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Team Juggernaut in the game!


Marcus
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This drop in player base is what killed China servers

 

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.

I already noticed that the decreased number of Chinese tankers caused the PRC server slowly die away (very painfully).

 

Yes! Missions! Like the OP Top 3 Winning team 15x is too much. I do understand why Alternativa did this (to encourage us to stay online longer), but the effect is opposite. And that is tankers leave the game. FOREVER. :( 

 

Yes plz stop Juggy for mission. 'Least Solo JGR does not have missions for it.

 

I recommend something like un/checking types of missions you want. For example if you only want CTF-related daily missions, all you need to do is press check on that box, nothing else. Or if you do not mind what mission you want, click check next to "Random". To take in effect however, you need to wait for the next server reboot (2:00 AM UTC every day).

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Today it was my crystals day.

 

Crystals-Day.png

 

I wish I had daily missions like this every day.

 

By the way, it would very ideal to buff up juggernaut's overdrive, and extend its range of effect much further so that close range turrets can keep off my back. Freezes are a pain, so I would appreciate a stronger juggernaut overdrive to kick them into the air.

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I’m not liking the “Kill The Jug TDM”, you try your best to kill the enemy Jug, when some noob or saboteur Jug I in your team just goes on the offensive and gets killed.

 

How about CTF+Jug and Rugby+Jug?

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I do like TDM Juggernaut, but not on Stadium or Iran maps. You play on more part of the map, i like to balst camper with the JUg's OD :D

Way better than Rugby, ASL or CP.

Edited by Viking4s
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I already noticed that the decreased number of Chinese tankers caused the PRC server slowly die away (very painfully).

 

Yes! Missions! Like the OP Top 3 Winning team 15x is too much. I do understand why Alternativa did this (to encourage us to stay online longer), but the effect is opposite. And that is tankers leave the game. FOREVER. :(

 

Yes plz stop Juggy for mission. 'Least Solo JGR does not have missions for it.

 

I recommend something like un/checking types of missions you want. For example if you only want CTF-related daily missions, all you need to do is press check on that box, nothing else. Or if you do not mind what mission you want, click check next to "Random". To take in effect however, you need to wait for the next server reboot (2:00 AM UTC every day).

Since the mission update, I play way less than half the time I used to play Tanki....actually I would estimate that I play about 25% as much as I used to.  I abandon my higher rank accounts and only play in the low ranks. 

 

I play less because there is nothing to work towards.  Higher rank accounts only bring much harder missions, alterations, drones, and the legions of buyers.

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Since the mission update, I play way less than half the time I used to play Tanki....actually I would estimate that I play about 25% as much as I used to.  I abandon my higher rank accounts and only play in the low ranks. 

 

I play less because there is nothing to work towards.  Higher rank accounts only bring much harder missions, alterations, drones, and the legions of buyers.

Yes, the higher the rank, the harder the game become. Legion of buyer is the biggest problem.

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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.

 

 

When is this going to get fixed? Just had to play JGR again because of missions (  :angry: ), and became the JUG myself. Immediately selfdestructed, as I don't want to be the JUG, but  after that you can't play Firebird anymore because of this.

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I know. However, this bug does not occur when equipping and using the Gauss turret. When you become juggernaut and die, you can use your Gauss turret as normal. This bug occurs with all other turrets.

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When is this going to get fixed? Just had to play JGR again because of missions (  :angry: ), and became the JUG myself. Immediately selfdestructed, as I don't want to be the JUG, but  after that you can't play Firebird anymore because of this.

Well now it's detrimental to your team when the score is 0-0 because it would give a point to the enemy, as opposed to keeping the score at 0-0. So you're just gonna have to try your best as the Juggernaut if you are the first Juggernaut on your team. 

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Well now it's detrimental to your team when the score is 0-0 because it would give a point to the enemy, as opposed to keeping the score at 0-0.

Which is sabotage because it helps the other team.

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Well now it's detrimental to your team when the score is 0-0 because it would give a point to the enemy, as opposed to keeping the score at 0-0. So you're just gonna have to try your best as the Juggernaut if you are the first Juggernaut on your team.

 

I don't care. I will still selfdestruct when I become the Jug.

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I don't care. I will still selfdestruct when I become the Jug.

Please don't. At least try for your team. With the new rules, it's technically more punishing than before. You're demoralising your team by giving a point to the enemy within the first 15 seconds. 

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Neat - The enemy Jug tag is above the tank and not masking the tank (like the green tag on Flash).

R4f8TS3.png

 

It is kind of strange that the Hornet OD does not ignore the Double Armour of the Juggernaut.

Edited by Merovingian
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Please can you add a new feature to juggernaut. The juggernaut tank is supposed to drop a cluster of mines on the ground when activating its overdrive. That would become very useful in situations when the juggernaut tank is trapped in corners of maps. A cluster of mines would not require a drone, but would really keep clusters of enemies off your back whilst you are in a corner of a map. This would be a very ideal feature to add to the juggernaut tank, so that it has a secondary defence attribute.

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I have earned 333 crystals in TDM mode.

 

333.png

 

I could very well do the same thing in Team Juggernaut Mode as well. If I was premium, I would have 666 crystals. It is so rare to earn 3 times the same number, like 111, 222, 333 and so on.

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Can we get a wiki entry for Team Juggernaut mode?  I don't think the HP information on https://en.tankiwiki.com/Juggernaut is correct for juggernaut in this mode.  There are also differences in how juggernaut works between solo and team like overdrive charging and overdrive HP healing that should be noted.

 

M4 shaft with M4 booster and heavy capacitors can one shot an M4 juggernaut with about 16k damage while wiki says M4 juggernaut should have 20k HP.

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M4 shaft with M4 booster and heavy capacitors can one shot an M4 juggernaut with about 16k damage while wiki says M4 juggernaut should have 20k HP.

Strange considering that an M4 Juggernaut I was nearby survived an M4 boosted Heavy Capacitors shot. 

 

There are also differences in how juggernaut works between solo and team like overdrive charging and overdrive HP healing that should be noted.

Solo Juggernaut (before Team Juggernaut) charged from 0-100% every 30 seconds, whilst receiving 45% charge for a kill. Team Juggernaut charges from 0-100% in 40 seconds, and is not influenced by kills or assists. 

 

Both Juggernauts replenished 100% of HP with their Overdrives, that hadn't changed. 

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Can we get a wiki entry for Team Juggernaut mode?  I don't think the HP information on https://en.tankiwiki.com/Juggernaut is correct for juggernaut in this mode.  There are also differences in how juggernaut works between solo and team like overdrive charging and overdrive HP healing that should be noted.

M4 shaft with M4 booster and heavy capacitors can one shot an M4 juggernaut with about 16k damage while wiki says M4 juggernaut should have 20k HP.

 

Solo Juggernaut (before Team Juggernaut) charged from 0-100% every 30 seconds, whilst receiving 45% charge for a kill. Team Juggernaut charges from 0-100% in 40 seconds, and is not influenced by kills or assists. 

Both Juggernauts replenished 100% of HP with their Overdrives, that hadn't changed. 

Solo Juggernaut OD only replenish about half the HP (see EN wiki EN the data are still there) while TJR OD do 100% according to the wiki RU (unless you are being shot during the healing process).

In team mode, Juggernaut can be replenished +50% by Dictator's OD, an option that was not possible under DM mode.

In team mode, Juggernaut only have 5 different strength levels M0, M1, M2, M3 and M3+, while solo Jug strength will match up to the micro-ugrade level of your equipment. It seems that if you play TJR with M1/20-20 (aka M1+) you will have a M1 Juggernaut. :(

 

One thing I could not check for sure, is that it seems the double armor is not ignored anymore by the Juggernaut.

Edited by Viking4s

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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.

 

Here is one where I got back ~60% 

 

Got-back-60.png

 

And that's why it's necessary when you're going against many protections.

 

 

 It-s-still-powerful.png

 

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