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Why aren't microupgrades taken into consideration when playing as the Juggernaut?


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4 minutes ago, Retaliate said:

Why would they be? Isn't it more fair we all have the same stats as juggernaut?

Nope. This allows Shaft to oneshot the Juggernaut, which wouldn't be happening if you had M3+ equipment.

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Juggernaut's overall power does correlate with your tank's upgrade level. Check this page for detailed info regarding JGN and it's upgrade level.

 

Edit: While the chart still follows the old modifications system, you can see generally how the upgrade (and micro-upgrade) level affects the Juggernaut tank.

Edited by classic-style-hiphop

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23 minutes ago, classic-style-hiphop said:

Juggernaut's overall power does correlate with your tank's upgrade level. Check this page for detailed info regarding JGN and it's upgrade level.

I checked that page many, many times and tested it just about as many times as well. Yes, it did change with the old M0-M1-M2-M3 system, but it always stays at the stock level of the respective modifications. That's why I'm asking this question about why MUs don't change anything.

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5 minutes ago, Tidebreaker said:

I checked that page many, many times and tested it just about as many times as well. Yes, it did change with the old M0-M1-M2-M3 system, but it always stays at the stock level of the respective modifications. That's why I'm asking this question about why MUs don't change anything.

So what you're saying is that an M4 and a stock M3 would deliver the same characteristics when their respective users take up the role of Juggernaut? ?

Used the old modification system to avoid confusion.

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1 hour ago, classic-style-hiphop said:

So what you're saying is that an M4 and a stock M3 would deliver the same characteristics when their respective users take up the role of Juggernaut? ?

Used the old modification system to avoid confusion.

Yes.  

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6 minutes ago, 123tim456back said:

Yes.  

Well, I don't really know about that. The Wiki provides a clear answer to this. Didn't realize this wasn't the case.

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11 hours ago, Tidebreaker said:

Any veteran JGR player knows that the JGR has a fixed maximum health, but I'm curious to know why this is the case. It's been bugging for almost one and a half years now.

Yes it's not based on our micro upgrades but since the Mk7 update we can't one shot anymore the JGR anymore with Shaft & Booster so maybe it's fixed

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1 minute ago, Espoir said:

Yes it's not based on our micro upgrades but since the Mk7 update we can't one shot the JGR anymore with Shaft & Booster so maybe it's fixed

Mk7 is basically M3. That doesn't make a difference as it's stlll practically M4 vs M3 Juggernauts.

What we need is a Mk8 modification, unlocked at Legend, that can't be bought singularly (only obtained by upgrading Mk7 equipment) and basically is the middle modification between older M3s and M4s. So Mk8 Juggernauts vs Mk8+ players would be more reasonable.

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4 hours ago, Espoir said:

Yes it's not based on our micro upgrades but since the Mk7 update we can't one shot anymore the JGR anymore with Shaft & Booster so maybe it's fixed

Wait what, I just died yesterday to a shaft... This:
rgY2I4J.png

Juggernaut's parameters in MM battles were never depending on MU of your tank, just on the modification :X This was used in middle ranks since M2 kits could easily fight with M1's (or M1's vs M0's).

I actually agree since Juggernaut often seems way too weak, I personaly don't like to play with it at all - whenever I spawn with juggernaut, I just try to trade it for enemy's one because I can kill enemy juggernaut 2-4 times a battle, even if he's good, but with juggernaut I can just try to camp which is boring.

to the question: I don't think there is any reason for that, maybe there are some difficulties with "upgrading" juggernaut depending on your MU level.

 

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