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Team Juggernaut in the game!


Marcus
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Lower rank should be easier to kill, the OD like Wasp (9999 hp damage) and Mammoth (3996 hp per second) are OP, viking is king at any ranks and watch out for the Hunter.

 

 hey i thought mammoth dealt 999 damage per second.. does it deal more damage in M4?

OD mechanics do not change accross the M level.
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The best feeling when u stop juggernaut with hunter alte. XD

Juggernaut: *Drives towards the enemy base*

 

Hunter: I'm going to stop you right there.

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Juggernaut: *Drives towards the enemy base*

 

Hunter: I'm going to stop you right there.

Wasp Freeze: I'm gonna take it a step further and ensure you don't move even though you're not moving and feel like drop the bomb.

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There is still some room for further improving the juggernaut tank. Please add my previously requested suggestions for a juggernaut shield. I have written a topic on that last year when juggernaut first came out. Please developers listen to me and make those juggernaut improvements of the Gold Defence Protection Shield.

 

Here's a recap. Please read it thoroughly: http://en.tankiforum.com/index.php?showtopic=374477

 

Thanks.

Edited by RIDDLER_8

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[bUG]

 

Hey everyone. I have just discovered an awful unreported bug in the team juggernaut mode. When I become juggernaut, then die, and respawn as normal, my Firebird turret no longer manages to fire. That is when I am juggernaut and get killed, my Firebird turret from my normal tank is paralyzed and cannot shoot flames.

 

I thing that this bug happens with all other turrets as well. If you are a developer or a player, casual or not please check to see if this bug exists with all other turrets as well. All I know is that this bug is only triggered when you become juggernaut, die then respawn as your usual self again. Since I was wearing and using Firebird, after my juggernaut tank got destroyed, the bug got activated and I could no longer use my Firebird turret.

 

Please track down this bug and fix it. This is URGENT.

 

Thank you.

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[bUG]

 

Hey everyone. I have just discovered an awful unreported bug in the team juggernaut mode. When I become juggernaut, then die, and respawn as normal, my Firebird turret no longer manages to fire. That is when I am juggernaut and get killed, my Firebird turret from my normal tank is paralyzed and cannot shoot flames.

 

I thing that this bug happens with all other turrets as well. If you are a developer or a player, casual or not please check to see if this bug exists with all other turrets as well. All I know is that this bug is only triggered when you become juggernaut, die then respawn as your usual self again. Since I was wearing and using Firebird, after my juggernaut tank got destroyed, the bug got activated and I could no longer use my Firebird turret.

 

Please track down this bug and fix it. This is URGENT.

 

Thank you.

Happened to me with Freeze too. I agree that this bug should be fixed as soon as possible.

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Thanks for the quote. I know that this bug happens with Freeze too. I believe that this bugs happens with all turrets when your juggernaut dies. Please report this bug immediately so developers can apply a patch fix.

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So, my Dictator with a 4/20 Driver drone was able to regain 55% Overdrive charge from killing the Juggernaut. This was done immediately after I activated my Overdrive. 

 

Dictator's Overdrive takes 2 minutes and 25 seconds to fully recharge, or 145 seconds. 4/20 Driver gives me ~10% more charge for a kill when the drone activates. So 55-10%=45% charge theoretically gained from killing the Juggernaut. 

 

Now, assuming that the multipliers for each hull is the same as they seem now, then it can be deduced that the % charge for killing the Juggernaut for each hull is:

 

Wasp: 45%

 

Hornet: 36%

 

Hunter: 36%

 

Viking: 32%

 

Dictator: 45%

 

Titan: 36%

 

Mammoth: 45%

 

If anyone encountered different numbers to these, you can share them here. They're definitely reduced the % charge you got from killing the Juggernaut in the first change. I could kill the Juggernaut as Dictator from 0% charge and have the Overdrive back in ~15 seconds. 

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Really a noob question and probably the wrong thread, but how do you get the striker missiles to fire in Juggy?  I can only get the railgun to work with the space bar.  I looked in the Wiki but can't find anything on Juggernaut controls specifically.

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Really a noob question and probably the wrong thread, but how do you get the striker missiles to fire in Juggy?  I can only get the railgun to work with the space bar.  I looked in the Wiki but can't find anything on Juggernaut controls specifically.

Simply press and hold the space bar.

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Ok, I can confirm now. I was just in an intense-concentration situation where I was looking at  my ammo bar, my Hull HP, my Overdrive meter and the Juggernaut actions, just to see how much charge I got, and I can now confirm. Dictator receives 45% Overdrive charge for killing the Juggernaut, and 22% charge for assisting. 

 

And earlier, I got a Juggernaut kill with my Hornet Overdrive active. My Charge raised from 10% to 46%, which confirms what I predicted they would be for it. 

 

 

 

Enjoy this picture of an enemy Juggernaut launched into the air by an allied Juggernaut:

 

 

 Up-in-the-ait.png

 

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And earlier, I got a Juggernaut kill with my Hornet Overdrive active. My Charge raised from 10% to 46%, which confirms what I predicted they would be for it.

That doesnt sound right, are you sure the OD was active and not just finished? Kills made during ODs active time dont contribute to charging.

 

"Performing actions (killing, healing, capturing) doesn’t give you additional charging points whilst Overdrive bonuses are active"

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That doesnt sound right, are you sure the OD was active and not just finished? Kills made during ODs active time dont contribute to charging.

 

"Performing actions (killing, healing, capturing) doesn’t give you additional charging points whilst Overdrive bonuses are active"

Umm, what? Hornet's Overdrive has, for the majority of its implementation, given you charge during the Overdrive. There was a small period where they removed that feature but they put it back on. 

 

How else do you think I and the other RGC Magnum + Hornet players get so many kills, even with many protection modules? You get 20 seconds to let loose, and if you're lucky, you can get back 50-80% of your Overdrive just from kills by the time the 20 seconds are up. The highest I've ever gotten was ~80% before the time was up (just from killing).

 

What's important to note is that there is a small window after you activate the Overdrive where if you die, you'd be kept at 0% even if you got a triple kill right after you activated it. Another thing to note is that whatever kills and/or assists you get while your Overdrive is active and shown as 0%, it will pool up after about 3 seconds. So if you're locking onto someone with Gauss and you get a quad-kill as you activate your Overdrive, in 3 seconds, it would change from 0% to 32%. You also have some passive charging going on while it's active which comes up to about 16% just from passive charging alone. 

 

The only hulls that I've seen this penalty on is Viking and Mammoth (after its Overdrive nerf). Not only did they nerf the duration of it to 5 seconds, but they added the penalty that you couldn't gain Overdrive charge during the Overdrive. Which is why i try to stay before the capture point until my OD is finished, and the capture, and it's the same thing I see people doing with Viking. 

 

Hunter has a window where you don't receive charge for killing/assisting but you do get 3-4% passive charging during that window. 

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I said earlier the rank brackets have widened dramatically to accommodate the new missions in Juggy.  It is especially painful in the lower ranks.  I just played an ASL battle (a must for a daily mission) where a player with 500 XP was trying to battle a player with 124,000 XP...yep, rank 3 vs rank 13...M0 vs M2 (OK, M1 bt fully MUed)

 

It's getting harder and harder to enter anything other than TDM for a few hours on either side of restart.  As player numbers go down (they keep dropping) MM widens brackets or just takes longer in queue.  It now takes 10 to 20 minutes to enter a DM battle around an hour before restart and two or three hours after restart.  This drop in player base is what killed China servers, stopped SEA servers before they started almost, and is now killing the Latin servers.  It is now creeping into the EU/RU servers. 

 

MatchMaking is the cause of the huge drop in number of players and is the major evil.  But, small bad ideas like a new mode for missions, is just another small step chipping away at the player base.  Stop Juggy for missions.

Edited by Stringy.Cat.Tacos
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As player numbers go down (they keep dropping) MM widens brackets or just takes longer in queue.  It now takes 10 to 20 minutes to enter a DM battle around an hour before restart and two or three hours after restart.  This drop in player base is what killed China servers, stopped SEA servers before the started almost, an is now killing the Latin servers.  It is now creeping into the EU/RU servers. 

This is the most accurate statement I've read in my life.

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before and around restart is quite low number (it covers all the severs EN and ES for sure).

 

We already know this.    Does not justify a rank-spread of 3 vs 13.   :blink:

 

Before MatchMaker, following a server-reset I could find a battle with reasonable rank-spread within 5-10 minutes.  Takes me almost that long with MM now just to get into a crappy battle.

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We already know this.    Does not justify a rank-spread of 3 vs 13.   :blink:

 

Before MatchMaker, following a server-reset I could find a battle with reasonable rank-spread within 5-10 minutes.  Takes me almost that long with MM now just to get into a crappy battle.

Honestly, before MatchMaking, I could find a suitable battle in a few seconds...not including loading time which was the same as it is now.   Even around restart!

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