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Juggernaut Over Terminator: A Guide


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vI3ZuJ9.gif0WobVWf.pngUntitled-1.jpgGUA9nQ7.gif

Foreword

 Like most players in Tanki, I gave the new mode Juggernaut a shot, and I was genuinely excited about the new mode.  The reason I can’t say that is since on that day, July 20th 2018, I was only a Corporal on my first account. But when I finally got to the rank when it unlocked, my reaction should have been the same as that of any other player when they first saw the Juggernaut. I was also similar to most players who had been playing Tanki at the right rank on July 20th 2018 that I gave up on the mode after 5 or 6 battles. During my first couple of battles I barely even saw the Juggernaut as the maps were large. When I tried to ignore other players and only focus on the Juggernaut, I kept on getting shot down by snipers. Finally, in my fourth battle, I saw the Juggernaut. I was really taken aback at its immense size. I also noticed that despite taking extreme damage from multiple tanks at once which meant that it had extreme armour, it was also able to dash away from other tanks, as if it was flying. I turned a corner, and I took a shot at the Juggernaut. The response I got back was a terrifying Railgun blast from the Juggernaut that killed me instantly. These events repeated another couple of times before I gave up on the mode.

About a month later, overdrives came out. I started learning the ins and outs of my Viking OD, and I figured it would make it worthwhile to give the mode another shot. I started chasing after the Juggernaut, and a while later I was right behind it, I activated my Viking OD, and soon I had successfully destroyed the Juggernaut. I was thrilled, and I thought I would be able to use my same equipment when the battle screen showed I would self-destruct. My excitement was short-lived, as I saw I was surrounded by tanks from all sides. I was destroyed fifteen short seconds later.

I took another couple of shots at the mode, yet whenever I got close to the Juggernaut, it activated its OD, throwing me in the air. I couldn’t understand why the Juggernaut was so powerful whenever I attacked it, yet I was easily overpowered whenever I was the Juggernaut. I decided to leave the mode for missions or to get kills on players who were ignoring my tank, and only going for the Juggernaut.

When Team Juggernaut came out, I immediately realized that it was a great replacement. Now that the mode is more team-oriented, many different roles can be played to help your team win. You now also have allies helping you, so you don’t get outnumbered as quickly as the old mode. The Juggernaut also has allies helping it out, so it is harder to kill. More importantly, becoming the Juggernaut is now an everyday event.

Team Juggernaut also provides many reasons to become a camper. When you camp, you only get attacked by players who are already weakened by allies. The slower pace of play provided by camping also allows for more overdrives per clash with other players. Also, the overdrive itself is perfect for those players that enjoy attacking from a distance since it sends enemies that are too close to a safer distance. More so, the Terminator turret is similar to other turrets popular by campers, so it’s not so hard to adjust to the new role for campers. Besides, K/D is a very crucial statistic, right? (Wrong) You are even helping your team by not getting killed!

So is TJR the mode for campers? Let’s find out.

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A Guide to Juggernaut - Newspaper Archive - Tanki Online Forum

Introduction

Every player has their specific style of gameplay. Each player has their own preference of the pace they want to play. Players generally choose their turret and hull combo based on its parameters, like armor, speed, size, weight, and strength in hulls. The length of reload, projectile speed, sniping mode, or after-burn is all reflective of a player’s style. Whether you choose a popular combo or go for a unique one, you are selecting it based on what you want. Some players have their fingers stuck on the Double Armor and Reverse keys, while others enjoy the intense speed that sends their blood rushing through their veins. All (normal) players have a preference, and most players are either campers or anti-campers. Ether your blood boils at the sight of three of your allies camping, or you get a comfortable feeling and you assume your position alongside them. When a wide range of players are confined to one combo, is it stuck to a certain style of play, or can players use them how they want?

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Preview Juggernaut.png

The Debate: The Juggernaut hull has the speed and versatility of a light-hull, yet has the armor and strength of a heavy-hull. So do you use it to camp and the speed is an added bonus, or do you use it like a light-hull that also has armor?

The deciding factor most players seem to be its turret, the Terminator. While the hull itself can be used either way and would make sense with any turret, Terminator’s long-ranged lock-on striker and powerful Railgun gives a big push to the camper’s side of the equation. But hope is not gone for would-be speedy attackers. Melee-range lovers, short-ranged kings, and Speed Boost enthusiasts please bear with me.

A notable difference between campers and anti-campers is that while all tankers try to avoid taking damage, shorter-ranged attackers are more likely to calculate damage over health. While for a camper, its health-bar may not be a sign of how many more shots it will be able to deal, but for shorter-ranged players, their health-bar is a sign of how much damage they can still deal. For example, if you are dealing 80% damage as you swing around a tank, it’s okay to take 20% provided that your tank is at least 45% the size of the tank you are attacking. (I just made that up and did not calculate that as I don’t mean all attackers are math whizzes that win Pi Day contests, only they are able to get a feel for it and estimate what is considered a good trade.) It is a great skill to be able to calculate your health-bar and when to stay in your attacking lane, and sustain some enemy fire if you will make enough kills for it to be worth it.

 

Mammoth vs. Juggernaut measurements:

Spoiler

 

*According to expert’s measuring,

Juggernaut: 8.1 meters* x5.76 Meters*

Juggernaut.png

Mammoth: 7.2 meters* x4.16 meters*

 

Hull mammoth m3.png

Accept standard deviation of %6.17

View more detailed version here.

 

 

Being that fighting long-range requires more aim; campers who generally hide behind walls during reloads have a hard time with a large target on their back. Being a large target makes you...well…an easy target. The size of your hull makes aiming a joke for opponents, so you become a lame-duck.

The name of the mode is also a slight point in favor of speedsters. If the mode is indeed about camping, then why is it called Juggernaut? The definition of Juggernaut in the dictionary is: “A massive inexorable force or object that crushes everything in its path”. If the main part of the mode is more the camping turret and not the hull, then call the name of the mode “Terminator”? If the whole purpose of the Tank is the armor of the hull, then call the mode “Iron Tank” or “Immune Force”? Only this mode was intended for using the hull as a weapon, which makes it perfect for speedsters. You can literally destruct enemy tanks in your path. So if you are camping and you are trying to keep your distance from enemies then you are no real Juggernaut. (Except maybe for your overdrive, but modes are not named for overdrives.)

Do you remember the argument I mentioned earlier, that campers are helping their team win? While simply stopping the Juggernaut from getting killed technically does not allow the enemy team to win, who is playing to tie? Even if your team wins, you likely will end up towards the bottom of the battle score. On the other hand, if you have right balance and you are able to occasionally sneak into enemy territory and wreak havoc on the opposing team, you are helping your team even more. You want your team to have every advantage possible in enemy territory, so if you can make the opposing team slightly disoriented, you are helping your allies. So even if you are not doing damage to the opposing Juggernaut, you likely are helping your team more than camping like a lame-duck. Also, if you weave in and out of enemy territory you will attract enemy players to head in your direction, leaving gaps in enemy defense lines, making it easier for allies to attack.

“Hey, Chatbox, ideally, this sounds good, but how do you do this practically without getting killed quickly?” many players will ask. So here I have some strategies and techniques to keep you mobile. Even if you enjoy camping, some situations may call for being mobile, and you want to develop a few techniques for when necessary. For those stubborn long-ranged players who are sworn to camping, I also have some advice for you too. Stop reading this article, and go play those last few TJR battles where you have an advantage, before you are under attack from real Juggernauts.

 

The Guide

Keeping the Battle on One Side of Your Tank

A main advantage that campers have is that they always can see where their attackers are coming from. If you are out in the open and are not keeping your back against a wall, you want to try to minimize this problem as much as possible. So before you launch your attack, check to see if there are some enemies setting up shop in your territory, and if they have good angles on your path, you must go for them first. Even though the trip to enemy territory will be thrilling, you cannot ignore them, and you must weed out enemies from your base. Race to the corners of the map on your team’s side and attack these players. Another reason you do not want enemies hanging around in your base is for the benefit of your team: you want to have a couple of allies sniping behind you to make your attacks easier and you don’t want your allies to be chased around by a couple of opposing players.

 

Use Social Distancing

Free, downloadable social distancing signs now available

Just like when it comes to avoiding highly contagious diseases in real life, so too in order to avoid death while being a mobile Juggernaut, you want to stay away from large gatherings of enemies. Even if you may be able to take them down, three enemies are a serious threat to your health. Even if you have allies giving you a boost, back up, as it is not worth it. If you turn a corner and they chase after you, you likely will have an advantage if they fall in line and you can deal damage to all of them simultaneously. In addition, they will not be as ready as they turn a corner. Especially if you may be able to escape their range, remember, you have tremendous speed. If you have lost them, you may take a different route back to enemy base. If after several turns, you are unsuccessful and they are still on your tail, lead them to allies and then engage them anyways.

If there are two enemy players attacking you, you may want to stroll back a little for shots that they cannot interfere with. Likely it will not be possible for hitting both of them. Despite your aggressive approach, you have to be able to work on one at a time, and ignore the other one. I suggest you go for the weaker one first, as you want to lower their overall damage quickly. However, if it is a slight variation, then go for the one that is dealing more damage first, as it will cut down the overall damage quicker than the weaker one. Do not worry about the other player’s damage if your health-bar says you will be able to take it for the duration of your first kill. If it turns out the tank you choose is very agile and is avoiding your shots, while the other tank is clumsy, do not stick with your decision. However, you must make a good judgement and factor in the time it will take to switch focus, and the amount of damage you have already done to the other tank, as the first couple of moves might not properly foretell their agility for the whole skirmish.

The above advice for two players is only if they are near each other, and on the same side of your tank after you move back a bit. However, if they are attacking from very far apart, try to take cover above all. If there is a way out of their line of sight somewhere between them, go for that path, and they likely will fall into line as they attack. They may even come one at a time, giving you an easy kill. If there is no way out of their line of sight, you should race for one of them, make the kill, and then turn the corner away from the other player’s line of sight. Remember, you want to stay out of unnecessary lines of fire. Even though whenever there are two tanks you do not care about the other one’s damage, this tactic helps in case another enemy joins the fray from your backside, where you cannot ignore two enemies working in harmony. However, when both enemies are on one side of your tank, by the time another enemy will be able to get into serious range from your backside, you will be almost done dealing with the other two tanks, and if you have enough health-bar left, you will be able to ignore the other tank.

 

Offense: Railgun or Striker?

Turret railgun m0.pngvs.Turret striker m0.png

You have two ways of dealing damage. Which one do you use? This great dilemma will vary by your opponent’s equipment, and I will note it in more detail later. Even more so, when dealing with the opposing Juggernaut you must follow an entirely different set of rules. However, to generalize this as much as possible, in tight areas or with many enemies, you will not be able to afford waiting for your Striker to load. Despite the fact that your Striker deals incredible damage in one volley, it will put you at risk while it loads. If it will take many quick Railgun shots to destroy an enemy, then it is more worthwhile to use your Striker, as you will be taking the same amount of damage whether your opponents have full health or half health. In tight areas, you are more likely to hit several enemies with one shot, so it is a good gamble to see if you can single-shot or two-shot enemies if they are dealing high amounts of damage. Another point is that if they are outmaneuvering you, you do not want to lose the strikers lock-on. This too is not a clear-cut solution as your Railgun has a firing delay. Remember, if you are being mobile and outmaneuvering players, you do not want to lock-on to them, and then you cannot turn a corner since you do not want to lose the shot. Even if you have a heavier hull that will take several shots, it will be easier to outmaneuver it than a lighter hull, so you would want to use your Railgun more. Despite all that was said, if you can focus on an enemy from afar while they do not notice you, for example, if they are focused on another ally, you want to use your Striker so they don’t move away as quickly. I know your Striker has a laser, but in the heat of a fray, they may ignore the laser.

 

Evaluating Your Health Bar/OD Management: This is required when you are using an aggressive approach, and you will be constantly treading on enemy territory. This means you will sustain damage.

 

Method 1: You may desire to storm the enemy base; however, you can only do so if you retreat after a short time. Remember that you can ignore a certain amount of damage as your overdrive restores your health. However, you need your health-bar to last until your overdrive is ready. Therefore, if you are very low on health, you want to make sure you survive until you can use your overdrive. This means you should move to a secure spot near your team’s base, preferably behind a building. When your OD is ready, or you get healed (Dictator OD or repair box) you can go back to attacking. Even if your OD is 90%, you always want to back up a bit and let it load. You would rather be safe than sorry. If you wait another 10 seconds, sometimes it can make you wreak havoc for another couple of minutes. The further you are from a secure location, the earlier you have to turn back from the enemy territory since you will need more of your health bar to survive the trip back. In many maps, you will need about 50% of your health when retreating the full distance from enemy base. The reason why you cannot just wait for your reload behind a building in enemy territory is since your locator would give you away. When you are in your own territory, enemies can still see where you are, but they cannot see your exact location. In addition, your allies may be able to help protect you until your OD is ready.

Method 2: Another option is to wait for your overdrive to be 75% ready and then enter enemy territory, so by the time your health-bar gets low your overdrive will be ready. In addition, you have more time since you do not have to save as much health-bar to survive the way back. Obviously, this strategy is only for your first overdrive, and you will have to follow the general guidelines when your health-bar goes low after you use your overdrive.

Method 3: Another attacking method is to venture through enemy territory briefly and then retreat around a bend or two. This will attract a couple of enemies to come searching for you, and then you can launch your close-ranged attack on a limited amount of enemies. This gives you less attackers at once, and the recharge time required is closer to that of a camper (less hiding necessary).

 

Overdrive Usage:

As I mentioned earlier, your OD must first be a defensive tool, and only then a weapon. This is since if you will be a mobile and attacking Juggernaut, you will need more health than a camper will, so you want to be able to replenish your health before charging at enemy fire. If you are using the aforementioned ‘Method 2’ then you likely will be near loads of enemies when you use your overdrive for the first time. While the sight of enemies flying through the air may be fun, if they land back on their upper-side then it is not worth that much. Occasionally, there is a ramp or lower level that enemies will be knocked onto, sending them a good 30 seconds away.

When roaming around enemy territory with a full overdrive, there are specialty uses for your OD as a weapon rather than replenishing health. This includes against certain enemy overdrives, and the Juggernaut. Mainly, it will give you social distancing so you can fend-off less tanks at a time without retreating. In addition, enemy territory is always crawling with melees that you can avoid simply by getting them out of your range. Furthermore, if you have allies near you, you may give them a boost at helping you, even if it is only stalling a little bit of time while the enemies land. This process also involves calculating your health-bar. Being that you need your overdrive to recharge your health-bar, you do not want to use it to flip a couple of tanks when you have full-health. However, if you wait until the last second, you may want to use it to replenish your health-bar, and not risk waiting for a good attacking opportunity. Therefore, you want to use it as a weapon when you still have 15-20% health and you should not wait for a better/later opportunity.

When using the ‘Method 3’ as described above, you have the most discretion of how to use your overdrive. You likely will not have to retreat to a fully secure location, and you likely will never have multitudes of enemies attacking you at once. So you are safe to use it on a couple of enemies, or save it for defense against overdrives, or if you will be in proximity of the Juggernaut. The only thing you have to be concerned about is that you will slowly be taking damage, and you have to keep an eye on how much health you have, despite the intense concentration this style requires. You always need to know the score, and do not dribble out the clock (as J.R. Smith infamously did for the Cavaliers).

I interrupt my guide to give you a message. All of those that see these words after reading the guide until here, I applaud you. You have real determination to survive climbing over those text walls, making intense calculations, and surviving my occasional repetition. You are either very brilliant, bored out of your wits, or you simply are a die-hard speedster, and have been dying often as Juggernaut.

However, if you are reading these words after giving up on this guide, and you decided to just skim through it, now is the perfect place to join the discussion.

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The Matchups: Hulls

Light Hulls

Hull wasp m0.pngHull hornet m0.png

 

When combating these hulls, there is another factor to take into account: your force. Due to your large mass, you will be able to knock over these light hulls without using your overdrive. If you have enough momentum, and you see a light hull in the vicinity, you can charge right at it, and you will likely knock it over. This depends on your impact force, and on what area of the opposing hull you first make contact against. Being that I am not a parkour physicist, I cannot tell you were you are most likely to do damage, but I find that I am successful in flipping Wasps 85% of the time, and Hornets 70% of the time. Even if you are unsuccessful at knocking over the tank, on turrets with significant reload time, you just saved yourself a shot of damage.

What to Avoid: You never should never charge at a melee-ranged turret, or even some short-ranged turrets. Even if you will be successful at flipping the tank, you will be taking damage during the flip, and if you stay back, you likely will never take any damage. In addition, there is little significance in knocking a melee away for a couple of seconds. Unless there is a cliff and they will self-destruct, it will be worth it to stay back. Even at a cliff, you do not want to get too close with momentum, since you likely will underestimate your brakes and will fall off.

Also, when competing with light hulls, do not forget about your immense speed. While you will not be able to leave them in the dust, it is not a reason not to move around at all, as you do have a speed advantage. Generally, light hull users are great at moving around. They likely will do well at avoiding your shots. This is especially true if you have little experience with these long-ranged turrets in your Terminator.  This means that limiting their mobility with your Juggernaut is a great weapon. In addition, by shorter ranged turrets, due to their light armor, you need less time to escape their range, and you will be able to make due with less space.

 

Medium Hulls:

Hull hunter m0.png Hull vicing m0.pngHull dictator m0.png

 

These hulls have the hardest parameters to combat. With regard to flipping over these hulls, it will take more than just a simple charge at them. When it comes to lock-on turrets or/and long reloads, it may still be an option to knock a turret to the side a bit, as you are averting a shot, and the reload/lock-on must start again. This works best when a teammate using Hornet activates their OD, or when you can estimate how much health they have left. Therefore, if you know you only need one more shot, you will gain more by stalling an opponent for several seconds. Keep in mind that you need enough momentum to alter your opponents’ path with your hull, and it cannot be a last minute decision.

It is important to calculate if an easier shot is enough of a reason to get close, based on the increase in the damage. If you can get around a bend, it will be a lot easier for you to get them. This will leave them unprepared. Besides, you have a significant advantage in speed. Obviously, you should stay far back from such melees.

Please remember about your speed. As a player who does not commonly use Railgun, the aiming will be hard, but it is important to keep on moving, at least in between shots. Use your speed to make yourself a harder target.

What to Avoid: You never want to be surrounded by multiple medium hulls. You want to leave the area to maximize their immobility. You want to take cover around a bend occasionally while waiting for your reload.

In some maps, while an attacker charges at you from a distance, if they are a short/melee ranged turret you can lock-on and deal a salvo with tanking much damage. Another advantage of salvo is that often opponents will get in the lane of fire after you launch the missiles.

 

Heavy Hulls:

Hull titan m0.pngHull mammoth m0.png

While these hulls rarely go on the attack, if you will be treading in enemy territory you likely will have to deal with these as well. While it may be tempting to use your salvo, you do not want to leave yourself exposed for the duration of two lock-on attempts. Unless you are dealing with the uncommon short/melee ranged heavy hull, you want to get somewhat close, and encircle the tank while using your Railgun. If the terrain is not suitable for constant speed, you may want to find an obstacle to avoid your opponents’ shots.

If a heavy hull is solely engaging with an ally of yours, you want to get a good position and use your Striker. Since the only reason to avoid your salvo is since you do not want to be exposed, whenever that does not apply, it should be your go-to move.

What to Avoid: The strategy mentioned by the lighter hulls of knocking them over using force, this will not work at all by heavy hulls, and they will not move the desired amount even with great momentum.

Extreme campers usually are using these hulls, so if you see one know that the area is full of mines.

 

A Special Note on Mines:

Inventory mine.png

When dealing with mines, you always have to calculate if it is worth it to run over one. While they still deal a large amount of damage, it is not as significant as with a standard hull. You want to see if the mine is in a strategic location that it is necessary to advance anyways. This happens due to your large mass, and you cannot move around those mines. Once again, your OD level should be a factor.

 

Drones

Drones banner.png

While many drones can be dangerous, it is often hard to tell what kind of drone it is without being totally distracted from the rest of the battle. In addition, these drones have long cooldowns and may not necessarily be a threat. Therefore, you should generally ignore enemy drones. Unless you notice strange behavior, such as a long ranged turret staying close to you (it likely has a Blaster waiting to erupt), then you may want to back off. In addition, it does not always make a difference if their parameters temporarily increased if you can one-shot them.

 

Overdrives

Overdrive banner.jpg

 

Normally, players do not plan a strategy around ODs. This is mainly since they only happen near you a few times a battle, as players tend to reserve their overdrive for high-value moments. In addition, in a standard match, you are very not likely to be able to be able to survive many overdrives, so why plan for a lost case?

In this situation, the above reasons do not apply. This is since most players will attempt to use their overdrive against the Juggernaut. Also, in most occasions you can still survive the overdrive so it is worth it to try.

 

Wasp

Icon overdrive n2 bomb.png

While you may be charging at the wasp, just keep an eye out for the bomb. Usually you want to try to escape the vicinity. Please remember your vast speed, and you likely can get farther than you feel. In addition, even if you do not get all the way out, due to your large mass you will take less damage if you are partially out of the radius. You still should estimate your health-bar, and if you have about 85% left or you have 70% left, but you have your overdrive ready for use, it may be worthwhile to ignore the bomb. This is only if you have a kill to make during those 4 seconds, otherwise, if the Wasp is dying anyways, you have nothing to lose by attempting to escape the radius of the bomb.

In some terrain, you will be unable to escape. Try to calculate if you can get partially out of the radius of the bomb, and if not, you save yourself 4 seconds by not attempting a failed flee.

 

Hornet

Icon overdrive scout radar.png

The main problem of Hornet’s OD is that your opponents will go specifically for you when you do not want them to. Since they will likely go for you anyways, this OD has little effect on you. Besides, you anyways already have a locator, so the new locator does nothing. In addition, it is hard to tell if your opponents have a Hornet OD going, so there is no point in planning for a situation that you will not know existed. This OD has very little implications to you when you are the Juggernaut.

 

Viking

Icon overdrive berserk reactor.png

This overdrive bears the title of “The Terror of the Juggernaut”, and it is not for nothing. In the Solo format, this was the main way to destroy a Juggernaut and is still a major threat. Being that Viking ODs have a slow reload; its users do not usually dump an overdrive to get another couple in before the battle’s close. This means that your opponents are likely to save this overdrive until they get close to you.The only way to stop this is by fleeing like the wind. If a teammate happens to have Hornet’s OD, then use it to calculate its health-bar. If you think you can kill the opponent before it does too much damage, then you should stay and engage it. If it will deal too much damage before you can destroy it, it depends on the range of the turret. If you can successfully escape its range, then run! If it has a long range, then you might as well deal damage while you still can, even if your health-bar is dangerously low.

The optimal way to deal with a Viking’s OD is to match your opponent. This means that if you have an overdrive handy, use it. This will send a Viking that is feeling on top of the world to outer space! Now your opponent will really know what it means to be on top of the world, and that the way back down is no fun. This also has a use to save your allies, if you see a Viking unleashing its wrath on your teammates. Generally, Vikings are fearless and won’t be afraid of you until it is too late. If you are close enough you can use your speed advantage to remove their overdrive advantage. “The Terror of the Juggernaut” will now have a new fear.

 

Hunter

Icon overdrive electromagnetic pulse.png

While this overdrive does affect you, there is little to do once you are caught in its net. Unless you see from your health-bar that it is the end of your Juggernaut, you should spend your time wisely planning your next move.

If you are out of its trap, you should take notice, and maintain your distance for the time being. Being that your opponent will likely be focusing on an ally that it immobilized, it will likely give you a perfect shot. If you can see an opponent charging at you after activating its overdrive, you should try to outrun it, and even if you are unsuccessful, you have burned some of your immobilization time.

 

Dictator

Icon overdrive supplies overload.png

This hull’s overdrive has two completely different aspects. One is the supply sharing, and the other is the freeze effect. A single tank is not too powerful with full supplies. However, if there are several tanks with full supplies, you likely want to drop back a bit so they meet you in smaller quantities. This is in addition to the fact that you do not want to step on several mines at once.

The freezing effect is a very different ballgame. Now you can no longer escape. However, you must ignore your hull and focus on turning your turret. The freeze effect does not affect your turret in the slightest, so you want to get to work, and maybe try to hit multiple enemies at once.

 

Titan

Icon overdrive shield generator.png

A common occurrence is when you storm into enemy territory, they are well defended with a Titan’s dome. You have to discern if there is still an actual Titan in the dome. If the dome is full of light or medium hulls, you can charge at them, and knock them out of the dome. If you are unable to do so due to heavy hulls or a large quantity of hulls, then you should try to head over to another area of the map, as the dome cannot follow you.

 

Mammoth

Icon overdrive at field.png

This overdrive is a real wildcard in overdrives. In certain situations, it will render you helpless, and deal tremendous damage to your large mass. However, many Mammoths start heading towards enemy territory as their overdrive fills up to affect more tanks. This means that a large portion of these overdrives will not take place within enemy territory. Obviously, you still will see a significant amount of these overdrives. In most circumstances, you can use your vast speed to outrun a Mammoth. However, your large mass limits your maneuverability, and if there are too many obstacles around, you will be finished. The main thing to do is just to be wary of a Mammoth that is trying to inch its way closer to you.

 

Enemy Juggernaut

Icon overdrive juggernaut.png

This is where you may have to taste your own medicine. Under all circumstances, you do not want to be flung into the air, and land face-down, thereby ending your time as Juggernaut. Being that avoiding this is intertwined with your opposing Juggernaut attitude, it is the perfect segue into the next topic.

 

Enemy Juggernaut

Juggernaut 1v1 | David vs Goliath Official Event | Tanki Online ...

This is a delicate topic. You are constantly trying to maximize your enemy's weaknesses and minimize their strengths, but what do you do when your opponent has parameters nearly identical to yours?

 

Watch out for the Salvo

You likely will be engaging enemy tanks when the Striker rounds start to hit you. Since these missiles will not follow you, it is best to first get out of the way, using your speed and the significant time between each missile. Your health has taken a significant hit, but you usually are able to return a single Railgun shot while taking cover.

If you have your own overdrive ready, use it before you lose it! If you are both within the required vicinity to flip each other, you want to make sure you hit that button before you are upside down. You do not want to wait to take more damage. Even if you are a little bit out of the overdrive radius, you may want to attack with your overdrive. Remember: killing the opposing Juggernaut is worth more than keeping your health.

 

No OD?

Make sure to keep out of the overdrive radius. You want to try to dodge a shot or two as you trade shots, and you likely will get a kill. Find a good obstacle that you can force your opponent to come around. If you have a mobility advantage, show your opponent how to use your speed and outmaneuver your opponent.

If this Juggernaut locks on to you and you catch it early, check your health-bar to see if you can withstand it. If you can, lock-on to this Juggernaut, as you likely will be safe until the salvo arrives. Then, if your opponent locks on again, beat him to it using your Railgun shot. If not, try to withdraw a bit to get one more Railgun shot in. If you are too low on health, flee the area immediately. You may get a good opportunity as it chases you, and you can always come back with your overdrive.

 

Do not get outnumbered!

When you see the opposing Juggernaut, you often shift into 1 vs. 1 mode. This is often not true, and if you have multiple attackers besides  the Juggernaut, it is dangerous for you. You preferably want to catch the enemy Juggernaut from afar while it is engaging with your allies, and you do not want this to happen to you.

 

____________________________________________________________________________________________________

Postscript:

Spoiler

 

Writing a guide is a real guide, and reading one is a significant challenge. Some mistakes or errors may have floated in among the over 6 000 words I used, so please be considerate.

If you do not agree with the views expressed in this article, then write “Terminator Over Juggernaut”! You want to give other players a chance to experience your view to a mode, style of play, or equipment. I wish you success if you listen to my suggestion. A send a deep thanks from the bottom of my heart to all those who read this entire article.

 

-Chatbox

 

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Thank you to all those who helped me get published in the newspaper. I am sorry if parts of this article is outdated since I spent close to one month writing this (piece by piece, not in one sitting) and the editing, publishing, and waiting process of such a long guide took a little over 4 months (check the date on top).

I have just read @LOLKILLERTOTHEDEATH's guide to Juggernaut today, and I want to apologize for any unintentional plagiarism that would've been quoted and put into perspective. The part that I do not regret at all is that the theme of my article directly argues on one of his main points in his topic:

How to survive as a Juggernaut-1. Camp!

Although he @LOLKILLERTOTHEDEATH does admit that: "By far, this is one of the most antagonized things in all of Tanki. Most, if not all, players loathe campers." He goes on to say: "Regardless, if you wish to be a Juggernaut for a long time, this is very important." I think readers of this article should realize that there is another way to play. I want to see players post pics using their Juggernaut in an aggressive fashion, and tag me @ILiveOnTheChatBox123 when doing so!

#NeverCamp!

#AggessiveJuggernaut

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