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Changes to Juggernaut mode


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Juggernaut mode is a mode that I played often. So, I have thought of some ideas to make it more balanced for players.

Introducing playing fields for Juggernaut

Currently, what I have noticed thus far is that people who are Juggernaut, tends to just camp at home base and killing enemies who are weak (E.g Damage dealt on their way to kill Juggernaut), which may not be fair considering they stayed at home base, dealing an insane amount of damage with a powerful overdrive. Hence, I decided to come up with this idea of playing fields for Juggernaut. I did suggest this as an add-on on another player's opened idea topic, however, I decide to open 1 dedicated to this idea.

How this idea will work is that each map that is currently used by MM Juggernaut, will be split into 3 playing areas. The power given to Juggernaut will differ in the playing fields.

The first playing field, will be the home base (The area where you and your team mates spawn at). In this field, Juggernaut damage dealt per shot and re-charge time will be significantly lower and longer. For example, in Legend battles, normally, a shot will deal 1500-1900 damage on a tank with double armor. However, in this 1st playing field, the damage dealt will instead be only 1000-1400 and the re-charge time will be 30% slower than usual. The impact force from activating the overdrive will have little effect.

The second playing field, will be the middle base (The area in between your base and the enemy base). In this field, damage dealt and re-charge time would be what the current Juggernaut have. No changes to the impact force either (Currently, some are weak in sending enemies flying).

The third playing field, will be the enemy base. In this base, Juggernaut damage will significantly be greater (E.g 2000 - 2500), and their re-charge time for overdrive will slightly be faster. Impact force from activating overdrive will significantly be much powerful. This will be disadvantageous to Juggernaut who stayed at their home base. 

I have played on all Juggernaut MM maps, and I have found out that they all can be divided equally into 3 playing fields, so not a problem.

Reasoning behind this idea

The reason why I propose the playing fields because I notice on some maps, they are hard to even reach (E.g Massacre and Sandbox). It's no fun if you are not the Juggernaut. This will also bring in new levels of gameplay.

Reducing Juggernaut's points per kill from 15 to 10.

This is also another issue. Most of the time, players who finishes first or second are players who had been the Juggernaut for the most duration, when they did not kill the other Juggernaut themselves. In some battles, the gap can widen quite abit for other normal players to catch up, especially if their Juggernaut survived the whole duration of the battle. Since tanks are easy to kill with Juggernaut, the penalty reduction should not be much of an effect, and it give more fairness for other players to fight for the MVP spot.

Changing how EXP are distributed for killing a Juggernaut

This is something I always felt it's unfair regarding the distribution of EXP. Dealing the most damage but ends up someone gets the kill with just 1 shot, and that person gets the most EXP just for that 1 shot. For the more fairer distribution, I recommend this:

Players who dealt the most damage: 75 EXP

Other players who also deal damage but is not the last: 25 EXP each 

Players who deal the least damage: 15 EXP

Players who dealt the final blow, but not the most or the least: An additional 20 EXP.

Players who deal the MOST damage and deal the final blow: An additional 30 EXP.

Players who deal all the damage will get 150 EXP.

Whenever Juggernaut uses his OD, all records will reset.

Penalties for Juggernaut who do not meet certain requirements

It have come to my attention that players who are Juggernaut are deliberately going head-on with other Juggernaut/OR throwing themselves to the enemy, and if they lose the fight, they end up just leaving the game after trying to make the team lose. As such, penalties will be needed to refrain such action. 

IF a Juggernaut did not manage to gain 100 EXP OR get 5 kills, they will have an 50 EXP deduction from their score.

Another thing is, as a whole, I am very irritated by how players just leave the battles when they are losing / Not the desired team (E.g Assault, where most wants to be on the defending team), as a result, a VERY unbalanced battle and a reduced fairness of new players who got placed into the match with just a little playing time left. Penalties will need to be given to players who does this.

If a player leave a battle without finishing it, for first time offenders, a warning will be issued by system.

For second time offenders, a fine of 1000 crystals will be given. Players will need to pay up in 24 hours of the issurance. Players who failed to pay up will be banned from playing that mode for 24 hours.

For third time offenders, they will be banned for 3 days from playing that mode.

Subsequent offenders will be issued the same 3 day ban.

Resets every month.

There is another way to counter this, but it will require a LEAGUE system, which I might open a new topic to discuss this further.

Disallowing the changing of battle equipment

It have come to my attention that players change their equipment just before their overdrive are recharged (E.g Viking users), so that they can destroy the Juggernaut with a turret that is not a protection of the Juggernaut. This is extremely not fair to Juggernaut players, because, they simply cannot change their protection. While some players may disagree, I feel that this would bring in new levels of tactical playing.

For example, players who choose a highly popular turret that most people will use protection on will think twice before bring that into battles. This will also make sure that other turrets will not be less popular (Some MIGHT consider using a least used turret). 

This will not be an issue for sure, because the game-play is usually only 6 minutes for some players. 

THIS HAVE TO BE IMPLEMENTED CONCURRENTLY WITH THE EARLIER NO-LEAVE BATTLE POLICY FOR MAXIMUM EFFECT. Players who unfortunately did not have the right equipment, will have to deal with it. This will bring in more of a skill-game-play rather than letting buyers win everything.

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I hope my tiny suggestion can bring in a more fair game-play for Juggernaut!

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Valid

Great idea, though way too complicated to implement in a sense that it's not worth putting in so much effort to improve a single game mode. We'll see if Juggernaut gets other changes though, since it's likely to get another balance update soon.

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I think that there should be similar nerfs to the Juggernaut in both their own base and the enemy base. So a powerful and skilled Juggernaut won't easily mow down the enemy Juggernauts in their own base. I see how you got the idea that, since the greatest danger of ODs is at the enemy base, the Juggernaut needs to have buffed stats there; but in actual practice in a somewhat unbalanced Matchmaking system, the opposite is necessary. 

I would suggest the following tweaks:

1. Enemy base is a region of power nerf for the Juggernaut.

2. Own base is a similar region, but only after 1 min or maybe longer. So the newly spawned Juggernaut can face enemies with OD.

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Yep. That's also 1 of my concerns about a powerful OD at enemy base as tanks are easily killed after spawning. Still trying to come up with a better solution.

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