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Let's Discuss Juggernaut


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On 9/24/2020 at 10:07 PM, coconuttree said:

Depends on the current equipment level of the user. Ranges from 5000 at mk1 to 20000 at mk8.

This link has a table with all the parameters for all levels.

https://en.tankiwiki.com/Juggernaut

JGR health is really a confusing one, since they always have supply on, but the Double Amor seems only a visual indicator, but not reduce incoming damage.

look at my smoky critical damage on booster drone, 800 * 4= 3200 (it show a little less as I have only 18/20 booster). and JGR is AP immu. so that means he actually take what ever damage directly, since he has no protection module against smoky. also the first normal shot 512 damage as mk8 smoky.

also 4 shot x 3066 = 12,264 roughly half the JGR health, so it prove JGR has about 20,000 health, 5 times of heavy hull, and 2.5 time of heavy hull on DA (since DA actually in cut down damage for normal hull)

PSJ28JB.gif

Edited by wild001
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Seriously, the juggers on both sides take all the kills and there is no point in playing it. Is it possible to customize the matchmaking by excluding a game mode?

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3 hours ago, awesomepeter said:

 

Topic merged.

The only reason I do not like this mode is because whoever lives the closest to the server gets to be the Juggernaut, and in my case I barely if ever become the Juggernaut. 

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16 hours ago, awesomepeter said:

Seriously, the juggers on both sides take all the kills and there is no point in playing it. Is it possible to customize the matchmaking by excluding a game mode?

I thought I put this comment into a new post I made. Did someone move the whole post?

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um excuse me why did you delete my post it clearly relates to the power leveling  in juggernaut mode? 

is teaming not against the rules guess ill do that do every chance I get 

and again apparently I needed video evidence what a joke when you can clearly see that they are teaming 

 

vCol2zR.png

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1 hour ago, Dridrien said:

 

Post moved

As far as I know it is the first player to respawn after the initial delay period is over.

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In the introduction to Wiki, there are two projects in Juggernaut's Augments, one of which is "Standard" and the other is "Special Protection", but in the introduction under the "Special Protection" item, it is written that:

  • Provides complete immunity from all negative status effects, except 图标热.png Burning.
  • Heating rate: -90%
  • Damage taken from 图标热.png Burning: -90%

But in actual games, this is not the case, the Juggernaut immune to burning effects, So I want to know what the Augments of Juggernaut are.

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If we speak logically about every status effects, then it would be an augment immune to every negative ones. As for why, nobody can know for sure but the reason is likely because the main purpose of it was that it's a tank which is difficult to destroy (difficult doesn't mean impossible, don't get me wrong), and it appeared before the new overdrives appeared, so it means the new overdrives made it way easier to kill the juggernaut, perhaps too easy, from my experience a juggernaut couldn't stay alive for more than a few minutes, especially when there are 9 players and another juggernaut against you (despite the fact your team protects you). So I assume juggernaut became immune against all those status effects (including fire immunity) to bring back that purpose of "a tank difficult to destroy without making it impossible".

 

It stays a guess though

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On 3/31/2023 at 7:29 PM, Sabry.Superman said:

If we speak logically about every status effects, then it would be an augment immune to every negative ones. As for why, nobody can know for sure but the reason is likely because the main purpose of it was that it's a tank which is difficult to destroy (difficult doesn't mean impossible, don't get me wrong), and it appeared before the new overdrives appeared, so it means the new overdrives made it way easier to kill the juggernaut, perhaps too easy, from my experience a juggernaut couldn't stay alive for more than a few minutes, especially when there are 9 players and another juggernaut against you (despite the fact your team protects you). So I assume juggernaut became immune against all those status effects (including fire immunity) to bring back that purpose of "a tank difficult to destroy without making it impossible".

 

It stays a guess though

That is to say, the augment that juggernaut is not actually "Special Protection" (In fact, every hull has this thing, but it is not available in games), but another unknown augment with all immune effects?

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On 4/1/2023 at 10:19 AM, Mihoyo said:

That is to say, the augment that juggernaut is not actually "Special Protection" (In fact, every hull has this thing, but it is not available in games), but another unknown augment with all immune effects?

That's a way to see it more or less, yeah, based on my thoughts

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On 4/1/2023 at 4:19 AM, Mihoyo said:

That is to say, the augment that juggernaut is not actually "Special Protection" (In fact, every hull has this thing, but it is not available in games), but another unknown augment with all immune effects?

I believe Juggernaut has Special Protection equipped but never actually needs it because it's already inherently immune to all status effects.

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On 4/2/2023 at 7:19 AM, Me0w_XP said:

I believe Juggernaut has Special Protection equipped but never actually needs it because it's already inherently immune to all status effects.

Actually no
Game modes like TJR and SJR the Juggernaut hull itself is immune to all status effect cuz its part of the game modes. It doesnt have Special protection equipped at all. If it did equip, you would still get 10% burning effect as said in wiki page. But thats not the case here. 

If you take the hull outside of this mode, say you have the hull in ur garage and you want to test it in PRO battles, you will face every status effect since you dont have the special protection equipped for the hull and since the hull isnt part of any game modes, it wont have those special immunity as well afaik. 

Special protection is universal augment for all hulls and can be equipped, but only available to higher beings of tanki online

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I came back to play for a bit recently and the rugby juggernaut mode was actually quite fun, especially when compared to matchmaking battles. I think the dynamics of rugby juggernaut demonstrates how Tanki battles should be, and I really disliked how the normal battles were like. 

1) Minimal risk of being one shot. The problem with MM matches is that there are now so many ways to be one-shot killed by many different turrets due to new alterations, the ability to double the double power, and turrets that I do not know the name of. The gameplay is better when it isn't too easy to be killed for simply going out in the open. High frequency of one-shot deaths can lead to loops of frustrations and can discourage going for the objectives (e.g. being aggressive and trying to capture a flag instead of making sure you're not killed)

2) More skill-dependent. I don't appreciate how matchmaking battles has moved towards an extreme where in order to avoid the outcome above of being one-shotted, you need a 50% protection module plus double double armor and then some kind of fully-upgraded drone that helps facilitate this process. I felt that I could consistently break top 3 in rugby juggernaut, whereas in regular battles I always feel outclassed and in the bottom 3 because I do not have the means to perform well (very bad for retaining older players... assuming that is still a goal of the devs). 

3) Less drugging. Although in terms of balance, it should in theory be the same, but I think the old equilibrium in which few people drug is better than the current equilibrium in which everyone must drug in order to ensure survival. The gameplay just gets so tiring when people are constantly drugging from the moment they spawn, instead of only using them once they take the enemy's flag, which was how it was back in the ay. 

4) More objective-focused. It was nice to have a fast-paced mode where most people were involved with playing the objective (the rugby) instead of just trying to spawn kill opponents. 

So, in short, less toxic gameplay, more teamwork, and less extremes in terms of equipment (like no getting one shot but also no requirement that you have 50% protection module + quadruple armor) makes for better gameplay. 

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I havent played the event but 100% a world where you dont die so easily would be amazing.

Games where both teams can spawn in without dying are the best. Games where you can play without dying in 1-2 shots are also awesome

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I just don't like how RNG it is in terms of crits. You could spend ages chipping away at an opponent, dealing little bits of damage with rockets and normal shots, only to have him turn around and get two lucky crits on you and kill you.

Other than that, the gameplay is quite fun.

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