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Add an All Turret protection Module for Juggernaut


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The juggernaut tank does not have a protection module that protects it. Developers must add a protection module that is only suitable for juggernaut, to protect the juggernaut tank from all turrets, including mines. This protection module will only be suitable and equipable on the juggernaut tank. Players will not be able to purchase this type of module, but instead can earn it for opening containers.

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Under review

 

The idea is good except for the last part. The module should be automatically equipped once you kill the Juggernaut and remains only for those who are using the Hull and once they get killed, it goes to the next one. 

 

 

We all know how Striker's alt easily kills the Turret and even makes the entire game look like nothing, not to mention the drone that boosts your damage. Very easy to one-shot it, this needs to be fixed.

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Riddler, you forgot the gold box part of the idea. I suggest adding protection against gold boxes too when you are juggernaut, so if you fully MU your juggernaut module, you will have 50% protection against gold boxes, therefore by catching a standard 1000 crystal gold box, you only get 500 crystals. If you catch a black gold box, you will get half a container. 

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I do agree with you that on high ranks, when you take control of Juggernaut all players gang up against you to kill you as quickly as possible. Adding more health to juggernaut would be the best thing to do, but the problem is that developers don't want to buff up the health of juggernaut.

 

I came with a similar feature to add a juggernaut protection module that can only be equipped and used on the juggernaut tank. This protection module would give 50% protection from all turrets and mines. This solution is accepted by developers and set as under review.

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Why not just up the health of Jug alot? Pointless to add a special module just for Jug when they can buff the health ( which is needed alot at high ranks when you die almost as soon as you get Jug)

because hornet can ignore modules and also some things like blaster drone damage can't be protected by modules

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The thing is, giving juggernaut a module with protections from all turrets has the same effect as simply increasing its total health, so developers might as well do that instead of adding a module.

 

More importantly, the real problem in JGR battles is only the Striker alterations and the Booster drone, so I feel like it would be a much better solution to simply disable these items. A straightforward buff to JGR's health would balance the Strikers, but it would make the game mode nearly unplayable for the other turrets.

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I understand your point Maf. I understand that it would be better off to increase the health of juggernaut than adding a module for it. I am aware that when playing juggernaut battles, other players mostly use strikers against juggernaut. Striker must remain with its current strong damage level.

 

In my point of view, the best solution for juggernaut battles is to increate the battle time from the current 7 minutes to 60 minutes. Remember when players had the ability to create 60 minute long battles 2 years ago? I remember that. Juggernaut battles lasting 60 minutes would be more fun to play with a much stronger juggernaut. In 60 minute long juggernaut battles, the juggernaut tank must have enough armor and be strong enough to survive 15 minutes. That means that approximately 4 players can take the juggernaut in a 60 minute battle. Currently juggernaut battles are far too short to be enjoyable. This is where the main problem comes.

 

For all other battle modes, I would suggest to increase the battle time from 7 minutes to 10 minutes like it was before. Battles that are too short can be bad for gameplay and especially bad for juggernaut. I remember how enjoyable it was to watch the juggernaut live stream where players played for 1 hour with juggernaut, and during this time juggernaut was very difficult to destroy.

 

Juggernaut is a tank that must be original to any other tank, so it must be extremely durable against any turret and survive for at least 15 minutes in 60 minute long battles. This is my main solution to solve the problem with the weak juggernaut. Buff up its health so that it can survive at least 15 minutes long in 60 minute long battles.

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Declined

Due to introduction of Team Juggernaut and various changes in gameplay, including introduction of overdrives, this idea is no longer applicable.

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25 minutes ago, sensei_tanker said:

What's the point? Just give Juggernaut more health instead.

They did. That's how it was when JGR mode started. But with the introduction of JGR TDM, they needed to nerf the Juggernaut mainly for 2 reasons: more reliance on team play and to give others a chance to be the Juggernaut.

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Just now, RIDDLER_8 said:

What juggernaut now needs is a much more powerful overdrive that is capable of pushing and flipping tanks into the air.

How about strong enough to bounce a meteor?

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