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Let's Discuss Juggernaut


kaisdf
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Hi.

 I have a problem right now when using the juggernaut; it is that I am struggling to one shot wasp, hornets and Vikings M0; and killing M1s is becoming increasingly difficult, with some requiring 2-4 shots.

 In addition, I realize that in a match I tend to be only one facing this problem, as another user of juggernaut will end up using one shot to kill my wasp M1; whilst, I struggle and require 2 shot to kill the same wasp M1.

 Please, I don't know if it is temporary, but it's kind of annoying and makes it harder to use juggernaut.

the higher your rank is , the stronger your tank is , it's as simple as this .

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Hi.

I have a problem right now when using the juggernaut; it is that I am struggling to one shot wasp, hornets and Vikings M0; and killing M1s is becoming increasingly difficult, with some requiring 2-4 shots.

In addition, I realize that in a match I tend to be only one facing this problem, as another user of juggernaut will end up using one shot to kill my wasp M1; whilst, I struggle and require 2 shot to kill the same wasp M1.

Please, I don't know if it is temporary, but it's kind of annoying and makes it harder to use juggernaut.

Does the MUs affect the JGR ?

i mean i have a m2 10/10 combo and will my JGR will also be like it ?

Juggernaut deals damage according to your major modification, I mean M1, M2, etc...

For M1 players the average damage is (1500) which means 1 shot for un-armored M1 wasp and 2 shots for the armored one. In the same time, it takes you 2 shots for un-armored M1 viking and up to 3 shots for the armored one.

 

For M2 players _and I mean real M2 not M1 10/10_ the average damage is (2000) which is enough to kill every un-armored M1 light and medium hull with 1 shot.

Its the major modification which affects the JGR damage not the Microupgrades.

Edited by nabiL94

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Juggernaut deals damage according to your major modification, I mean M1, M2, etc...

For M1 players the average damage is (1500) which means 1 shot for un-armored M1 wasp and 2 shots for the armored one. In the same time, it takes you 2 shots for un-armored M1 viking and up to 3 shots for the armored one.

 

For M2 players _and I mean real M2 not M1 10/10_ the average damage is (2000) which is enough to kill every un-armored M1 light and medium hull with 1 shot.

Its the major modification which affects the JGR damage not the Microupgrades.

Hey I'd also like to point out that I use M0 Hammer 10/10, I don't know if that's the reason for it

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kNw0oK7.png


 As we can see in the image the average damage for M2 JGR or M1 (10/10) JGR is (1962-2386). I have M1 (10/10) smoky and when I play with it in JGR I have an average damage of M1 (1424-1739)
 I don't get a damage more than 1650. Why?

Edited by Knight.RiDeRs

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kNw0oK7.png

 

 

 As we can see in the image the average damage for M2 JGR or M1 (10/10) JGR is (1962-2386). I have M1 (10/10) smoky and when I play with it in JGR I have an average damage of M1 (1424-1739)

 I don't get a damage more than 1650. Why?

​your level of equipment doesn't matter , your rank is what matters

(at least that's what I understood from what they wrote)

7RyLqdR.png

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​your level of equipment doesn't matter , your rank is what matters

(at least that's what I understood from what they wrote)

 

This rule is very clear. It means that the level of micro-upgrades of the JGR depends on the MU "level" -not rank- of the player who control the JGR. If you are right they would have said "Rank" rather than level.

Another point, what rank should I have to get the average damage of M4 which is (3040_3680)?? you may say legend, but I have legend account with M4s but still have low average damage in compare to what is shown in Tanki Wiki table.

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Please add Juggernaut to pro battles, it's not going to ruin anything, not the game economy nor the players' gameplay experience.

 

It doesn't have to take 3 years to implement this, just add it in a couple of really popular maps.

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Please add Juggernaut to pro battles, it's not going to ruin anything, not the game economy nor the players' gameplay experience.

 

It doesn't have to take 3 years to implement this, just add it in a couple of really popular maps.

I personally like the idea, it could revolutionise parkour battles...

 

But it would be better to post this in the I&S section of the forum, if it hasn't been posted there already.

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I'd like to propose a major change in the nomination system of who becomes the Juggernaut in Juggernaut mode.  I, as with many other players, don't play Juggernaut mode at all because it is so hard to destroy the Juggernaut and the game becomes very frustrating very quickly- I'm sure that this was not the intention that the developers had when they designed and released the mode.

 

Juggernaut would be much more fun if the player with the least kills became the Juggernaut, and not the player that killed the Juggernaut.  That way, every player would enjoy the mode: the players with the most kills would be happy with their scores, and the players with the least kills would also be happy as they got a chance to play as the Juggernaut.

The one exception would be that if you had the lowest kill count and you killed the Juggernaut, you would become the Juggernaut- this would encourage all players to participate in trying to kill the Juggernaut and not just mult for the whole battle until they were nominated as the Juggernaut.

 

If the player that killed the Juggernaut didn't have the lowest kill count, they would get a different bonus, such as the Juggernaut's overdrive and 5 kills.

 

The result of this change is that more players would focus solely on killing the Juggernaut rather than other players so as to have a low kill count in order that they might be nominated to play as the Juggernaut, others would simply continue playing as they always have.  Another effect of the changes would be that a skilled Juggernaut-tank player would not play twice as the Juggernaut, as he/she would score highly while playing as the Juggernaut the first time and after that not qualify to play a second time- this would be a great relief for all the other players.

 

The way it currently stands, some players are getting proficient at killing the Juggernaut and expert at dominating battles and not getting destroyed once they are the Juggernaut, with few other players being able to destroy it and play as the Juggernaut.  It can be a really frustrating experience and totally put players off from playing Juggernaut mode at all.  Most players play Juggernaut mode specifically because they want a chance to play as the Juggernaut and not even getting one chance over the course of several battles is very disappointing.

 

The mode has become elitist in a way, favouring those who have practised most and have the most suitable equipment and excluding newcomers and those who don't have suitable equipment.

Is this what Juggernaut was supposed to be?

 

JuggernautBanner.jpg

 

Supreme-commander @Tranquil

Clan [TRAN] Tranquility

http://en.tankiforum.com/index.php?showtopic=372723

Edited by Tranquil
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No one would ever try kill the juggernaut though.No one would try to kill anyone for that matter.

 

You reward people who afk with an OP tank and no one trying to kill them? That wouldn't work...

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No one would ever try kill the juggernaut though.No one would try to kill anyone for that matter.

 

You reward people who afk with an OP tank and no one trying to kill them? That wouldn't work...

(JUST TO REMIND YOU- if you had the lowest kill count and you killed the Juggernaut, you would become the Juggernaut, ALSO, if the player that killed the Juggernaut didn't have the lowest kill count, they would get a different bonus, such as the Juggernaut's overdrive and 5 kills.)

 

Thank you for your response, @kaisdf. I really appreciate you reading my idea and the thought you put into it.

Yes, that's a good point- no one would try to kill anyone!

 

...or so it seems!

 

Would that necessarily be the case?

I think the reality is paradoxical.

 

Think about it: the Juggernaut would more often than not be a low-skilled player that would be easy, and thus very tempting to kill (for the 5 kill bonus+overdrive of destroying the Juggernaut or getting to play as the Juggernaut).  What's more, if everyone were being attacked by the Juggernaut, they would start defending themselves and retaliating. In the event that everyone defended themselves and tried to hide from the Juggernaut, who was hunting them all down, they would eventually realize that that tactic wasn't working and begin attacking the Juggernaut with a sense of camaraderie; this sense of camaraderie would add an extra dimension of fun.

I feel pretty sure that players would easily get tempted to attack the Juggernaut (but not necessarily each other) for those 5 kills+overdrive or getting to play as the Juggernaut.  If they didn't attack one another and just focused concertedly on the Juggernaut, that would lead to the Juggernaut's destruction quicker and subsequently increase the turnaround of new Juggernaut players and give more players the desired chance to play as the Juggernaut. Win-Win situation if you ask me.

Furthermore, after the first player killed the Juggernaut, they would start attacking everyone else because they would know that they would play as the Juggernaut in the next respawn- this would make players start defending themselves.  By the same token, after the first Juggernaut player was killed he/she would then proceed to start destroying everyone else, which in turn would make many players start defending themselves and fighting back and all hell would break loose as it's supposed to.

There's nothing more frustrating than seeing the same player play as the Juggernaut more than once- this proposed change would put an end to that.

 

If only this idea could be tried out for a few days, I'm sure more players would play Juggernaut mode as it would be more accessible to every level of player.

 

Supreme-commander @Tranquil

Clan [TRAN] Tranquility

http://en.tankiforum.com/index.php?showtopic=372723&page=9&do=findComment&comment=6650180

Edited by Tranquil

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Please can you developers consider on thinking about buffing up juggernaut's armor. Its too weak. Multiple tanks on the battlefield attack juggernaut at the same time and destroys it too quickly. Juggernaut's armor must be buffed up because it needs a buff.

 


Juggernaut never survives that whole battle. That's impossible because its armor is too weak.

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Please can you developers consider on thinking about buffing up juggernaut's armor. Its too weak. Multiple tanks on the battlefield attack juggernaut at the same time and destroys it too quickly. Juggernaut's armor must be buffed up because it needs a buff.

 

Juggernaut never survives that whole battle. That's impossible because its armor is too weak.

Please specify that you're talking about the high-ranks. In the low t -low-mid ranks, one player who's at the top of the rank food-chain will get Juggernaut and kill everyone with 0 or 1 death to their name. 

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I am on Legend ranks. For high ranks it would be good if Juggernaut gains more and more armor as you rank up so that there is a difficulty progress that makes it increasingly difficult for enemies to destroy juggernaut.

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      Fix the Juggernaut's Double Armor.

What exactly are you suggesting? 

Juggernaut cannot use double armour, double damage or speed boost dropped on the battlefield. He cannot use its own supply either.

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What exactly are you suggesting?

Juggernaut cannot use double armour, double damage or speed boost dropped on the battlefield. He cannot use its own supply either.

He wanted to say that Juggernaut health should be doubled so it would not be killed by few salvos, sniper shots, Duplet or Compact Fire...

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He wanted to say that Juggernaut health should be doubled so it would not be killed by few salvos, sniper shots, Duplet or Compact Fire...

OK. A few tips:

- Keep high ground with one entry point, use the wall and house as a protection against strikers' salvos and Sniper allay.

- or Find a corner of the map with 2 corridors, switch from one to another to avoid the laser locking. Align enemy with the railgun => multiples kills or damage. 2 kills = new OD available

- Equip your tank with the protection against the three strongest opponent turrets. 

- Equip your tank with the hull with the highest M and MU -> this will define the HP of the Juggernaut.

- Use the Overdrive wisely and timely, if hit during reviving it will stop the process.

- After 30 seconds the OD is fully charge, so on big map you can keep running to buy time, but avoid open spaces.

 

- Use the Overdrive shock-wave to keep at bay the Duplets, Firebird and Freeze (all close range turret), drive straight at them and when you touch them active the OD, you will see flying further (see spoiler below) and put some upside down. 

 

 

 

EESWSBW.gif

 

 

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What if a drugger gets Juggernaut?

He can drug for whole 15 mins.

Do Tanki plan on a time limit until a player can use it?

Juggernauts can't use drugs.

 

Drugging is what the Juggernaut is expected to do.

Look above :)

 

I do not think it will be OP. Some guys with Shaft will group together and make thousands of damage at once to that huge ugly target. Having more health does not make any tank OP when rushing like crazy. If M4 Viking Twins ran against a team of M0 Hunter Smoky guys, he would be killed in a couple of seconds.

Definitely not OP, for one because it can't drug, second, an M2 Striker with Uranium alt and DD can take it out in one blow. It's not too difficult.

 

Well, it depends on how many druggers can fit into the map

One drugger juggernaut againsts multiple druggers.

There's a chance that the multiple drugger could win. Since they are all going for the same goal, to become the next juggernaut. 

As I mentioned, Juggernaut can't drug. It is annoying though, cause many people just go for other players and not the Juggernaut. Still, any drugging group of tanks could take out a juggernaut by the Sergeant ranks.

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Was having a bit of fun trolling some Juggernauts with Shock Freeze on the Test Server the other day. In this battle, I had spawned as the Juggernaut and made a good amount of kills on a small number of enemies.  

 

While I was trying to evade a Viking Isida that was chasing me, I had a feeling that I would end up in the ditch. I ditched that feeling because I was just about to finish locking onto the Viking Isida. I ended up falling into the ditch. The rest follows: 

 

 

A new Juggernaut had spawned while I was still "alive" in the ditch.

 

i-NTERESTING-Jugger.jpg

 

 

 

 

 

The other Juggernaut had seld-destructed for whatever reason and it showed that I was going to be the new Juggernaut but nothing happened. 

 

Interesting-Jugger-2.jpg

 

 

 

Interesting-Juggernaut-3.jpg

 

 

 

 

I'm not sure if you could see it but on top of the bridge, there's a Freeze (test_4.7) attacking a Dictator Striker. That Dictator Striker had earlier locked onto me but the missiles that he shot didn't do any damage to me.  I had said "4.7, stay in between the ditches" because I was able to lock onto him for about 0.75 seconds while he passed through them. I wanted to see if it would have done damage to him. 

 

Interesting-Jugger-4.jpg

 

 

 

 

This one is them "finding" me. 

 

Interesting-Jugger-5.jpg

 

 

 

 

This is the end of the battle. I was still able to come first after being in the ditch for more than 5 minutes. As you can faintly see, I had used the Juggernaut's Overdrive and it still had the throwback shockwave effect as seen by the Viking Isida being flipped below "Kungur JGR".  

 

 

GG-jugger.jpg

 

 

 

This is a pretty weird glitch and it's a good thing it was on the Test Server. If it happened on the real servers, then the average players might not care enough to query as to where the Juggernaut is. They would just play the battle like it's a DM...which is EXACTLY the way it's supposed to be played.

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