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Team Juggernaut in the game!


Marcus
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But Double Damage, double armor, and speed boost it collects doesn't stack with its passive buffs. And on top of that the jug can't manually use repair or drop mines. Which is a huge disadvantage.

 

 

Whatever it does to get itself healed requires it to either wait or for it to do work.

If the jug is getting healed by isida or titans dome, then it would have to wait till it's healed a significant amount. If it is getting healed by a repair kit pick up box, then it would have to work. If it's getting healed by edits own OD, then it would either have to wait for the remaining time before it can activate it, or do work via kills or nuclear pick up box. You might get a free healing from a dictator with OD ready, but don't count on it.

 

Juggernaut may have the strongest permanent armor. But the defence drone can give 300% more protection, which is stacked on top of Double Armor. An m4 light hull with 400% total protection would be equivalent to it having 10k hp which is how much jug has.

 

In terms of the fastest firing turret, twins says hi.

 

It doesn't have the strongest fire power, that would go to shaft, railgun, and striker.

 

 

I agree.  if they want everyone to play this (#missions) the it should be noob-proof.

 

As it is, if I get shackled into this battle-mode va misisons (ie it's the 2nd worst one I get that day) then the best I can hope for as the JUG is to not cost my team by dying.  But then... if I'm avoiding death I'm not contributing much to offense...

 

It's an undwhelming "super-tank".  I get more kills via my ricco-Hunter with drone equipped.  Or my Titan-Smoky with Incendiary.

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Jugs should be able to use supplies, but RKs should only give a small porcentage of health, depending on upgraded level. And for that they need to be weaker and slower without supplies.

 

Then at the beginning Jugs should come with supplies enabled, to not die quickly.

 

And Jug Overdrive should give all supplies, but with RK only giving a small percentage of health, so it becomes more killable, and Isidas, Titans and Dictators be more important.

Edited by lssimo

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The biggest disadvantage of this mode are afk players or mults who can't cantrol juggernaut at all. They go straight ahead and die in 5 seconds thinking they have an immortal tank. Players playing like bots die more often, so they get juggernaut more often. Giving a juggernaut to the last fragged player is not a good idea. IMO players putting more effort into the game should have bigger chance of becoming a juggernaut.

Edited by marq666
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The biggest disadvantage of this mode are afk players or mults who can't cantrol juggernaut at all. They go straight ahead and die in 5 seconds thinking they have an immortal tank. Players playing like bots die more often, so they get juggernaut more often. Giving a juggernaut to the last fragged player is not a good idea. IMO players putting more effort into the game should have bigger chance of becoming a juggernaut.

I suck at the JUG.  If TO would stop assigning me those misisons I promnise to stop playing that battle mode B)

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But Double Damage, double armor, and speed boost it collects doesn't stack with its passive buffs. And on top of that the jug can't manually use repair or drop mines. Which is a huge disadvantage.

 

Whatever it does to get itself healed requires it to either wait or for it to do work.

If the jug is getting healed by isida or titans dome, then it would have to wait till it's healed a significant amount. If it is getting healed by a repair kit pick up box, then it would have to work. If it's getting healed by edits own OD, then it would either have to wait for the remaining time before it can activate it, or do work via kills or nuclear pick up box. You might get a free healing from a dictator with OD ready, but don't count on it.

 

Juggernaut may have the strongest permanent armor. But the defence drone can give 300% more protection, which is stacked on top of Double Armor. An m4 light hull with 400% total protection would be equivalent to it having 10k hp which is how much jug has.

 

In terms of the fastest firing turret, twins says hi.

 

It doesn't have the strongest fire power, that would go to shaft, railgun, and striker.

 

In the first place, the Jug set up is weird and unique, especially the set up with the 3 supplies always on. I can only guess the reason behind it is that they want all players to be on the same foot (supplies wise). It removes the own players supplies out of the equation.

 

How players manage the Jug's HP is up to them, either they hide to avoid being shot (prevent HP depletion), or if they feel empowered and decide to attack heads on relying on the kills to recharge the OD and the speed/firepower to remove danger before it harm the Jug. The Energy drop box, the teammate's dictator OD are welcomed or even a repair kit. All of this is for the player to take into account as they see fit.

The Jug is the fastest fire turret,..wait,.. you twins ...lol. Fire power is the strongest,..wait .. again. OK what I mean there was that both mixed together, the speed + two barrel of the railgun and the locking of the slavo, make the Jug strong compare to your normal equipment (if not the strongest in your team). Lets put a twins in front of the Jug for an experiment.

 

Again the Jug is not alone, it gets a team behind it which will get more support than any of the pawn around it. Not be able to drop mines is a rather insignificant disadvantage, if the Jug stay in the base it has support and protection it would not need to drop mine. How many players use mine properly anyway? 

No being able to use repair kit is a tiny concern too, how many people rely on repair kit a rare and expensive supply. The large Jug's HP, the JUg's OD, the team support, the repairs kit, the speed, all of it compensate in way or another. A rather insignificant disadvantage compare to the advantages.

 

Drones come to a price and they are rare. Worse who bought the defender out of the 15 drones available. Drone are powerful but likelihood is very low => outcome is small. Mammoth and Titan are slow, Jug can escape and hide. Point to the Jug. ODs are of concern for the Jug than supplies, repair kit or not laying mines. 

 

The jug still need to die, like the flag need to be capped. It has to be able to be killed, otherwise it is just immortal = TJR will be no fun. We should not make too strong or too weak. in any case point awarded would in all case will be set accordingly by devs. 

 

The proposal to use player own supplies (and maybe drones and the capability to lay mines) make the JUG a different vision/concept. IMO it is not as interesting as the current one, too close to standard tanks. So you won't get my vote. 

 

If drones capability and mines are added, this is a buff, count on the devs to Nerf another area of the jug to re balance. 

Edited by Viking4s
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1) How players manage the Jug's HP is up to them, either they hide to avoid being shot (prevent HP depletion), or if they feel empowered and decide to attack heads on relying on the kills to recharge the OD and the speed/firepower to remove danger before it harm the Jug. The Energy drop box, the teammate's dictator OD are welcomed or even a repair kit. All of this is for the player to take into account as they see fit.

The Jug is the fastest fire turret,..wait,.. you twins ...lol. Fire power is the strongest,..wait .. again. OK what I mean there was that both mixed together, the speed + two barrel of the railgun and the locking of the slavo, make the Jug strong compare to your normal equipment (if not the strongest in your team). Lets put a twins in front of the Jug for an experiment.

 

2) Again the Jug is not alone, it gets a team behind it which will get more support than any of the pawn around it. Not be able to drop mines is a rather insignificant disadvantage, if the Jug stay in the base it has support and protection it would not need to drop mine. How many players use mine properly anyway? 

No being able to use repair kit is a tiny concern too, how many people rely on repair kit a rare and expensive supply. The large Jug's HP, the JUg's OD, the team support, the repairs kit, the speed, all of it compensate in way or another. A rather insignificant disadvantage compare to the advantages.

 

3) Drones come to a price and they are rare. Worse who bought the defender out of the 15 drones available. Drone are powerful but likelihood is very low => outcome is small. Mammoth and Titan are slow, Jug can escape and hide. Point to the Jug. ODs are of concern for the Jug than supplies, repair kit or not laying mines. 

 

4) The jug still need to die, like the flag need to be capped. It has to be able to be killed, otherwise it is just immortal = TJR will be no fun. We should not make too strong or too weak. in any case point awarded would in all case will be set accordingly by devs. 

 

1) again, it's not smart to put full trust into your team shortly after entering the battle. An isida that heals you, or a dictator or titan that shares OD with you intentionally, should be the only exception.

 

2) I would've agreed with you if we were comparing jug with beginner to low ranks. High ranks tell a completely different story since the turrets and the hulls stronger, the drones and alterations are more common, and the players are smarter and more experienced.

 

3) the m4 heavy hulls might be slower but with 400% more protection, they effectively have twice as much hp as the jug. Not to mention that they're a lot smaller than the jug.

 

4) I'm not saying that jug should be unkillable, I'm just saying that it dies too quickly, especially when there are now so many ways to kill it in just a matter of seconds.

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Also the overdrive recharge +50% HP.


It gives +100% HP.

 

 

relying on the kills to recharge the OD


Kills do not contribute to Overdrive charge as the Juggernaut. I do wish more players knew this. It would save them from unnecessary deaths.
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1) again, it's not smart to put full trust into your team shortly after entering the battle. An isida that heals you, or a dictator or titan that shares OD with you intentionally, should be the only exception.

 

2) I would've agreed with you if we were comparing jug with beginner to low ranks. High ranks tell a completely different story since the turrets and the hulls stronger, the drones and alterations are more common, and the players are smarter and more experienced.

 

3) the m4 heavy hulls might be slower but with 400% more protection, they effectively have twice as much hp as the jug. Not to mention that they're a lot smaller than the jug.

 

4) I'm not saying that jug should be unkillable, I'm just saying that it dies too quickly, especially when there are now so many ways to kill it in just a matter of seconds.

1) 100% agree on that, you cannot put all the trust in your team. I have seen support, so it does happens.

2) Jug spec increases with M and MU. So there is an adjustment.

3) Still too fat and too slow - I have not see them on medium and big map (so far), OD Vik and Wasp are the most deadly. Freeze and hunter are real pain, striker is easier to avoid, they don't have that much time for aiming safely. 

4) Too quick or too slow death is in the hand of the driver - that is the main contributor, followed by maps. Some are dreadful for the Jug (small and cramped). Most death I have seen is 7 (this is the limit).

Edited by Viking4s

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1) 100% agree on that, you cannot put all the trust in your team. I have seen support, so it does happens.

2) Jug spec increases with M and MU. So there is an adjustment.

3) Still too fat and too slow - I have not see them on medium and big map (so far), OD Vik and Wasp are the most deadly. Freeze and hunter are real pain, striker is easier to avoid, they don't have that much time for aiming safely. 

4) Too quick or too slow death is in the hand of the driver - that is the main contributor, followed by maps. Some are dreadful for the Jug (small and cramped). Most death I have seen is about 8. Not sure if there is a max limit.

MU do not work on juggernaut. There is no M4 juggernaut. Refer to russian wiki (Or try it yourself as I have).

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Many kills don't count. I killed Jugs 4 times in a battle and only 1 counted.

 

Jug seldestructs don't count either.

 

If it helps: I was kiling them when very close to them, that's why I know selfdestruct don't count either. I'm playing with the client.

 


 

In more than 10 or so battles I've only seen 1 battle where a team made a comeback. I think being a Jug should only last a couple of minutes, them it should go to another player.

 


 

In another battle, where we were a bit stronger, a Jug in my team just camped and ended up with more than 20 kills and 0 deaths, and finished 1st.

 

I killed the enemy Jug first, and then I guess some on the other team left, and then we started dominating. And looks like when that happens Jugs in the dominating team can do really well.

 

I ended up in the middle after killing 2 Jugs.

 

So I think Jugs need to change hands after a couple of minutes, otherwise the new mode is more like the old Jug mode.

 


 

Still, I had some very good battles, specially when teams are balanced. And saw a second comeback.

 

Sometimes it's unpredictable, probably because if a weak player becomes a Jug, goes on the attack, and gets killed fast, then there's little you can do. Hopefully they are not saboteurs.

Edited by lssimo

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MU do not work on juggernaut. There is no M4 juggernaut. Refer to russian wiki (Or try it yourself as I have).

Thanks, I checked the RU wiki, quite interesting. Still there is some discrepancies, it says 100 score points per kill (it was 50 last time - patch 573).

 

- TJR mode RU wiki page

It explains the Jug assignment rule: start and death: The role of the Juggernaut at the beginning of the battle goes to one of the team members at random. When the Juggernaut is destroyed, the super tank goes to the next teammate who went to re-spawn (with the exception of self-destructing ones).

 

Jug still has the no modules protect against Juggernaut shots advantages.

 

This advice: :D
Despite the fact that the Juggernaut is very strong and can easily deal with any other one-on-one tank, it is difficult for him to fight against an entire team. That is why it is important not to leave the Allied Juggernaut without support.
 
Juggernaut equipment wiki page
On the Jug spec, there is stats for M0, M1, M2, M3 AND M4 (M3+).
# M3+ min damage 3040 per railshoot and max 3680 (nearly one-shot Mammoth & Titan M4.
# M3+ voley damage from 1580 to 1940 (that's lower than I expected).
 
#Body Armor (hp)  M0 5882  M1 9412  M2 12941  M3 16471 M4 20000 ( :wacko: )
 
Plus: The player possessing a unique tank always has the “ Double Armour ”, “ Double Damage ” and “Speed boost ” supplies activated , respectively, these supplies has no effect, except for the repair kit and nuclear energy.
 
The jug is just a big baby.
 
There is little OD charge, just full health restored (OD RU wiki page.).
 
ETA: 
From playing it
- Killing opponent do not charge it up.
- Charge as today is 50% per 20s.
Edited by Viking4s

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Juggernaut equipment wiki page

On the Jug spec, there is stats for M0, M1, M2, M3 AND M4 (M3+).
# M3+ min damage 3040 per railshoot and max 3680 (nearly oneshot Mammouth & Titan M4.
# M+ voley damage from 1580 to 1940 (that's lower than I expected).
 
#Body Armor (hp)  M0 5882  M1 9412  M2 12941  M3 16471 M4 20000 ( :wacko: )

 

Hmm. I do not own an m4 (At 17/20 :/ ) to confirm if the change happens with a 20/20 m3, but it did not happen with a 10/10 m1 so I'm inclined to think that the highest you can get normally is regular m3 (Unless you get it like youtubers)

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These missions are impossible to complete on TO mobile, and very improbable on regular TO (New HTML5). Also, there's saboteurs who will kill the people going for the other teams' JGR, i.e by flipping them.

 

I know that you decline suggestions suggesting the increase of rewards in TO, so I'm asking to remove these useless missions completely.

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Hmm. I do not own an m4 (At 17/20 :/ ) to confirm if the change happens with a 20/20 m3, but it did not happen with a 10/10 m1 so I'm inclined to think that the highest you can get normally is regular m3 (Unless you get it like youtubers)

I was always under the assumption that 1/20-19/20 did not scale and that only 20/20 will net you the extra damage. My Isida is 19/20 now and I don't think I've seen a number about 3,000. 

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#Body Armor (hp)  M0 5882  M1 9412  M2 12941  M3 16471 M4 20000 ( :wacko: )

The body armour is most likely true.  Was just casually keeping a Juggernaut at full HP in a Barda battle yesterday. He had a GS of 9900+. Then, a laser appeared. It stayed on the Juggernaut for 2 seconds, then bam! ~80% of its HP gone. Booster Drone everyone, it is not underpowered. 

 

M4 Heavy Capacitors Shaft has enough damage to take down ~80% of an M4 Juggernaut's HP. It can be deduced that an M4 Juggernaut's armour is indeed 20,000 HP. 

 

The guy I was healing is in first place:

 

 

Long-Live-Inefible.png

 

 

Long live INEFABLE.

Edited by TheCongoSpider
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Today I actually got a Juggernaut mission for the first time ever. Of course I immediately clicked it away. Now I really wonder if Tanki will actually estrange its paying customers by harassing them with a game mode which perverts the game and which pretty much none of them enjoys.

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Today I actually got a Juggernaut mission for the first time ever. Of course I immediately clicked it away.

Thats exactly what the change missions button is for ;P Actually many players enjoy Juggernaut as shown by player feedback.

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Yesterday, with the Jug I jump on a Wasp on top a ramp, and the anti-cheat self destruct me :(

I had it like 5 seconds.

Jug vs Anti-cheat 0 - 1

 

Dictaror's OD works both for healing and OD boost of the Jug

Edited by Viking4s
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Yesterday, with the Jug I jump on a Wasp on top a ramp, and the anti-cheat self destruct me :(

I had it like 5 seconds.

Jug vs Anti-cheat 0 - 1

Sad, sometimes I get pushed by teammates and I randomly end up on top of one and self-destruct...

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Sad, sometimes I get pushed by teammates and I randomly end up on top of one and self-destruct...

Same happens to me mate. Hopefully they will put out an update that lets us do TJR in groups. That way we can reduce the chances we lose because of our own teammates. Should only play with people who know what they're doing. Of course, trolls are inevitable.

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These missions are impossible to complete on TO mobile, and very improbable on regular TO (New HTML5). Also, there's saboteurs who will kill the people going for the other teams' JGR, i.e by flipping them.

 

I know that you decline suggestions suggesting the increase of rewards in TO, so I'm asking to remove these useless missions completely.

Topic merged

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