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Team Juggernaut in the game!


Marcus
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Kindly explain why killing a juggernaut yields 100 points, while healing a juggernaut from 0 to 100% with support nanobots and possibly even viking OD (I probably healed the poor guy to full twice in a row under fire) gives 12. This makes it worthless for me to heal the juggernaut and play objective. Why should I be the juggernaut's personal health supply if I end up last in the scoreboard with likely not even a star to my name.

It's technically healing an ally from 1 HP to full. 

 

Take Wasp and Mammoth for examples. Isida gets 12 score for fully healing (from 1 HP to full) both a Wasp and a Mammoth separately. Now extend that to the Juggernaut. The Juggernaut is Mammoth, but with 5x the HP. The same principle applies, you fully heal the target and you get 12 score, regardless of the HP pool size. 

 

I do agree that healing the Juggernaut solely is not worth it for the Isida. First of all, you'd be attacked first, as you're the lifegiver. And if you're attacked, your aim will be knocked off, so that's a good set of 400-healing ticks gone each time your aim is lost and you're still pressing spacebar. And then you have to be on the Juggernaut for the entirety of your energy bar just to get them to full HP. But it is the Juggernaut, and it will have raids coming towards it all the time. So you could be healing your heart out on the Juggernaut and it would stay at 50% HP or whatever it was at when you started, or even less. And the Isida doesn't get much in return. 

 


 

Now, a counter to your complaint could be that your 6 other teammates are non-Juggernauts so you can get way more score from them. 

 

I am sure that one of the first things they thought about when bringing this mode to fruition was Isidas healing the Juggernaut. Perhaps they left it this way to discourage such acts. Remember:

 

To quote the V-Log #200 when they were discussing the big Isida change back in January, "It's very hard to destroy a tank when it's constantly being repaired by Isida. Even if it's just sitting still and firing. That's just not fun. Fun is when everyone blows up.

 

An Isida on the front lines assisted by teammates can be deadly when combined with Overdrives. That DPS is lovely for finishing off Juggernauts unaware of your presence. 

 


 

That's just my take on it. It would make sense for them to discourage healing of the Juggernaut as they'd want more action taking place on both sides. 

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It's technically healing an ally from 1 HP to full. 

 

Take Wasp and Mammoth for examples. Isida gets 12 score for fully healing (from 1 HP to full) both a Wasp and a Mammoth separately. Now extend that to the Juggernaut. The Juggernaut is Mammoth, but with 5x the HP. The same principle applies, you fully heal the target and you get 12 score, regardless of the HP pool size. 

There isn't, however, a difference in score from killing a wasp or a mammoth, but for juggernaut there is.

 

I do agree that healing the Juggernaut solely is not worth it for the Isida. First of all, you'd be attacked first, as you're the lifegiver. And if you're attacked, your aim will be knocked off, so that's a good set of 400-healing ticks gone each time your aim is lost and you're still pressing spacebar. And then you have to be on the Juggernaut for the entirety of your energy bar just to get them to full HP. But it is the Juggernaut, and it will have raids coming towards it all the time. So you could be healing your heart out on the Juggernaut and it would stay at 50% HP or whatever it was at when you started, or even less. And the Isida doesn't get much in return. 

 


 

Now, a counter to your complaint could be that your 6 other teammates are non-Juggernauts so you can get way more score from them. 

 

I am sure that one of the first things they thought about when bringing this mode to fruition was Isidas healing the Juggernaut. Perhaps they left it this way to discourage such acts. Remember:

 

To quote the V-Log #200 when they were discussing the big Isida change back in January, "It's very hard to destroy a tank when it's constantly being repaired by Isida. Even if it's just sitting still and firing. That's just not fun. Fun is when everyone blows up.

 

An Isida on the front lines assisted by teammates can be deadly when combined with Overdrives. That DPS is lovely for finishing off Juggernauts unaware of your presence.

That's counterintuitive to the mode's objective. I can heal the others yes, but if our juggernaut dies, we lose. The current score system leads me to completely ignore the juggernaut unless it's the last thing I have to heal in range.

 

Do we really have a problem with tanks not dying? I just saw a cyclone striker in matches who was literally onesalvoing juggernauts with booster. No amount of isida healing can save 20k damage in 1.5 seconds. Gauss locked on the juggernaut can very easily implode the poor isida, and so can magnums.

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That's counterintuitive to the mode's objective. I can heal the others yes, but if our juggernaut dies, we lose. The current score system leads me to completely ignore the juggernaut unless it's the last thing I have to heal in range.

 

Do we really have a problem with tanks not dying? I just saw a cyclone striker in matches who was literally onesalvoing juggernauts with booster. No amount of isida healing can save 20k damage in 1.5 seconds. Gauss locked on the juggernaut can very easily implode the poor isida, and so can magnums.

Ahh, this is where the description gets a bit iffy.

 

Gettin-pretty-iffy-in-here.png

 

 

 

First sentence states to attack the enemy team's Juggernaut and protect yours. So that's 1 point for the objective being to attack the enemy Juggernaut, and 1 point deduction from that for defending your Juggernaut. So it's at 0 now, indecisive. We don't know what to do. We're all just in out bases roaming around, playing tic-tac-toe or whatever.

Now comes the last sentence: The team that destroys the most enemy Juggernauts, wins. 

 

So immediately, that implies that attacking is to be done in order to win. But then we hit another roadblock. Let's say you attack and it's now at 1 - 0, in your team's favour. The enemy team will now attack to even and possibly push the score in their favour. Does the team in the lead...attack? Or would they defend? Because they now have the most Juggernaut kills, so they need not do any attacking in theory. But I say that we can agree that the objective of the mode prioritises offensive play, as it's the only way, in theory, to win. 

 

I'm trying to look at this from all angles but what I'm seeing is that solely defending against  a solely offensive enemy team  will net you a draw or a loss, while solely attacking will net you a win, a draw or a loss.

 

I'm not gonna lie to you, thinking about this is hard since there are so many factors present and assumptions being made. All I can say is that I agree Isida should get some more score for healing the Juggernaut, but I fear that too much of a buff may bring on an isida epidemic in TJR, which won't have as many Juggernauts blowing up as Hazel may want. 

 

 

 

 

In this mode, the best defence is a good offence. The less enemies there are on the field, the more protected your Juggernaut is. 

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Another noteworthy thing is that you get a lot of Overdrive charge for killing the Juggernaut. So Vikings are even more lethal to the Juggernaut. 

 

A Wasp should have its bomb ready upon respawn if it kills the Juggernaut with its bomb. I need to see the exact %s though. And I need to see if you get Overdrive charge during Vikings Overdrive if you kill it then. That may answer why I see so many Vikings up in the Legend ranks. 

 

If you were unable to kill the Juggernaut, you get 30 points for an assist. 

It looks like 80% Overdrive charge for killing the Juggernaut. And self-destructing with the Juggernaut (I think from the Delete key) deducts a point. 

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Every other mode is included in missions so why no TJGR? Excluding it is a sure way of getting less players to play it and having queue times long. 

 

 

Maybe you should try something more than once before deciding you hate it. JGR game play is extremely different to Striker or Railgun.  :rolleyes:

If I get missions to score or earn crystals in TJGR mode I will change them.  If I have no free change I will do 2 missions that day.  If it's finish battles in that mode... how hard you think I will try?   So... what was that about getting more players in the mode?

 

You know another reason waiting queues are made longer?  Spreading out the player base among even more different modes.

 

This mode should be added to game via Pro-battles.  That way players can choose to join it if they wish.

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Every other mode is included in missions so why no TJGR? Excluding it is a sure way of getting less players to play it and having queue times long. 

 

 

Maybe you should try something more than once before deciding you hate it. JGR game play is extremely different to Striker or Railgun.  :rolleyes:

 

 

If I get missions to score or earn crystals in TJGR mode I will change them.  If I have no free change I will do 2 missions that day.  If it's finish battles in that mode... how hard you think I will try?   So... what was that about getting more players in the mode?

 

You know another reason waiting queues are made longer?  Spreading out the player base among even more different modes.

 

This mode should be added to game via Pro-battles.  That way players can choose to join it if they wish.

 

 

 

It's TJG, not TJGR

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I loled today. I was top of Chernobyl and the enemy JGR came flying up the ramps, ready to take me on. What he didn't realize was that I had my OD, and I promptly sent him flying off the ramp - in fact, off the whole map.

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I feel like they should disable the self-destruct command when you're the Juggernaut somehow, if it's even possible. When everyone is familiar with the mode, you'll start to see more saboteurs that have learned what to do the be the most efficient at their work.

I agree something should be done about saboteurs, but disabling self destruction is not the solution IMO.

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Every other mode is included in missions so why no TJGR? Excluding it is a sure way of getting less players to play it and having queue times long. 

 

 

Maybe you should try something more than once before deciding you hate it. JGR game play is extremely different to Striker or Railgun.  :rolleyes:

Maybe you shouldn't be condescending or arrogant assuming anything about what other people like or don't like

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Yep, it's happening.  Almost every battle I've been in, in all modes except TDM, has had much wider rank brackets.  This is caused by the player pool for MM being diluted by Juggy.  X amount of players get pulled out of the pool to fill Juggy battles, leaving fewer players to fill other battle modes.  MM can only compensate by drawing players waiting in queue with higher and lower ranks.

 

Juggernaut Team is a fine mode, especially when most players actually understand that winning is based on number of Juggys killed not TDM count.  But it should be taken out of daily missionsWe have too few players to justify another MM mission mode.  It makes all game play less balanced and therefore less enjoyable. 

 

Also waiting times in all but TDM will be increased with the player pool being diluted, especially in all but peak hours.

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but he still somehow managed to land right on his tracks...

Sending them flying with your Overdrive isn't a guarantee that they will land on their side or upside down. Anyone can land on their tracks after being sent flying by them. 

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Forcing players to play juggernaught mode for missions when they hate it is unforgivable I have played it once only ever since you even made the mode,  I don't own rail gun or stricker and never will because i hate them i don't like their game play. You wonder why people are leaving this game .... just another reason to add to the pile.

 

This is the lowest thing you have ever done, even above making rk's pathetic and removing self heal on isidas.

Mission are added bonus, additionally even before TJG you could change a battle mode mission (they are also rare). So nobody but you "force" yourself on playing it when you have options to avoid it. 

 

And repair kit change is totally positive for the game-play. 

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Is this mode playable in all (MM) Maps? Because I saw people posting screenshots of them playing in some weird Maps, like Sandbox. Regular Juggernaut mode never was available in that Map.  :huh: It'll be nice if TJR is in all the Maps. :'D  :wub: 

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Is this mode playable in all (MM) Maps? Because I saw people posting screenshots of them playing in some weird Maps, like Sandbox. Regular Juggernaut mode never was available in that Map. :huh: It'll be nice if TJR is in all the Maps. :'D :wub:

Its avaliable in more maps than the DM version, not sure how many exactly but Sandbox is in there.

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Kindly explain why killing a juggernaut yields 100 points, while healing a juggernaut from 0 to 100% with support nanobots and possibly even viking OD (I probably healed the poor guy to full twice in a row under fire) gives 12. This makes it worthless for me to heal the juggernaut and play objective. Why should I be the juggernaut's personal health supply if I end up last in the scoreboard with likely not even a star to my name.

I agree that healing your fellow Juggernaut should be worth more points.  After all, besides Overdrives and Isida healing, the Juggernaut cannot restore its health.  

 

As for why healing a Juggernaut from nearly 0% to 100% only gives 12 points, I'm guessing that it's the healing algorithm in play.  That is, an Isida get points proportional to the % of ally's HP they healed, not the quantity of Hit Points they healed.  

 

If the above is the case, then it's no wonder I get more points from healing allies at half health than from healing my fellow Juggernaut.

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List of maps I've been on:

 

Aleksandrovsk

 

 

Barda

 

Brest 

 

Chernobyl 

 

Desert 

 

Forest

 

Highways 

 

Iran

 

Kungur

 

Magistral

 

Massacre

 

Osa 

 

Sandbox

 

Serpuhov

 

Solikamsk

 

Stadium

 

Wolfenstein

 

Yorkshire

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I've seen Desert and Chernobyl on the Test Server, and I've played in Forest, Massacre, and Sandbox on the main server.

Desert is on main servers as well, cannot recall Chernobyl.

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Desert is on main servers as well, cannot recall Chernobyl.

It's on the main servers, I've played in it.

 

Maybe you can't recall playing in Chernobyl, because all the other Legends and Gissimos, also Marshals, take up all the Chernobyl battles. (This is pure speculation)

Edited by Zekrom

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Juggernaut's overdrive must have a larger range to flip enemy tanks in the air. Its current range is too short. Please extend juggernaut's overdrive range. That's all I'm asking for. Thanks.

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Just now, I have completed my very first juggernaut battle. I enjoyed it. Thank you so much developers for adding juggernaut missions.

 

First-Juggernaut-Mission.png

 

By the way, how many juggernaut missions are there?

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