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Effect of Supply drops on Juggernaut


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Supply drops, when picked up by a Juggernaut, should have the following effects:

Repair Kit: Heals the Juggernaut as it currently does.

Double Damage: Grants Adrenaline Augment for Terminator for a duration of 15 seconds. Increases damage as a proportion to HP remaining from 0 to 30%.

Double Armour: Grants protection against all kinds of damage to the Juggernaut for a duration of 15 seconds. Protection varies from 0 to 30% depending on the amount of HP left, similar to the mechanism of adrenaline augment. 

Speed Boost: Speeds up passive OD charge rate? [Suggest some better alternatives]

Picking up a new supply drop immediately disables the effect of the previous one. Hence, a Juggernaut can have only 1 effect active at a time.

Edited by Gauss-Hornet
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Valid

Considering the fact that without having significant protections against turrets like magnum and firebird, a juggernaut would die pretty quickly due to Hornet or vikings OD. This is something very common at legend ranks, speaking from experience. Having mild advantages from the drop boxes would definitely help a player to last as a Juggernaut for a bit longer. 

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That is a good idea. For low rankers, the juggernauts frequently pick up the supply boxes, which is annoying as other players cant use those boxes anymore, and it would be more spicy if there was such an element added to the game, as it could diversify the game and add a new layer of complexity in the case of DD:

Should I use OD to heal in case someone comes after me or should I not to maximize the effect of adrenaline?

 And its not gives too big an advantage either, especially if garage supplies aren't allowed, and adds a new facet already present for normal tanks to juggernaut.

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Having the Juggernaut taking away drops from the field is bad for his teammates. The Juggernaut would only play around drops points and push other allies. You don't want to start animosity between the super-tank and its teammates. 

As drops are recycle every 1 minutes 30 it will make the Juggernaut more vulnerable than before and 10 seconds effect is too short to be exploitable at the right time. Permanent resistance for cold and heat is enough. 

If your idea is to spice up the mode, we don't really need too. It is already difficult enough to get use to the beast and stay alive, if you have on top of it to look for the right drops for the right occasion, that is an ordeal. 

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1 hour ago, Sacrifice said:

juggernaut would die pretty quickly due to Hornet or vikings OD.

How does a hornet speed up killing a JUG?

JUG does not actually have DA to bypass (contrary to WIKI).

Does JUG retain protection modules of the user?

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15 minutes ago, wolverine848 said:

Does JUG retain protection modules of the user?

Yeah, it does.

15 hours ago, Gauss-Hornet said:

Double Damage: Grants Adrenaline Augment for Terminator for a duration of 10 seconds. 

Double Armour: Grants a combination of Heat and Cold Resistance Augments for Juggernaut for a duration of 10 seconds.

Speed Boost: Speeds up passive OD charge rate? [Suggest some better alternatives]

I don't know why you made it so confusing. Just make it work like Crisis drone, where picking up a supply box makes that aspect of the tank more powerful. Greater speed, stronger armour, higher damage.

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4 hours ago, Maf said:

Yeah, it does.

I don't know why you made it so confusing. Just make it work like Crisis drone, where picking up a supply box makes that aspect of the tank more powerful. Greater speed, stronger armour, higher damage.

1. Juggernaut already has a great speed which makes it somewhat difficult to control. 

2. Juggernaut already has enough damage. If DD were to give extra damage to the already dominating Juggernaut (that has greater access to supply drops), then it would be even more difficult to kill. Hence, DD only gives you extra damage if you're low on health, which is quite beneficial.

3. I thought that any duration more than 10 seconds would be too OP, and that Juggernaut's OD is its primary defence, not supplies. I intend to make minor additions, not revamp the whole game mode and make it based on supplies.

 

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6 hours ago, wolverine848 said:

How does a hornet speed up killing a JUG?

JUG does not actually have DA to bypass (contrary to WIKI).

Does JUG retain protection modules of the user?

Yup, protection matters. Sometimes I see 50% protection against me and...

Hornets OD ignores "all" armors, hence speed up the killing of a JGR.

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5 hours ago, Gauss-Hornet said:

 

I still think it would be a good trade-off. Supply drops are not that common, and are located all over the map. In order to collect them you would have to actually drive around instead of camping, which gets you exposed and puts you at much greater risk of getting ambushed by an overdrive. And to keep it balanced, the duration of effect can be adjusted.

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5 hours ago, Gauss-Hornet said:

1. Juggernaut already has a great speed which makes it somewhat difficult to control. 

2. Juggernaut already has enough damage. If DD were to give extra damage to the already dominating Juggernaut (that has greater access to supply drops), then it would be even more difficult to kill. Hence, DD only gives you extra damage if you're low on health, which is quite beneficial.

3. I thought that any duration more than 10 seconds would be too OP, and that Juggernaut's OD is its primary defence, not supplies. I intend to make minor additions, not revamp the whole game mode and make it based on supplies.

If players want the picked up drops to play with the parameter of the Jug then obviously the developer would nerf the Juggernaut. 

The idea is interesting, but it makes the Juggernaut more complicated to play with. 
 

 

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10 minutes ago, Maf said:

I still think it would be a good trade-off. Supply drops are not that common, and are located all over the map. In order to collect them you would have to actually drive around instead of camping, which gets you exposed and puts you at much greater risk of getting ambushed by an overdrive. And to keep it balanced, the duration of effect can be adjusted.

A new Juggernaut spawns. The enemy Juggernaut, which already has its OD ready, picks up a DD on the way and kills the newly spawned JGR with just a single salvo.

I don't want this to happen. Hence:

1. DD should give only around 30% boost to damage.

2. The damage boost should be 0 if the Juggernaut has full health.

Making it work on the principles of Adrenaline Augment will give you two options: either have full health and regular damage, or have boosted damage while being low on health (with higher risk of sudden death).

Edited by Gauss-Hornet

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4 minutes ago, Viking4s said:

If players want the picked up drops to play with the parameter of the Jug then obviously the developer would nerf the Juggernaut. 

The idea is interesting, but it makes the Juggernaut more complicated to play with. 

Exactly. If supplies offer too much of a boost, then the Juggernaut would be proportionally nerfed, meaning that we would have JGRs with half the health and damage that need to pick up supply drops to obtain crisis-like extra strength. That won't be great, which is why any kind of boosts need to be minor.

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Hornet OD helps if you have a turret that can give a lot of damages in a short time, like it used to be with striker. Shaft with Heavy capacitors for example, but if the Juggernaut does not have the protection it is pointless to use Hornet OD.
Wiking OD is more efficient than the Hornet OD to kill the Juggernaut even if it has protection against your turret.

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