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Let's Discuss Game Balance


Maf
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True. Making the Juggernaut stronger would benefit it.  I don't think this idea is needed. It contradicts to the purpose of Juggernaut.

 

2/10

Have you played JGR on test servers? Really, even if you doubled, even tripled health, it would not stand a chance on even two M4 Twins with OD, assuming they were focusing on the Juggernaut. How many shots does it take to kill an M4 Viking with DA? I don't know, but a twins was able to kill me in an estimated three seconds on the test server, and the missiles don't work because they can repair in between. Remember, the Juggernaut is under almost constant fire, making it close to impossible when faced with overdrives. I don't like overdrives in general (I like what they have now) but it's not gonnna go. Please take it out of JGR, though.

 

I give the idea a big, fat:

 

10/10

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Have you played JGR on test servers? Really, even if you doubled, even tripled health, it would not stand a chance on even two M4 Twins with OD, assuming they were focusing on the Juggernaut. How many shots does it take to kill an M4 Viking with DA? I don't know, but a twins was able to kill me in an estimated three seconds on the test server, and the missiles don't work because they can repair in between. Remember, the Juggernaut is under almost constant fire, making it close to impossible when faced with overdrives. I don't like overdrives in general (I like what they have now) but it's not gonnna go. Please take it out of JGR, though.

 

I give the idea a big, fat:

 

10/10

twins? lol

try striker m4 with booster drone and double damage

freaking 16,000 damage if you have uranium alt and if the juggernaut doesn't have protection.

even if they have 50%, still the damage will be 8,000

add that to all of the other strikers that are shooting at it and all the other turrets

and god damn does the juggernaut die in a few seconds

 

give this idea

3/10

Edited by sarim2345_the_master

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twins? lol

try striker m4 with booster drone and double damage

freaking 16,000 damage if you have uranium alt and if the juggernaut doesn't have protection.

even if they have 50%, still the damage will be 8,000

add that to all of the other strikers that are shooting at it and all the other turrets

and god damn does the juggernaut die in a few seconds

 

give this idea

3/10

Dp you then like that the JGR dies in a couple of seconds? What I mean is sayy you are in Brest. You spawn at the top, and an OD twins'viking is right there. What do you do? With striker, that damage takes a bit, and you have warning. You can move from the striker's sight. With twins right there, it's all over... no escape, because you'd have ten turrets going for ypu if you jump, and the twins can and will follow you down the ramp. Doesn't twins have the highest D/S?

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Yes autocannon is overpowered, it's normal shots are weak but the critical hits do allot more damage and are much more often

i think they either secretly nerfed it or are testing it without announcing for the balance changes they said they'll do soon in the last vlog

 

my critical damage get's reduced by 15% when i use it and my critical chance get's reduced from 1 out of 5 shots to 1 out of 6 or 7 shots

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i think they either secretly nerfed it or are testing it without announcing for the balance changes they said they'll do soon in the last vlog

 

my critical damage get's reduced by 15% when i use it and my critical chance get's reduced from 1 out of 5 shots to 1 out of 6 or 7 shots

It's more like 1 in 6 shots 

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i think they either secretly nerfed it or are testing it without announcing for the balance changes they said they'll do soon in the last vlog

 

my critical damage get's reduced by 15% when i use it and my critical chance get's reduced from 1 out of 5 shots to 1 out of 6 or 7 shots

Also, it seems like Autocannon, although having a 0.5 second reload, shoots faster than Shaft with the Rapid-Fire Mode with a delay of 0.5 seconds. 

 

I'm not sure if it's supposed to reload the same but Autocannon is definitely faster. Assuming that the real 0.5 seconds belongs to Shaft, I'd say Autocannon reloads in 0.35 or 0.4 seconds. 

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Also, it seems like Autocannon, although having a 0.5 second reload, shoots faster than Shaft with the Rapid-Fire Mode with a delay of 0.5 seconds. 

 

I'm not sure if it's supposed to reload the same but Autocannon is definitely faster. Assuming that the real 0.5 seconds belongs to Shaft, I'd say Autocannon reloads in 0.35 or 0.4 seconds. 

depends on the modification of that shaft. for modifications below m2 the energy recharge rate is too slow to recharge enough energy to fire by the time 0,5 seconds is up

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Which would be a hidden nerf.

 

Already has the damage nerf - and only reason to buy this alt is to get criticals more often.

I think it was always like that, autocannon does manage to take me out faster than standard smoky does though.

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I think it was always like that, autocannon does manage to take me out faster than standard smoky does though.

for me it depends on what turret i use and if there's other people around.

 

autocannon has higher dps but it can't knock you around and cause you to miss every shot. normal smoky would be better in the old maps but now it's all really just about spamming drugs to kill anyone asap

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depends on the modification of that shaft. for modifications below m2 the energy recharge rate is too slow to recharge enough energy to fire by the time 0,5 seconds is up

I tested Autocannon (on an M0 Smoky, just to be safe) vs M4 Shaft with the alteration. 

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Nerf Vulcan's incendiary band at higher levels and buff it at lower levels [MU]

 

I find it particularly troublesome to have to deal with M4 Vulcans. Even when I use protections, most of the time all it takes is a second before my tank starts to heat up and at that point I'm basically doomed. When using Vulcan with this alteration, I cannot get a tank to heat up unless I fire for more than about 7 to 10 seconds, which makes it basically useless. I think it needs to be harder to heat up at M4 and easier at M3.

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I find it particularly troublesome to have to deal with M4 Magnums Vulcans. Even when I use protections, most of the time all it takes is a second before my tank starts to heat up and at that point I'm basically doomed. When using Vulcan with this alteration, I cannot get a tank to heat up unless I fire for more than about 7 to 10 seconds, which makes it basically useless. I think it needs to be harder to heat up at M4 and easier at M3.

I agree.

 

At lower ranks with less Fire protection and less armor - using the alteration is almost guaranteed self-destruction.

 

At upper end - they only have to touch you for a few seconds and you lose most of your health. Even with Fire AND Vulcan protection.

 

That's another beef - duel-damage alterations force tankers to equip two different modules to defend against ONE turret.  hardly fair.

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lul this guy obviously hates magnum too

Magnum is my favourite. Sorry about the typo though.

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The laser from Shaft obviously needs to be removed.

 

Also, the rotation speed in sniping mode is way to slow.  Whenever an opponent finds you (usually because of the laser), there's no way to turn Shaft fast enough to defend yourself.  You are just a sitting duck at this point.  

 

And why can't you exit sniping mode without firing a shot and having to wait for the recharge?  This is especially bad when an opponent attacks while in sniping mode because the turret doesn't have fast enough rotation, so you have to fire the shot at nothing then wait for reload time which isn't fast enough to defend.

Edited by EmperorTrump

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