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Let's Discuss Juggernaut


kaisdf
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It is still a DM mode so no it would not and should not be added to quick battle. Team modes allow groups which would be unfair for solo mode especially with a supper tank.

Don't get upset about what other player are saying do whatever you want, this is the beauty of this mode, you can go kill everybody of go for the Juggernaut or both.

Thank you. This is what I say every time someone gets mad at me for killing them when they aren't the Juggernaut. Sometimes, it's even the players I'm not even shooting calling me out. 

 

I'm just sick of every player having that mentality in that mode. This problem didn't need to occur at all yet here it is, for no particular reason. I'd understand if you'd get upset after a player kills you right before you landed the finishing blow on the Juggernaut but you can't call out the player for playing the objective. 

 

For too many players, the objective of the mode is to become the Juggernaut. Becoming the Juggernaut is not the objective. I know what the objective is and I play the objective. So yeah, DM is basically the only mode where everyone plays the objective.  We need the devs to point out in the V-Log in some way, that becoming the Juggernaut is not the objective. 

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Juggernaut is not the strongest tank anymore. A striker/titan with the cyclone alteration and full drugs can beat the Juggernaut in a 1v1 ( I have experience). Put 4 -5 of them in one juggernaut battle... RIP juggernaut.

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Juggernaut is not the strongest tank anymore. A striker/titan with the cyclone alteration and full drugs can beat the Juggernaut in a 1v1 ( I have experience). Put 4 -5 of them in one juggernaut battle... RIP juggernaut.

Yep..... Viking/Striker with full drug, Uranium and its OD..... OP HIGH DAMAGE PER ROCKET!  Can spike up to more than 7k damage per rocket....

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Two things.

 

1). How does the shockwave from Juggernaut's Overdrive work? It seems as if the intensity of it varies from player to player and sometimes, the intensity is different with every shockwave. 

 

Other players would use it and tanks would be flying all over the place but when I use it, the most it does is halt their movement and they're back to driving in less than a second. Sometimes, the enemy would do it and it pushes me back a little bit. Other times, it would push me back and make me do one or two flips at the same time. Many times, when I'm in sniping mode, the Juggernaut would be passing by and use its Overdrive. I would only see white (the skybox because I always have it disabled). When I shoot my shot, I see that I'm either flipped completely or on my side. I would go more into detail but I'll stop here for now. 

 

 

2). I was thinking earlier today and I realised that an M4 Firebird with the Incendiary Mix alteration could potentially kill an M4 Juggernaut with before it runs out of energy...

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They need to fix this thing where you get launched by Juggernaut's Shockwave and you self-destruct. This started happening to me on the Test Server weeks ago and since then, I've been experiencing to too much for my liking on the real servers. 

 

It's not like it happens when you get launched high into the air, it happens when I barely leave the ground. I'd get pushed back while slightly leaving the terrain and I'd self destruct. 

 

They need to fix this or something because this is basically you killing that person if you're in first place and they're in second place. That self-destruct deducts a kill every time it happens. I hate it when the Juggernaut happens to be coming towards me, I try to drive away but he uses the Shockwave and I self-destruct. It's freaking annoying and unpredictable. 

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I did 102 Juggernaut battles and these were the number of times it put into each map:

 

 

Soliamsk -  10

 

Kungur -  10

 

Massacre -  9

 

Brest -  9

 

Magistral -  9

 

Bridges -  8 

 

Parma -  7 

 

Rio -  6

 

Highways -  6 

 

Wolfenstein -  5 

 

Serpuhov -  4

 

Yorkshire -  4

 

Aleksandrovsk -  4

 

Osa -  4

 

Barda -  3

 

Desert -  3

 

Iran -  1

 

 

Trivia: 

 

  • Massacre was the first map I entered.
  • Serpuhov was the last map I entered.
  • I had gotten Winter Brest 4 times in a row at one point. 
  • I had played 26 out of the 102 battles in one sitting (back-to-back).
  • I feel as if I had played in Wolfenstein and Yorkshire more times than I recorded. 
  • I finished in the top 3 in 72 of those battles. 
  • I targeted @iFrosTiger repeatedly in the battles I entered with him being in it as well. 
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Great! More data.

17 maps same as my data. Did you record the theme of the maps? Many of these maps get sinter theme.

And it seems that they are played more than map with only one theme.

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Great! More data.

17 maps same as my data. Did you record the theme of the maps? Many of these maps get sinter theme.

And it seems that they are played more than map with only one theme.

I'll do a smaller batch to see if I get anything on that. 

 

Edit: From the top of my memory, I can say that most of the Parma battles had the winter theme. 

Edited by TheCongoSpider

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I have stated many times since juggernaut's release that the juggernaut tank absolutely urgently needs to have much more armor so that it can survive heavy attacks.

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I have stated many times since juggernaut's release that the juggernaut tank absolutely urgently needs to have much more armor so that it can survive heavy attacks.

Juggernaut didn't need an increase in HP all that time before Overdrives. Players used to dominate the battles and go unkilled as the Juggernaut. 

 

Some battles had multiple Juggernauts. Some battles had 2 or even 1 Juggernaut. Giving it more armour would have just solidified their immortality. 

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Juggernaut is not immortal. Just by becoming juggernaut, its 100% possible to get killed right away as soon as you become juggernaut because all players point their Strikers using double damage against it. Unfortunately, juggernaut cannot resist surviving the immense firepower being applied at its armor, so my suggestion is for developers to add more armor to juggernaut so that it can survive heavy attacks from Strikers.

 

Striker is not overpowered at all. All I'm saying is that players always equip Strikers and fire them at juggernaut using double damage. This behaves like a force of nature that juggernaut's armor cannot handle, so it dies immediately.

 

Juggernaut also, needs a buff to its railguns and its Striker because I have noticed that it takes too long for juggernauts Strikers to load its salvo mode, and its railguns does not deal enough damage to enemies. The railguns of juggernaut must deal 4000 HP, enough to destroy an M4 Mammoth. The same goes for juggernaut's Striker, it must deal 4000 HP of damage when firing all of its rockets.

 

Please developers do us all a favour. Please buff juggernauts armour and railguns and Striker.

 

Thank you.

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I also forgot to mention that the new hull overdrives does have a great negative impact on juggernaut. The new hull overdrives makes it easier for players to destroy juggernaut, but make it much more difficult for juggernaut to survive as well.

 

Let's start with Wasp's atomic bomb. Wasp's nuclear bomb is supposed to be very strong to destroy all tanks in the radius of the nuclear bomb's explosion. However, juggernaut cannot resist surviving such a massive explosion on its hull. Juggernaut's hull must be buffed up with 100,000 HP to be able to withstand such a powerful explosion.

 

Hornet's overdrive does not cause much of an impact on juggernaut, so I will not bother waste too much time discussing about the issue here.

 

Hunter's overdrive disables all active overdrives and supplies and stuns tanks with an electric shock that discables their engines. That cause juggernaut to be briefly paralyzed, unable to move with makes it vulnerable for other players to have an easy kill just because juggernaut is unresponsive. For juggernaut to be able to survive whilst idle, it needs to have 100,000 HP of armor.

 

Viking is has one of the deadliest overdrives out there. Its great for sprayshooting at enemies to save your team from losing, capturing flags, balls and control points. The problem here is that juggernaut's armor is far too weak to be able to survive attacks from Viking's overdrive. Just as I have mentioned about, my suggestion to make juggernaut a very good boss tank is to have its armor set to 100,000 HP of health, and make its weapons deal 4000 HP of damage per shot.

 

Dictator's overdrive is like the old version of overdrives players had before. This overdrive has almost no effect of juggernaut's armor. Lucky you, juggernaut!

 

Titan's overdrive, as well, does not deal any extra harm to juggernaut, but it protects Titan with a protective shielding done for some time. Great for Titan players being able to survive for sometime to deal many kills at once.

 

Finally, there is Mammoth's overdrive which is supposed to destroy every tank it touches. Juggernaut is very easy prey in contact with Mammoth's overdrive, so it will be destroyed in the blink of an eye. Even if juggernaut gets buffed with 100,000 HP of health, Mammoth's deadly overdrive is no escape from this deadly killer overdrive.

 

What I am asking and suggesting here in this post is not to nerf any turret, hull or overdrive, but to only buff up juggernaut's armor to 100,000 HP so that it can be really considered by players a "true boss juggernaut tank", as expected in the Tanki Online experience. I also ask for juggernaut's railguns and striker to deal 4000HP of damage, enough to destroy an M4 Mammoth.

 

This post is not only for players to read, but also for developers to make notes of my "juggernaut suggestions", so that they can act on buffing juggernaut so that it really becomes a true warrior boss tank of Tanki Online.

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I also forgot to mention that the new hull overdrives does have a great negative impact on juggernaut. The new hull overdrives makes it easier for players to destroy juggernaut, but make it much more difficult for juggernaut to survive as well.

 

Let's start with Wasp's atomic bomb. Wasp's nuclear bomb is supposed to be very strong to destroy all tanks in the radius of the nuclear bomb's explosion. However, juggernaut cannot resist surviving such a massive explosion on its hull. Juggernaut's hull must be buffed up with 100,000 HP to be able to withstand such a powerful explosion.

 

Hornet's overdrive does not cause much of an impact on juggernaut, so I will not bother waste too much time discussing about the issue here.

 

Hunter's overdrive disables all active overdrives and supplies and stuns tanks with an electric shock that discables their engines. That cause juggernaut to be briefly paralyzed, unable to move with makes it vulnerable for other players to have an easy kill just because juggernaut is unresponsive. For juggernaut to be able to survive whilst idle, it needs to have 100,000 HP of armor.

 

Viking is has one of the deadliest overdrives out there. Its great for sprayshooting at enemies to save your team from losing, capturing flags, balls and control points. The problem here is that juggernaut's armor is far too weak to be able to survive attacks from Viking's overdrive. Just as I have mentioned about, my suggestion to make juggernaut a very good boss tank is to have its armor set to 100,000 HP of health, and make its weapons deal 4000 HP of damage per shot.

 

Dictator's overdrive is like the old version of overdrives players had before. This overdrive has almost no effect of juggernaut's armor. Lucky you, juggernaut!

 

Titan's overdrive, as well, does not deal any extra harm to juggernaut, but it protects Titan with a protective shielding done for some time. Great for Titan players being able to survive for sometime to deal many kills at once.

 

Finally, there is Mammoth's overdrive which is supposed to destroy every tank it touches. Juggernaut is very easy prey in contact with Mammoth's overdrive, so it will be destroyed in the blink of an eye. Even if juggernaut gets buffed with 100,000 HP of health, Mammoth's deadly overdrive is no escape from this deadly killer overdrive.

 

What I am asking and suggesting here in this post is not to nerf any turret, hull or overdrive, but to only buff up juggernaut's armor to 100,000 HP so that it can be really considered by players a "true boss juggernaut tank", as expected in the Tanki Online experience. I also ask for juggernaut's railguns and striker to deal 4000HP of damage, enough to destroy an M4 Mammoth.

 

This post is not only for players to read, but also for developers to make notes of my "juggernaut suggestions", so that they can act on buffing juggernaut so that it really becomes a true warrior boss tank of Tanki Online.

Ok I know you want to buff Dzhaggernaut's HP, but there are more ideas such as...

 

Activating all types of OD (what I mean is Juggernaut will not only have instant healing: from Wasp to Mammoth's OD as a whole).

 

The A-Bomb will deal 100k damage and the J-boss will be invulnerable to his/her own explosion. Blast radius will be 50 meters.

 

Terminator capable of ignoring all type of defence when OD activated. This means.... Titan's Force Field, Double Armor AND Mammoth's invulnerability. Last 15 seconds.

 

No firing delay when firing the Railgun (Firerate will boosted to 0.2 second reload time when OD is active). Striker shots will be affected to (Reduce locking time to 1 second and fire a barrage of 12 when OD is active). Last 5 seconds.

 

Stun any tanks and effectively shut down attacker's Overdrives (including Mammoth's). EMP radius will remain the same and last 6 seconds.

 

As usual, heal his/her HP to full and triggers a powerful shockwave. 

 

Greatly reduce incoming damage by 90% and heal him/her by 1% of HP per tick (each tick will be 0.2 seconds). Last 5 seconds.

 

Crush any tanks instantly you touch and deal 9,999 damage per tick (a tick for this case its 0.1 seconds).

___________________________________________________________________________________________________________________

 

Terminator gain several abilities and buffed parameter:

 

Railgun shot will have Hyperspace Round's behavior. At the mean time, it also gain healing. Deal 3k damage will heal 3k HP.  Deal fatal blow will double your healing. 

 

Its firing delay reduced to 0.5 second and reloading reduced to 1 second.

 

Striker itself too will gain the hit-and-heal.

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I also forgot to mention that the new hull overdrives does have a great negative impact on juggernaut. The new hull overdrives makes it easier for players to destroy juggernaut, but make it much more difficult for juggernaut to survive as well.

 

Let's start with Wasp's atomic bomb. Wasp's nuclear bomb is supposed to be very strong to destroy all tanks in the radius of the nuclear bomb's explosion. However, juggernaut cannot resist surviving such a massive explosion on its hull. Juggernaut's hull must be buffed up with 100,000 HP to be able to withstand such a powerful explosion.

 

Hornet's overdrive does not cause much of an impact on juggernaut, so I will not bother waste too much time discussing about the issue here.

 

Hunter's overdrive disables all active overdrives and supplies and stuns tanks with an electric shock that discables their engines. That cause juggernaut to be briefly paralyzed, unable to move with makes it vulnerable for other players to have an easy kill just because juggernaut is unresponsive. For juggernaut to be able to survive whilst idle, it needs to have 100,000 HP of armor.

 

Viking is has one of the deadliest overdrives out there. Its great for sprayshooting at enemies to save your team from losing, capturing flags, balls and control points. The problem here is that juggernaut's armor is far too weak to be able to survive attacks from Viking's overdrive. Just as I have mentioned about, my suggestion to make juggernaut a very good boss tank is to have its armor set to 100,000 HP of health, and make its weapons deal 4000 HP of damage per shot.

 

Dictator's overdrive is like the old version of overdrives players had before. This overdrive has almost no effect of juggernaut's armor. Lucky you, juggernaut!

 

Titan's overdrive, as well, does not deal any extra harm to juggernaut, but it protects Titan with a protective shielding done for some time. Great for Titan players being able to survive for sometime to deal many kills at once.

 

Finally, there is Mammoth's overdrive which is supposed to destroy every tank it touches. Juggernaut is very easy prey in contact with Mammoth's overdrive, so it will be destroyed in the blink of an eye. Even if juggernaut gets buffed with 100,000 HP of health, Mammoth's deadly overdrive is no escape from this deadly killer overdrive.

 

What I am asking and suggesting here in this post is not to nerf any turret, hull or overdrive, but to only buff up juggernaut's armor to 100,000 HP so that it can be really considered by players a "true boss juggernaut tank", as expected in the Tanki Online experience. I also ask for juggernaut's railguns and striker to deal 4000HP of damage, enough to destroy an M4 Mammoth.

 

This post is not only for players to read, but also for developers to make notes of my "juggernaut suggestions", so that they can act on buffing juggernaut so that it really becomes a true warrior boss tank of Tanki Online.

 

Wasp's bomb only does 9,999 damage. You want to counteract that by giving Juggernaut's health at least a 5x boost? Why? That would just make it unkillable on some maps. You didn't specify at what tier the 100,000 HP would be. Is it at M4? Is it held throughout each tier? I'll assume you mean for M4. 

 

Hunter has to get in close and the Juggernaut could just drive away from it if it thinks the Hunter has its Overdrive ready. I think it's fair that it stuns the Juggernaut. 

 

I agree that Viking is one of the worst of the bunch for the Juggernaut. Did a few M0/1 Juggernaut battles just now and Vikings destroy a full health M0 or M1 Juggernaut in 2-4 seconds depending on the turret they're using. I had a Smoky decimate me in 2 seconds.  I find massively increasing Juggernaut's health just because of Viking Overdrive is not a good idea as other hulls may suffer because of this. This is implying that Overdrives are everything and not to use your turret outside of it. It needs an increase but not that much. 

 

 

For Titan, the Juggernaut cna just hide. Use the available resources in your area. It's only 20 seconds. You can target weaker hulls and gain your Overdrive if you have to venture out while the dome is still there. 

 

 

Mammoth needs to be close to the Juggernaut (up in its face) to be able to use its Overdrive properly. Mammoth has the slowest speed. Juggernaut has the highest speed. The Juggernaut can simply run away faster than the Mammoth can say "Damn it!". Juggernaut's speed is held constant throughout each tier while Mammoth's speed can vary from a maximum of 6 metres per second to 5 metres per second without the Overdrive. You'd have to catch it off guard or if it's stuck on a wall. I've caught it a few times with my M1 Mammoth only because other enemies had it up against a wall or it was driving backwards while not looking at me and didn't know I was there. 

 

If you want Juggernaut's health to go up to 100,000, then Mammoth's Overdrive wouldn't even be able to kill it. At most, it'll shave off 2/5 of its health. That is simply too much health for Juggernaut. You have to factor in 1 v 1 encounters with Juggernaut instead of everyone going after it. 

 

Might I remind you that the goal of Juggernaut is not to kill the Juggernaut; it is to get the most kills. It is a DM, not a TDM or One Man Army. 

 

I'd advise you to revise those figures to make it actually balanced. BEcause changing the health for Juggernaut means changing it for all modifications and lower tier modifications do low damage. They already said Juggernaut would refill all of its health. You want it to refill 96k of its health when it reaches 4k? No, you wouldn't want that. That would encourage players to ignore the objective of the game mode even more and make it more pseudo-team oriented. 

 

I already had people shout profanities at me for playing the objective. 

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Juggernaut should not have fixed health it should have a certain amount of health for every other player in the battle.

Hmm, that seems like buyer may unhappy with everyone having the same power as the Juggernaut as they do. 

 

The heavy buyers play Juggernaut to dominate as the Juggernaut because of their upgraded equipment. 

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How exactly do we see the Juggernaut?

 

 

 

I do not think that the Juggernaut is to be seen as all powerful and should be teamed against. I do not think it is to be seen as a tank that is supposed to destroy 15-20 tanks before it itself is destroyed. 

 

I see it as a way to obtain kills easier than with the equipment you were using in the battle. I see it as a way play the objective better and easier. 

 

 

I do not like the mentality of "Us vs The Juggernaut" in those battles. Players seem to expect you to team with them and attack the Juggernaut. They seem to not like it when players kill players whom are not the Juggernaut. The objective of the mode is to obtain the highest number of kills. 

It is not to kill the Juggernaut. You have a choice to only go after the Juggernaut or kill the players going after the Juggernaut. Whichever one you think will get you the highest kills, go ahead; but don't get upset when players who are not the Juggernaut kill you. 

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Compiled some more data on the Juggernaut Maps. 104 (or 5) battles that are separated into two categories: Day Battles and Winter Battles. 

 

Day Battles:

 

 

# - Map 

 

Serpuhov -  12

 

Aleksandrovsk -  5

 

Kungur -  5

 

Desert -  4

 

Wolfenstein -  4 

 

Yorkshire -  4

 

Osa -  4 

 

Massacre -  3 

 

Solikamsk -  3

 

Bridges -  3

 

Barda -  3

 

Rio -  2

 

Brest -  2

 

Magistral -  2 

 

Parma - 2 

 

Highways -  1

 

Iran -  1 

 

 

 

Total = 60 

 

 

 

 

 

Winter Battles:

 

 

Brest -  5

 

Wolfenstein -  5 

 

Highways -  5

 

Parma -  4

 

Bridges -  4

 

Serpuhov -  3

 

Yorkshire -  3

 

Solikamsk -  3

 

Kunger -  3 

 

 

Barda -  3 

 

Osa -  2

 

Massacre -  2

 

Aleksandrovsk - 2

 

Magistral -  1

 

Desert -  0

 

Iran -  0 

 

Rio -  0

 

 

 

Total = 45

 

 

 

 

Overall number of times the maps were selected:

 

 

Serpuhov -  15 

 

Wolfenstein -  9

 

Kunger -  8

 

Aleksandrovsk -  7

 

Yorkshire -  7  

 

Brest -  7 

 

Bridges -  7 

 

Solikamsk -  6

 

Parma -  6

 

Barda -  6

 

Osa -  6

 

Massacre -  5 

 

Highways -  5

 

Desert -  4

 

Magistral -  3

 

Rio -  2

 

Iran -  1

 

 

 

 

Total = 104

 

 

 

 

 

 

I didn't bother keeping a keen eye for trivia. 

 

I'm somehow ending up with a grand total of 104 battles when the day + winter battlers add up to 105. I'll check in the future. My eyes are hurting trying to make sure constantly that I have the right numbers. 

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How exactly do we see the Juggernaut?

 

 

 

I do not think that the Juggernaut is to be seen as all powerful and should be teamed against. I do not think it is to be seen as a tank that is supposed to destroy 15-20 tanks before it itself is destroyed. 

 

I see it as a way to obtain kills easier than with the equipment you were using in the battle. I see it as a way play the objective better and easier. 

 

 

 

I do not like the mentality of "Us vs The Juggernaut" in those battles. Players seem to expect you to team with them and attack the Juggernaut. They seem to not like it when players kill players whom are not the Juggernaut. The objective of the mode is to obtain the highest number of kills. 

It is not to kill the Juggernaut. You have a choice to only go after the Juggernaut or kill the players going after the Juggernaut. Whichever one you think will get you the highest kills, go ahead; but don't get upset when players who are not the Juggernaut kill you. 

Just like when we kill players who go for gold... who cares when they cry.    :D :lol:

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I only realised this when I saw a few of them in one battle. 

 

The players who buy the Siberian Kit in the Shop at Sergeant-Major have a HEAVY against the other players in Juggernaut mode. I was always thinking that maybe I'd be powerful since my M1 equipment is almost M2 at WO2 but these players already have an M2 Turret (and posisble M3) meaning they're doing a lot more damage than I am.

 

Assuming they have a few upgrades on the turret, these players are one-shotting M1 Vikings. If they have the Freeze at M3, these players can one-shot any heavy hull that isn't close to 10/10 upgrades. 

 

This is bogus and Freeze is a very effective weapon. No wonder I see them dominating as the Juggernaut, getting kill after kill on every shot. 

 

Didn't realise I typed that in the Let's Discuss Matchmaking Thread. 

 

 

 

Juggernaut is not immortal. Just by becoming juggernaut, its 100% possible to get killed right away as soon as you become juggernaut because all players point their Strikers using double damage against it. Unfortunately, juggernaut cannot resist surviving the immense firepower being applied at its armor, so my suggestion is for developers to add more armor to juggernaut so that it can survive heavy attacks from Strikers.

 

Striker is not overpowered at all. All I'm saying is that players always equip Strikers and fire them at juggernaut using double damage. This behaves like a force of nature that juggernaut's armor cannot handle, so it dies immediately.

 

Juggernaut also, needs a buff to its railguns and its Striker because I have noticed that it takes too long for juggernauts Strikers to load its salvo mode, and its railguns does not deal enough damage to enemies. The railguns of juggernaut must deal 4000 HP, enough to destroy an M4 Mammoth. The same goes for juggernaut's Striker, it must deal 4000 HP of damage when firing all of its rockets.

 

Please developers do us all a favour. Please buff juggernauts armour and railguns and Striker.

 

Thank you.

 

This is why we have to be careful of giving Juggernaut too much health and damage. We already have players doing this;

 

Juggernaut-Twice-with-a-43-KDL.jpg

 

Safari was the first Juggernaut in that battle and he died when he reached 43 kills. He then obtained it a bit later and ended the battle. 

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