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"Becoming juggernaut" system needs to be reworked.


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Theres an exploit where you can easily become juggernaut after the old one dies, just self destruct and you already have a chance to become juggernaut. 

 

To fix this before everyone discovers it, I'd like to rework how the system will change:

 

· Will give you a pop up that reads "you have been chosen to be the next juggernaut, would like to be it?" With options "yes" and "no". If you chose "yes" you'll self destruct automatically and respawn as the juggernaut (like In the old juggernaut mode, somewhat). If you chose "no" then they'll ask the next deserving player.

 

· Should be based on how much they contributed in battle.

· Everyone on the team should have the chance to be juggernaut, before going back to the one that contributed most in th battle.

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Declined.

 

In short, the current selection process for Juggernaut is already pretty balanced, and doesn't need any changes. Your idea would implement a system that would be even more unfair, and would most likely hurt the game mode in its entirety.

 

  • Firstly, you referenced that players could just wait in their garage until the Juggernaut is destroyed so they could become the next Juggernaut. It doesn't seem that you realize that you are losing points in the process, so it is a complete waste of time.
  • Secondly, your idea referenced that the Juggernaut should go to the person who contributed the most, which would be completely unfair. Just imagine, there is a player on your team with 700 points, the next closest person has 400. If it were to go to the 700 point person, they would get experience points at an even higher rate, and finish the battle with something like 900 or 1000 points. That would be completely unbalanced.
  • Lastly, if it were to cycle between players of the team first, before going back to any player for another time, there would most likely be large portions of time where there is no Juggernaut for your team, which is unfair if the other team is behind in score (They can't kill the Juggernaut again, and thus, can't earn another point). That would also be unfair, and no fun for the any players experiencing this issue.

For these reasons, your idea is declined. If you feel Juggernaut is an unfair game mode, please try playing one of the other modes in the game (I suggest Capture the Flag, it is very intense and entertaining).

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2 hours ago, Mr.Nibbles said:

Declined.

 

In short, the current selection process for Juggernaut is already pretty balanced, and doesn't need any changes. Your idea would implement a system that would be even more unfair, and would most likely hurt the game mode in its entirety.

 

  • Firstly, you referenced that players could just wait in their garage until the Juggernaut is destroyed so they could become the next Juggernaut. It doesn't seem that you realize that you are losing points in the process, so it is a complete waste of time.
  • Secondly, your idea referenced that the Juggernaut should go to the person who contributed the most, which would be completely unfair. Just imagine, there is a player on your team with 700 points, the next closest person has 400. If it were to go to the 700 point person, they would get experience points at an even higher rate, and finish the battle with something like 900 or 1000 points. That would be completely unbalanced.
  • Lastly, if it were to cycle between players of the team first, before going back to any player for another time, there would most likely be large portions of time where there is no Juggernaut for your team, which is unfair if the other team is behind in score (They can't kill the Juggernaut again, and thus, can't earn another point). That would also be unfair, and no fun for the any players experiencing this issue.

For these reasons, your idea is declined. If you feel Juggernaut is an unfair game mode, please try playing one of the other modes in the game (I suggest Capture the Flag, it is very intense and entertaining).

First point: but if they do end up being juggernaut, they could either wreak havoc on the other team or give them an easy point. So definitely an exploit.

 

Second point:  ok valid point here. Maybe should make GS be a deciding factor.

 

Last point: so another valid point. I already knew about this before hand.

 

So suggesting some changes is a sign that I find jug mode to be fair? That's an interesting assumption. I always thought it was a sign that jug mode could use some improvements. Guess that makes me a boomer huh?

 

Oh CTF, where the objective can't defend itself and the battles are already over in half the time. Sooo fun. 

 

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Once thing neither of you brought up is that adding unnecessary pop-ups on the screen is a terribly inefficient solution to such a minor problem. That's besides all the other issues that @Mr.Nibbles mentioned.

By the way, the garage exploit has been fixed AFAIK, because you no longer become Juggernaut if you're respawning after being paused or opening the garage.

 

A much better and simpler alternative is to make Juggernaut selection random, as suggested in this topic, coincidentally posted by Nibbles:

 

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38 minutes ago, Maf said:

A much better and simpler alternative is to make Juggernaut selection andom, as suggested in this topic, coincidentally posted by Nibbles:

I've had instances where I spawned before my team's Juggernaut. 

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21 minutes ago, TheCongoSpider said:

I've had instances where I spawned before my team's Juggernaut. 

That's because the role of Juggernaut is assigned as soon as the system registers players in that battle, but it may take longer for them to actually load into the map.

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