and able to do quick burst-dodges in any direction, the  is already a difficult opponent to hit, despite its size. What makes the  so dangerous is its ice breath; able to be precisely aimed, it is capable of knocking a Tropeognathus out of the sky, leaving it vulnerable to both itself, and whatever ground-based threats may be present: avoid if possible, best opportunity to counter-attack is when the Managarmr is recovering from its high stamina requirements.
 * Bomber: Much like a military drone loaded with missiles, with its speed and an ability to damage Stone-tier structures or lower with its grenade launcher; the Tropeognathus can make an effective first-strike force in a raid on an enemy base. Best to employ a hit-and-run tactic in this role; the Tropeognathus can pepper the battlefield in grenade fire to weaken stronger structures or destroy weaker ones, and wound or kill various ground-based opponents. If acting in a group, with a leader to coordinate the attack among other Tropey riders; the fire can be concentrated into a deadly and effective barrage on a singular target to disable it (tactical targets such as turrets, generators, wind turbines, or gates) or a wide area to scatter the damage and hit as many targets at once as possible. The Tropey's speed is enough to counter  on most occasions, but it is a good idea to still be wary of them. Danger presents itself in the form of automated defense turrets, which can pose a serious issue, but once more; speed can help get you out of range, hopefully before serious damage occurs. The most dangerous risk for Tropeognathus riders performing the Bomber role presents itself in the form of the ; which can easily ground and finish off a Tropeognathus if it manages to get just one shot in: avoid at all costs.
 * Bomber Escort: Rather than taking the role of the bomber themselves, Tropeognathus can make for excellent armed guards to to an even bigger bomber, the ; able to provide the warship of a whale with cover fire in the air and support fire against ground-based targets. With their strengths and weaknesses complimenting each other well; the Astrocetus with its relatively low speed (while not warping) but high health and armor, the Tropeognathus with its fearsome velocity yet low defenses, with both sporting some impressive artillery: it can make for some very fitting team dynamics. While out of combat in the Escort role, keep the jet turned off to conserve stamina and fuel, and stay close to the (an excellent strategy is to have roughly four Tropey pilots, and to position two on each side of the ); as you do not want to outpace it or miss any of its AoE warp-jumps. Activate the jet propulsion only when combat against enemy survivors begins; from there, use your speed and agility to target the primary threats to the ' safety. If the threats have been neutralized; continue by providing aid the  in its demolition goals, as long as you still have ammunition for your grenade launcher and the relevant structures are within your capabilities to damage.
 * Titan-Hunter: By no means at all a safe role, the Tropeognathus can still provide invaluable support while combating the various Titans, particularly the Desert Titan. While the task of killing titans is best left to legions of super-bred Gigas and high-level s, the Tropeognathus has one trick up its sleeve that allows it function in this role: precision. Rather than hunting the titan to kill it, with a large squadron of Tropey pilots, it is possible to make use of the grenade launchers to specifically target the corrupted element nodes on the titans' bodies; helping to destroy them and aid in the taming process.
 * Armor Shredder: While its bite is considerably weaker compared to most other creatures, it is capable of shredding an opponent's armor; much like s and Gigantopithicus. While it shreds armor with its melee bite though, it is incapable of biting through or weakening the armor provided by saddles on other tames. For this role, levels should be invested in, but it is a role that is best left to heavier combatants with better armor and higher melee damage capabilities.
 * Wyvern Egg Stealer: With unrivaled speed, a fine weight capacity, and considerable firepower; a saddled Tropeognathus makes the finest egg-stealer anyone could hope for. On a Tropey, it is easy to grab the attention of a, lure them away from the nest, then return and make off with the goods. If running isn't your style, then with a good quality saddle and some grenades loaded in; the Tropeognathus is more than capable of gunning down an angry , including Alphas. A good strategy is to grab their attention, then get them into an open area where you don't have to worry about being snagged by rocks and cliffs. Once that is accomplished; put some distance between yourself and the by boosting with the jet, then turn to face them while switching to cruise speed. From there, it's a simple matter of peppering them with grenade fire before they get into the range where they use their breath attack, and using the aerial flip to continually put distance between them and yourself, while continuing to face them to turn and fire the s. Do not reactivate the boost on the jet, keep it on cruise; as too much juice can cause a more haphazard flip-and-turn, a wider turn radius that gives the  time to catch up to you, and can unintentionally bring you into breath range before you are able to land a shot. For this kill strategy; slow and steady is the key once you've put the initial distance between you and the.
 * Transport: Saddled and with fuel in its inventory; the Tropeognathus is one of the best means of long-distance and speedy travel available, capable of leaving other flyers in the dust. As it is incapable of transporting more than one rider at a time, it is not the best for mass-transit or hauling cargo in bulk, but you would be hard pressed to find a finer personal ride. For this role, invest levels primarily in.
 * Portable Grinder: While an is far more efficient, the Tropeognathus' jaws can be utilized to grind down materials into their relevant products, without the cost of ;  into, and  into . (Bugged on console, currently)

Carrying
The Tropeognathus is capable of carrying the following Creatures.