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Juggernaut multiple overdrives and score multiplier


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I have another good suggestion that, if implemented, would become a really nice addition to the juggernaut tank. When you think how noobish juggernaut is, you would not disagree with my suggestions. Juggernaut is pretty much empty handed, so it needs to have some kind of extra superpowers to make it more interesting to play with in battles.

 

Overdrive selection:

 

There are currently 7 hulls in Tanki Online with each of them having a specific overdrive assigned to each of the hulls. Soon, when the Hover hull gets released, there will be 8 hulls in Tanki Online and an additional overdrive. My suggestion is to make it possible for juggernaut to be able to select which type of overdrive you want to use, like supplies, before activating it. You can choose to activate any overdrive like a Wasp bomb to a Mammoth invincibility field. That would make it more interesting in gameplay and give juggernaut an extra superpower ability of choosing which overdrive to use for defence against enemies. This is something that developers must add to juggernaut itself. Since juggernaut cannot use too many keyboard keys assigned to its controls, it best to use the left and right arrow keys to select which overdrive to switch to before pressing the spacebar to activate it.

 

Score multiplier:

 

Currently, killstreaks don't give anything at all. For killstreaks, one good addition would be to implement a score multiplier that steadily increases players in-game score and crystals during the killstreaks. When the killstreaks goes back down to its 1x original state, then the score level becomes normal again.

 

There are still quite a few additions that developers can think of on adding to juggernaut to improve its armor, gameplay statistics and also to make it more fun and interesting for players to use in battles.

 

Please add my requested ideas for juggernaut.

 

Thank you.

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I agree. The current Juggernaut overdrive is decent, but it's rarely effective against other ODs. With Wasp, Dictator and Hornet it's ok - their OD isn't that effective against juggernaut. But Viking, Hunter, Titan and Mammoth are extremely OP and the shockwave OD hardly helps against them.

 

I don't know how devs could easily implement a way to choose the OD for Juggernaut when you're using it, but I think at the very least the current OD should become at least a bit more powerful (perhaps also briefly disabling all tanks in a bigger radius) and giving a bit more protection for situations when you're being overwhelmed by multiple enemies.

 

On the other hand, I fairly often see players in JGR mode who stay as Juggernaut for 4-5 minutes straight and get dozens of kills. Giving Juggernaut another buff will make such players completely indestructible.

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Juggernaut absolutely needs another buff in its armor plates, but that's not quite it yet. Juggernaut is a tank that is a boss tank, so it must be made a very hard to kill enemy. That's the point of juggernaut.

 

Also, juggernaut must have a feature like a mode switch where players get to select the overdrive they want to use at any time during charging by using the left and right arrow keys respectively. When the overdrive has charged up to 100%, that takes 2 kills, the player can freely choose to activate its overdrive. All the other hulls overdrives would be included into the overdrive selection set, plus the current default juggernaut overdrive. Juggernaut's overdrive will be the default overdrive when becoming juggernaut.

 

A score multiplier is needed for juggernaut's killstreaks because I have found out that juggernaut is underpowered in the battle score and battle fund area of the rewards. I clearly understand that I am not allowed to mention about the size of rewards in posts, but here I am really trying to get my point right by highlighting the problem facing juggernaut's rewards. It's true that juggernaut's rewards must be greater and better for a boss tank like juggernaut.

 

I also want to point out that developers absolutely must add the juggernaut mode to pro battles because I have seen many people complain and ask for the juggernaut mode to be added to pro battles so that players could enjoy playing very long battles with very cool unique juggernaut settings. Juggernaut is an interesting tank, so customizing it in pro battles will bring this game mode to a whole new level. That's what players are asking for and I too ask the same thing too.

 

Both the juggernaut tank and its game mode must be improved to make this battles mode and juggernaut tank more fun and interesting for everyone. I have also noted that there are not many players playing the juggernaut mode because of a lack of armor, too short matchmaking battles and lack of many other features such as custom juggernaut pro battles. Developers must realize how much better the juggernaut tank and juggernaut pro battles could be if they agreed with my suggestions and implemented them all to Tanki Online for much better use of this tank and its game mode.

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I agree. The current Juggernaut overdrive is decent, but it's rarely effective against other ODs. With Wasp, Dictator and Hornet it's ok - their OD isn't that effective against juggernaut. But Viking, Hunter, Titan and Mammoth are extremely OP and the shockwave OD hardly helps against them.

 

I don't know how devs could easily implement a way to choose the OD for Juggernaut when you're using it, but I think at the very least the current OD should become at least a bit more powerful (perhaps also briefly disabling all tanks in a bigger radius) and giving a bit more protection for situations when you're being overwhelmed by multiple enemies.

 

On the other hand, I fairly often see players in JGR mode who stay as Juggernaut for 4-5 minutes straight and get dozens of kills. Giving Juggernaut another buff will make such players completely indestructible.

We could give just those that are just bad a buff and leave the pros of juggernaut the way it is now.

 

I'm more looking for equal difficulty between juggernauts (or something close to that).

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Thanks Maf for the Valid status.

 

Yes, I agree. One of juggernaut's weaknesses is its weak overdrive. Juggernaut's overdrive must be greatly buffed up so that it can throw enemy tanks in the air within a large radius of around 50 meters. Also, juggernaut's overdrive must have a new integrated features that causes heavy damage to enemies when they are within the vicinity of juggernaut's overdrive. Watch out tankers. That way, having a damaging juggernaut overdrive will keep enemies away so juggernaut does not become overwhelmed by clusters of enemies on its back.

 

Overwhelming enemies on juggernaut's back is such a real pain and great problem to overcome, so developers must do something so that juggernaut can fight back this cluster of enemies continuously on its back. The first suggestion is to make juggernaut's overdrive very powerful so that it can push and throw enemy tanks in the air, and simultaneously deal enormous damage to enemies with its overdrive. The second option, which is also very necessary is to buff up juggernaut's armor. Juggernaut needs double the armor is currently has to be able to properly survive.

 

The third option is to double the damage of juggernaut's twin railguns and strikers so that it can destroy M4 Titans and Mammoths equipped with double armor. Also, juggernaut must have a defense protection shield similar to Titan that weakens by 1% for every shot being fired at it. The shield regains 1% strength when killing an enemy tank. The juggernaut's defence shield is automatically activated when successfully making 4 kills. That is between every 4 kills, juggernaut automatically generates a self-protection shield. Read my topic here on this idea of mine: http://en.tankiforum.com/index.php?showtopic=374477

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Yes, I agree. One of juggernaut's weaknesses is its weak overdrive. Juggernaut's overdrive must be greatly buffed up so that it can throw enemy tanks in the air within a large radius of around 50 meters. Also, juggernaut's overdrive must have a new integrated features that causes heavy damage to enemies when they are within the vicinity of juggernaut's overdrive. Watch out tankers. That way, having a damaging juggernaut overdrive will keep enemies away so juggernaut does not become overwhelmed by clusters of enemies on its back.

Do you know how far 50 metres is? 

 

50 metres is from here to that wall. 

 

 From-here-to-that-wall.png

 

 

Juggernaut's Overdrive's shockwave sends tanks flying or makes them flip on the spot while going backwards a bit. Even if you're on the edge of the radius. The problem here is the MANY tankers who seem to not be affected by the shockwave because of a hack or something. I've used the Overdrive close range on Freezes and other players MANY times and all that would happen to them is they would be pushed back a bit and then keep moving forward a second later, meanwhile, other tanks that were right next to them or behind them get sent flying away. 

 

That could also explain why many Vikings encounter don't seem affected by impact force sent straight to the sides of their hull. 

 

Why? This makes the melee-ranged turrets not a suitable option for killing the Juggernaut. This would be lovely for Freezes but it just wouldn't be fair for them, it would also pull down Firebird and Isida with it. And not even only them. Twins, Ricochet. Hammer. Their range of maximum damage at M4 is 60 metres and it's less when you go lower. They'd be easy to pick off since that's their range. This would encourage more ranged turrets. 

 

And it having clusters of enemies on its back is the whole reason why you are proposing these buffs. Juggernaut is seen as a boss tank when it's just a souped-up tank. When I go there, I go there to kill other players, not just the Juggernaut. Players get upset when i kill them and not the Juggernaut:

 

 

 Objective-of-Juggernaut.jpg

 

In this one, I'm killing all of the other players in the battle with Vulcan and these two guys were mad because I killed them. 

 

People-don-t-like-it-when-I-play-the-obj

 

 

If we were to keep giving Juggernaut these buffs, then it just changes what the objective is - to become the Juggernaut and survive. I see it for what it is - getting the most kills. And I get a lot of kills by killing the players going after the Juggernaut. 

 

Juggernaut, if left alone, can steal many kills and become a nuisance, which is why some tanks like going after that. But when everyone goes after it, it just seems like they don't know any better. Now this is lower ranks. I haven't been in a JGR battle on this account in months. 

 

 

Overwhelming enemies on juggernaut's back is such a real pain and great problem to overcome, so developers must do something so that juggernaut can fight back this cluster of enemies continuously on its back. The first suggestion is to make juggernaut's overdrive very powerful so that it can push and throw enemy tanks in the air, and simultaneously deal enormous damage to enemies with its overdrive. The second option, which is also very necessary is to buff up juggernaut's armor. Juggernaut needs double the armor is currently has to be able to properly survive.

This is what I would like to be prevented but it is inevitable so let's just go with it. 

 

I don't think it should deal damage to enemies. That seems too powerful. 

 

Doubling the armour would make many Juggernauts indestructible. Juggernaut gets 45% charge for a kill and it charges from 0-100% in 30 seconds. The fact that it can replenish twice as much health as before would just make it plain indestructible for many players unless the battle is filled with Vikings and Wasp + Freezes. There is also another reason that will be said below. 

 

The third option is to double the damage of juggernaut's twin railguns and strikers so that it can destroy M4 Titans and Mammoths equipped with double armor. Also, juggernaut must have a defense protection shield similar to Titan that weakens by 1% for every shot being fired at it. The shield regains 1% strength when killing an enemy tank. The juggernaut's defence shield is automatically activated when successfully making 4 kills. That is between every 4 kills, juggernaut automatically generates a self-protection shield. Read my topic here on this idea of mine: http://en.tankiforum.com/index.php?showtopic=374477

I'm immediately against letting it deal more damage like that. First of all, that would allow it to one-shot the majority of hulls no matter if they have double armour or not, which is very bad considering Terminator's Railgun reload time. And Titans and Mammoths are already slow. They should be able to tank Juggernaut shots. If they can't survive with heavy hulls, even with double armour, then it makes no sense to use a heavy hull, you might as well use Hornet or Wasp, or Viking (because of its Overdrive). 

 

 

The shield thing I can see working. Want to spice it up? It should go down by 1% for every damage number that appears on the attackers' screens, so that way, Vulcan (which is very rare in Juggernaut) can actually be great and so that Juggernaut could have a hard counter with this shield. 

 

The only turrets that have fast damage numbers are Firebird, Freeze, Isida, Twins and Ricochet. You can count Autocannon Smoky there as well. 

 

I'd say let it get it every 5 kills. 

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No. That's not true that doubling juggernaut's armor would make it impossible to destroy. What this would do is to make juggernaut survive for longer, which is what I am asking for because, playing with such a weak juggernaut is no fun at all. The real fun comes when juggernaut survives for a long time and do many, many kills.

 

If you've read my post on "juggernaut weaknesses", I explain all the weaknesses and flaws juggernaut has. There many more features beyond double that needs buffing up. Buffing up juggernaut is what's needed to make it a really good tank to play with. Other player's would still enjoy the fun going after it in groups to kill it. No doubt about that! Juggernaut is the king of tanks, so he must be a real boss tank, rather than a noob that gets killed at first glance.

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They should let us customize our own terminator turret. Because those that are good with railgun will just dominate while those that are not so good will just die in seconds.

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Yes. It is best for players to be able to choose what turret to equip on juggernaut. I would like to use a Freeze to quickly zap enemies dead. Doing multiple combo kills would be so much fun if juggernaut had a Freeze turret.

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