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Ways to buff the Juggernaut tank


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As you may know, over drives will soon be released and they will outclassed juggernauts overdrive. So here are some improvements I have thought of:

· Increase the impact force of juggernauts overdrive by at least 150%.
· Juggernauts overdrive should heal the tank completely and without the healing process being disrupted even when under fire.

· Juggernaut should be immune to any kind of self inflected damage.

I am also thinking of a way to put other hulls OD into juggernauts overdrive.

Anyway that is all I have.

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Similar idea: Juggernaut shield for more initial health

 

I personally prefer the idea linked above. Nowadays there are two types of people in JGR: newbies, who don't play the game mode often and have no idea how to play effectively with Juggernaut, and "tryhards", who spend all their time in JGR and are often able to survive the whole game without dying with it. I agree that with drones, alterations and now overdrives it will become even harder for Juggernaut to survive, but I also don't want to make it easier for top players to survive with Juggrnaut, which is why I feel like the initial shield idea is better - it helps newbies survive a bit longer as soon as they get Juggernaut, but doesn't give any advantage later on.

 

In fact, I would agree with your idea only if at the same time Juggernaut becomes harder to keep for a long time. So for example, it would take more kills to charge up its overdrive, and/or the overdrive heals you for less and less with each subsequent activation.

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As you may know, over drives will soon be released and they will outclassed juggernauts overdrive. So here are some improvements I have thought of:

· Increase the impact force of Juggernaut overdrive by at least 150%.

· Juggernauts overdrive should heal the tank completely and without the healing process being disrupted even when under fire.

· Juggernaut should be immune to any kind of self inflected damage.

I am also thinking of a way to put other hulls OD into Juggernaut's overdrive.

Anyway that is all I have.

 

Here is more ideas (but not for the Overdrive):

 

Invulnerability of burning and freezing effect.

 

When Terminator's shots hits an enemy tanks, heal the Juggernaut based on how many damage he/she dealt. Fatal blow (seeing red number) heals by double. Even when his/her HP is full, increase the hit point furthermore.

 

Buff its max speed by 50%.

 

Of course, no self-damage.

 

Decrease Overdrive charge to 20 seconds.

 

Ignore Double Armor when firing Terminator? Juggernaut invulnerable to Double Power?

 

Able to launch a salvo of 12 rockets if he/she has Cyclone equipped, without increase locking time. Or if Uranium, more damage.

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Similar idea: Juggernaut shield for more initial health

 

I personally prefer the idea linked above. Nowadays there are two types of people in JGR: newbies, who don't play the game mode often and have no idea how to play effectively with Juggernaut, and "tryhards", who spend all their time in JGR and are often able to survive the whole game without dying with it. I agree that with drones, alterations and now overdrives it will become even harder for Juggernaut to survive, but I also don't want to make it easier for top players to survive with Juggrnaut, which is why I feel like the initial shield idea is better - it helps newbies survive a bit longer as soon as they get Juggernaut, but doesn't give any advantage later on.

 

In fact, I would agree with your idea only if at the same time Juggernaut becomes harder to keep for a long time. So for example, it would take more kills to charge up its overdrive, and/or the overdrive heals you for less and less with each subsequent activation.

I think I might have an idea with the newbies and tryhards situation. The only problem is that it would require a lot of maintenance.

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I heard about this somewhere, but I can't remember where. The idea is to alter juggernaut's secondary weapon based on your turret equipped. Also, jug's overdrive's impact effect on enemies should additionally "disable" them (immobilising them + inability to fire) for 5 seconds. Affected tanks should glow purple.

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