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Team Juggernaut - Defence


Tokamak
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Hello, Tankers! The Team Juggernaut battle mode is a great mode to showcase your skills, but do you play it efficiently? In this first instalment, I will touch upon tips on how to keep yours alive. Enjoy!

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yn4ekDE.png Setting the scene

In the misty morning of Molotov, the faint humming sound of a mysterious metallic creature is lulling the torn-war buildings. Soon, the lethargic machine emerges from its slumber and stretches its massive hull. Under the hood, the beastly motor purrs with eager spurts of energy. But suddenly, its caterpillar tracks instinctively tighten, and its turret anxiously surveys the vicinity. The serene atmosphere shifts to a clear and present danger mood: the beast senses another of his kind that threatens his dominion. In a lengthy roar, the monster raises its majestic structure and gears into combat mode as a savage anger fuels a call for a battle to the death.
 
With its unmatched power and its deadly weaponry, this infernal machine looks like it escaped from Hazel-rah’s nightmare - scary, right!? Now, imagine two of them, accompanied by their seven minions, fighting for supremacy over a small territory: I give you Team Juggernaut (TJR). Rumour has it that Hazel-rah wanted to go with Team Snow White and the Seven Dwarfs, fortunately, the name was already taken (phew). This uncanny battle mode concept is a crossover between Team Deathmatch and Solo Juggernaut, in other words a TDM with a savage twist2 (squared).


Did you know? 

Spoiler

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By the way, did you know that the Juggernaut name originated in the mid-nineteenth century as a reference to the Hindu temple carriages of Jagannath in Puri, India. The carriages were rumoured to cause the death of their followers under their wheels during the chaotic religious demonstrations in the streets. With time the term became synonym to express a force deemed as harshly destructive and overpowering.
Regarding Terminator the reference is without doubt linked to the cyborg assassin from the science fiction film The Terminator released in 1984 (Hasta la vista, baby!).

 

 

yn4ekDE.png The Mighty Juggernaut is not Immortal

Despite being a unique tank with matchless stats, this big boss still has weaknesses inherent to its internal mechanics, the game mode specifics, the maps, and more importantly, the seven minions' combativity (also known as “teammates”). Count on the opponents to exploit these vulnerabilities to ultimately kill your almighty asset and win the match. As a minions, or as the big boss, recognising these disadvantages is vital and managing them the best way possible is a must. You need to take action to reduce their occurrence and exposure, by reinforcing these weak points, revising your tank equipment to close gaps in your team, and devising strategy to prevent/subdue enemies’ attack.
 
Remember, this is a team mode, the super-tank is not alone; he plays with seven other teammates assisting him with their own gear, baring their own strengths and weaknesses. To win as a team, you have to kill more Juggernauts than the opposite team does. So let’s see how we can prevent the other team from killing yours and how you can keep it alive longer.

 

yn4ekDE.png Juggernaut Hull Statistics

The Juggernaut’s hull strength and health are based on the modification level of the player that is controlling it. The modification of the hull and their upgrade levels match the stock modification level (aslao know as Mark or Mk) of the hull you have when you entered the battle. The micro-upgrade levels are not considered. If you had a Wasp Mk4 with 5 micro-upgrades (Mk4-5), a level that makes you nearly as powerful as a Mk5-0, well the Juggernaut will be like Mk4-0. The only exception is for Mk7-20, where there is an equivalent Mk7+ stock modification, but unfortunately a Mk7-19 tank and below will be downgraded to only a Mk7 super-tank.

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Overall, the health points of the massive hull vary from 5 000 Health Points (Mk1) to 20 000 (Mk7+); 5 to 10 times more than light hulls and 2.5 to 5 times more than heavy hulls. 

Juggernaut Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+
Protection (hp) 5,000 7,206 8,971 10,735 12,500 14,265 16,471 20,000
Top speed (m/sec) 16.0 16.3 16.5 16.8 17.0 17.2 17.5 18.0

Specification of the Juggernaut’s hull per hull Mark level. 

 

As the Juggernaut is not allowed to visit the garage, make sure to enter battle with your highest tank stock Mk combo regardless of how many micro upgrades you have. 

Unlike the minions, the big boss cannot increase its protection with double armour because it is already on! Therefore, there is no point to collect them from the battlefield, all you do is deprive your team from supplies and consequently weaken it. As the battle rank bracket for battle is wide, your team can randomly end up with a Mk1 Juggernaut. In other words, your team finds itself in dire straits. Therefore, at the start or at any time during the seven minutes of the game, your super-tank is not so super anymore. When this happens the best strategy for your team is to increase defence and move the front-line further away.
 
Increasing defence around your main asset and keeping an eye on its health means (few examples):
- Activate a Dictator overdrive to replenish its health + 4000 HP and boost its overdrive by 50%. The few generated mines would add an invisible barrier.
- Create a Titan’s dome to reduce damage from all turrets (except Hornet overdrive).
- Use Hunter overdrive to deactivate the N2-Bomb of incoming Wasp or temporarily neutralise strong attacks.
 
Moving the front-line to subjugate or to weaken incoming attacks in the middle of the map and control the entry points to your base. Like this, rather than going after the enemy’s Juggernaut, let him come to you and deal with it on your turf (e.g. prepare mines and overdrive for when it comes).
- Mind Ares overdrive Icon OD2.png, even if this hovercraft hull is quite slow, it is a big problem on small maps, its overdrive provides health recovery to the owner and gives substantial damages especially when it explodes (4000 HP).
- Mind Hornet overdrive, very dangerous at close combat when mounted with Freeze and Firebird, at medium range with Striker turret, and at long range with Shaft (especially when fitted with "Heavy capacitors" Augment).
 

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Hidden in a corner, you can peek out and take the enemy one by one, then retreat safely.
Keep Hunters and Vikings at bay; they usually need 2 shots to kill and even more if they have either
Defender drone, or Lifeguard drone, and a spare Repair Kit. See the GIF below for the animated version.

Spoiler

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yn4ekDE.png Protection Module

The Terminator weaponry has a unique damage type [pdxEkVW.png] which none of your teammates can be protected against, even by using the standard Railgun and Striker module protections, because such protection module simply do not exist. Therefore there is no point to wear the [Railgun.png] Falcon module (against Railgun) and the Orka module [Striker.png] (against Striker) to defend yourself purely against the beast: they are 100% ineffective.

This mean that the splash damage from your own rocket is equally dangerous to yourself (I am talking from experience here), so make sure you are at a safe distance from any enemies when firing your rocket salvo. 

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There is no protection module against the Terminator’s ordinance.

 

When you turn into the Juggernaut, you will keep the protection modules that were on your regular tank. As the super-tank is not allowed to visit the garage, you must select your protection module before you transform. What protection modules to choose? Select the ones against the attacking minions, more specifically against the strongest enemies with the strongest turrets (e.g. with the highest Mk level), and accompanied with Booster or Crisis drones. It is always best to wear three protection modules even if they have low level. Don’t bother with Mine protection (Spider module) unless you have nothing else to choose from. 
 

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Protection modules are maintained when being the Juggernaut’s.

 

In priority, I would select modules against the turrets that are mounted on these following hulls which the dangerous is increased when they activate their overdrives:
1/ Viking –
when activated, it makes the enemy very potent for seven seconds, either you hide or you kill it quickly.
2/ Hunter – when activated, it pins you down and leaves you incapacitated: you can’t activate the overdrive or a repair kit to replenish your health. The opponent can freely massacre you for five seconds.
The only problem with protection module selection is when you are the first Juggernaut, you do not know which enemies you will face and will thus be unable to optimise your protections.

 

yn4ekDE.png Hull Augments

When you transform into the Juggernaut, you will lose any Augment that your hull was equipped with (resistance, immunity or construction): bye-bye your Electromagnetic Pulse (EMP) immunity or your Cold resistance (50%). Fortunately, the super-hull is equipped with all immunity augment currently available Augments: the Cold, Heat, EMP, Armour-Piercng and Stun which give 100% protection for each. So what does it mean for you? 

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Hull and Turrets Augments are removed. All five hull immunity Cold, Heat, EMP, Armour-Piercing and Stun Augments
are equipped automatically.

 

Attacking enemies with Freeze turret and “Shock Freeze” Augment won'ts slow-down the beast, same for other augments with cold properties, such as “Cryo Rounds” for Smoky. In the same way, no damages will be inflicted to the super-tank by the Heat properties of the Firebird turret (and “Compact Fuel Tanks” Augment) as it is now immune to heat damages. Additionally this also affects the other turrets using Augments with Heat properties damages such as “Dragon's Breath” (Hammer), “Incendiary Rounds” (Smoky) and “Incendiary Band” (Vulcan). These five immunity hull Augments are really good for you, they will help you remain alive longer when facing Firebird and Freeze turrets, even if you don’t have Firebird protection module (Fox [Firebird.png] or/and Freeze protection module (Badger [Freeze.png]). Cold and Heat immunity properties protect also against Hopper's overdrive nine seconds Heat effect and the Dictator's overdrive cold effect.

The other immunity abilities are also very good, for example with the EMP immunity the Juggernaut, it never loses its double armour, double deg at and speed boost when facing the Hunter's overdrive or the Gauss EMP augment. The Stun immunity is the best protection you can have against Hunter's and Hopper's overdrive, the beast cannot be immobilised by those. The last but not least immunity, Armour-piercing, is also useful, no more raw bite from the Hornet's overdrive, the best will find shelter under titan's dome, keep its protection module and double armour intact. 

The five immunity hull Augments make the Juggernaut truly difficult to hunt down, and the tanker steering it would make full use of them to its advantages.

 

yn4ekDE.png Garage

The TJR battle mode does not allow the player that became the Juggernaut to access the Garage, consequently, you cannot change or adapt your battle equipment. You will carry on with the protection module you have selected prior to the transformation and when you enter the game and become the first super-tank.
 
Upon transformation, the stats of the super-turret and of the super-hull are set and cannot be changed, therefore, make sure you selected your highest stock modification combo before joining a game (in case you became the first Juggernaut). Any hull augment you have will be removed and replaced with the two resistance Augment against Heat and Cold (see previous chapter).

 

Terminator Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+
Railgun
Min damage (hp) 750 1,087 1,356 1,626 1,895 2,164 2,501 3,040
Max damage (hp) 930 1,334 1,658 1,981 2,395 2,629 3,033 3,680
Reload time (sec) 2.2 2.17 2.14 2.12 2.1 2.07 2.07 2
Charge time (sec) 1.4 1.37 1.37 1.32 1.3 1.27 1.24 1.2
Rocket Launcher
Damage per rocket (min) 390 565 705 845 985 1,125 1,300 1,580
Damage per rocket (max) 480 694 866 1,038 1,210 1,381 1,596 1,940
Min damage per salvo (hp) 2,340 3,390 4,230 5,070 910 6,750 7,800 9,480
Max damage per salvo (hp) 2,880 4,168 5,198 6,229 7,260 8,290 9,578 11,640
Reload time (sec) 1.8 1.77 1.75 1.72 1.7 1.68 1.65 1.6
Aiming time (sec) 2 1.97 1.95 1.92 1.9 1.88 1.85 1.80

Specification of the Terminator per turret modification level.

 

Players controlling the super-tank cannot use drones, meaning that batteries will not be used while playing it, and of course, any advantages that the drone was providing to you tank as a minion are also removed. Additionally, you no longer benefit from the passive protection increase and from the passive damage increase provided by the drones.
 
Additionally, the Juggernaut uses the last paint selected before dying, you won’t be able to change it. Last but not least, the super-tank cannot use supplies from his garages, so goodbye repair kits, double damage, double armour, speed boost and mines. The only exception is Gold Boxes as you can still drop them. 

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Other restrictions when playing with Team Juggernaut.

 

yn4ekDE.png Supplies Restrictions Usage

The player controlling the Juggernaut cannot use supplies from the garage, including mines, consequently the super-tank has no supplies cool-down. The only exception is the Gold Box supply that you can drop, and it keeps its cool-down. The following supplies, double damage, double armour and Speed Boost bonuses are always active on the super-tank. This means you cannot get stronger, nor faster or deadlier, all tank stats of the turret and the hull are fixed with your current modification equipment. Consequently picking up supply boxes such as double armour, double damage and speed boost will not have any effect on you, and you will only deprive your teammates from valuable supplies.
 

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Supplies restriction from Garage.

 

There are two supplies drop that the super-tank can use and that will be of benefit: The Repair Kit drop and the Nuclear Energy drops. The former box will provide the hull with 4000 Health Points if not withstanding damages during the healing process. The repair kit restores a significant percentage of health at low modification levels (Mark 1-Mark 3), but not as much at high modifications (Mark 7 and Mark 8). Behind the steering wheel of the Juggernaut be responsible and do not waste drops from the battlefield, leave them to your teammates that are not as strong as you. The Nuclear Energy will fully recharge your Overdrive, this is useful at any rank level. With its height, resistance and strength catching Gold Boxes is easy for the Juggernaut, but you must not put yourself at risk when trying to. Crystal boxes are only available at low rank and useless for survival, be magnanimous and leave them to the minions.

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Supplies restriction from drops on the battlefield.

 

yn4ekDE.png Forty Seconds Overdrives Charge

The purple-coloured overdrive is unique: It fully repairs the Juggernaut (100% and no stopping process like with the repair kit) and emits a shock-wave that blasts away any enemies in the vicinity. Furthermore, the blast cleans away attackers that are too clingy, and it is strong enough to make Mammoth and Juggernaut fly away.
 

Spoiler

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Juggernaut's overdrive blasts away clingy attackers.

 

The super-hull cannot use its own repair kits; therefore it mostly relies on the overdrive healing property to survive. However the charging mechanic is his biggest weakness! The overdrive charge of the minions’ tank can be boosted by killing tanks (7 to 10%) and the super-tank (25-35%), but this is not the case for the big boss. Therefore, it can only rely on the basic charging time, and it takes forty seconds to fully charge. This is during that small-time window that the enemy will focus on attacking and damaging it till death occurs.
 
Forty seconds is the time you need to survive till a new full charge is readied, and then regain full health upon activation. Fortunately, the super-tank relies on two other boosts: First, the Nuclear Energy icon.png Nuclear Energy drops (orange coloured box) that fully recharges it (+100%), and second the activation of the overdrive of an ally Dictator that increases it by 50%. Make good use of these two options. Keep an eye on the whereabouts of all the Dictators in your team, and don’t stray too far from them. When staying close by one of them you will attract more prey for it to feed on and then help it to get the next overdrive faster. Memorises the location of the Nuclear Energy drops; sometimes it is located on a high ground (Aleksandrovsk, Magistral and Wolfenstein), which is the best place for the Juggernaut to operate and dominate the battlefield. They drop every minute and thirty seconds, that makes maximum five drops in total in a seven minutes battle.

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Utilise the drops and Dictator allies that boost your overdrive.

 

When you are low on health and far from a full charge, it is smarter to retreat to your base to complete the recharge. This would be the best move for the whole team; let them protect your retreat and deal with the enemies on your behalf. Another option is to stay relatively safe in the base or high ground till you get an overdrive Icon OD2.png ready, then you can be more adventurous and help your team.
 

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Stay safe when low in health and low charge, retreat to the base and recover.
Staying alive helps your team win.

 

yn4ekDE.png King-size Hull

The Juggernaut is huge, wider and longer than a Mammoth’s hull, and even if the TJR’s maps have been reworked to allow more room for the giant hull, it is still difficult to manoeuvre. Beware the many naturals’ obstacles, between buildings, around pits and narrow corridors and bridges: They are all hindrance, and they are perfect area for the enemy to ambush you and corner you.

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Speed stats and size comparison versus mammoth.

 

The superior speed of the hull makes it also more difficult to drive around corners, ramps and narrow bridges. Therefore, if you are not familiar with the hull, stick to flat and large areas; later when you get the hang of it, you could be more adventurous. Because the worst that can happen is the fatal manoeuvre that flips you upside-down, a position that you cannot recover from, and your fate will be sealed. Additionally, when playing this beastly battle mode I suggest that you disable the auto-self-destruction; you wouldn’t want to give up one point to the other team so easily.

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I drive like a pro, ... most of the time… In this case we have two Juggernaut leads,
2 minutes and 44 seconds, and an overdrive in stock… I waited and used it at the last
moment to run the clock.

 

Rarely, you might end up on the side, a position that you can't recover from on your own, because the recoil of the Terminator is not strong enough, and you can’t use the missiles because there is no lock-on possible. Usually these two uncomfortable positions mean your fate is an imminent and certain death, but don't give up, resisted till the end, every second counts.
 
If you are cornered, upside-down or on the side, with low health use the overdrive to recover and blast away incoming enemy, especially if the following hulls have their own overdrive ready too: Hunter, Mammoth and of course Viking. The maximum blasting effect is attained when the enemy is close, presenting its side or inclined (not fully on the ground or on top of ramp).

 

yn4ekDE.png Teammates' Roles

You are hunted by another monster and its seven blood thirsty hunters, all of them wants your head, so avoid being blocked, stranded or corned because a murder of enemies is going to pounce on you. Despite being the strongest hull, and able to push any other hull with its sheer power, this strength is not enough to let you escape unharmed, your mobility is important. The monstrous size makes you easy to spot and the tag reveals at any time your position and where you are hiding you are an easy target to find. Also you cannot pop here and then disappear in the shadows; every player knows where you are up to. High grounds or corners with two entry points and good covers (walls and building) are the best place to operate.
 
Deliberately or unintentionally your minions block your path or look on the opposite side when you are under attack and desperately looking for cover. In these cases you might ask yourself: Do my teammates really help me or do they want my death? This is where most of the frustration of the Juggernaut lies, and it happens more often than we would like to, but as a minion you must protect your Juggernaut! This is one of the duty of the minion, it is not a rule for fun; it does help you to win the game. Not all the time of course but rather when it is required, don’t wait for the dire situation to wake up and come to help. Here below find some ideas on how you can help as a minion:
 
The Shield: I call on all the Titans be the "shield hero" for your super-tank, this is the only overdrive that drastically reduces the damages of the Terminator’s Railgun and rockets salvo (90% damages reduction), and it is very efficient against Viking’s overdrives too.
 
The Enforcer: Hunter’s hull owner... be on the lookout, deprive attackers from their supplies resources, stop dead their momentum and reap large amount of their life. Same goes with the Hornet, go and mercifully wound or subjugate incoming enemies. Let know your team were the enemies hides and reveals their true health.

The Sacrifice: This is a deadly responsibility but with high impact into the team overall score. Any hull would do the job really, however the bigger and the heavier, the better. In your base as a last resort you must use your hull to block the roads and paths to buy precious time. When it comes to the Terminators Railgun, unfortunately there is nothing you can do. And even worse some Railguns might be using the “Hyperspace rounds” Augment that double the damage each time they break through a target. I personally use it to hunt down Juggernaut. On the other hand, you can interfere and perturb the Striker’s lock on the system and buy sometime by placing you between the two monsters, just follow and stick to the laser. At best you interfere with the lock on and gain time, at worse you get the deadly salvo and save your big boss form damages. It is a risky and difficult task as you might also get in the way of the laser of your own Juggernaut, therefore protect the back and side of your Juggernaut instead. The sacrifice also works well against shaft and Gauss. And in a lesser extent against Viking overdrive, however it is not efficient if the enemy uses turrets with splash damage, Railgun and Ares Overdrive (coming soon).

The Martyr: To do only when the enemy super-tank is close to you and going to shoot a salvo at your Juggernaut. In this scenario, you intercept the missiles and the splash damage affects the enemy, at worse it is wounded, and it will have to either retreat or use prematurely its stocked overdrive. At best it will get too much splash damage and die.

The Healer: Dictator and Isida (with or without Viking), this duo is the usual health recovery team assistants. The Dictator overdrive provides up to 4000 HP and an overdrive boost of 50%. The Isida, with or without the “Support Nanobots” turret Augment, with any hull, however the overdrive of the Viking will from time to time speed up the healing time and increase the intensity. Also any hull equipped with the supporting drones Mechanic can power up the health of the Juggernaut up to 4000 HP (if not getting any damage during the healing process).

The Scout (Seek and destroy): His role is to identify and neutralise the main threat against your super-tank. It could be an incoming raid of medium and light hulls, a strong lone wolf (Hunter, Viking, Titan and Mammoth), a sneaky Wasp with overdrive
, or Hornet with Firebird and Freeze, or a threat from a long-range camper (Shaft, Striker, Gauss). Usually, raiding party are easy to spot if you place yourself on one side of the map, or in ambush by the main road leading to your base. When going after snipers or campers, the best time to act is when a Hornet activates its overdrive: It reveals all the snipers positions and discloses their health: It clearly displays hidden campers and gathering of tanks (defender around the super-tank and raiders). A Wasp N2-bomb can quickly wipe out/reduce the power of a large hostile party. Hunter’s hull is the most versatile hull of the game as its overdrive can stop and reap attackers from a large part of their resources: Switch-off enemy’s protective dome, defuse Wasp Bomb, stop both a berserk Viking and a Mammoth on steroids.

 

Did you know?

Spoiler

Did you know that the Juggernaut shape and design is inspired from the super-tank called Mammoth M-03 from the video game Command and Conquer? See for yourself in the image below. The double barrel gun, the two Rocket Launcher attached on each side, the four caterpillars tracks, and even the overall shape reminds of the Juggernaut. Hazel-Rah, the lead product developer for Tanki Online confirmed it in the forum (so the monster did not escaped from his nightmare but from his dream, ... that is scarier).

 

SYTfcoT.png

 

 

yn4ekDE.png The Rival Juggernaut

Your nemesis is as powerful as you in most cases, or he could be stronger if you are unlucky;consequently, the opponent’s super-tank is your greatest problem for your survival. The quick and dirty way to find out is to compare his Gear Score (GS) with your own. If it is less than 500 difference then you are the same (about 90% sure). If you are 500 to 1000 above then you are a most likely on a superior modification, if this is the opposite then your are the weakest.

Fast, strong, resistant and probably with an overdrive ready, your archenemy will make your life more difficult on two points: 
 
1/ Terminator’s Salvo
The salvo is the deadliest weapon of the Juggernaut’s arsenal, with total damages equivalent to more than half its health (~52% on average at the same modification level). You will never survive two salvos in a row. In comparison, you will need six Railgun shots to take it down (~16.8% on average at the same modification level) which is difficult to achieve in forty seconds span.

 

Modification Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+
Protection (hp) 5,000 7,206 8,971 10,735 12,500 14,265 16,471 20,000
Rocket Average salvo (hp) 2,610 3,779 4,714 5,650 7,260 7,520 8,689 10,560
Damage same Mk (%) 52.2% 52.4% 52.5% 52.6% 58.1% 52.7% 52.8% 52.8%
Damage with Mk+1 (%) 75.6% 65.4% 63.0% 67.6% 60.2% 60.9% 64.1% -
# Shoot to kill Mk & Mk+1 2 2 2 2 2 2 2 2
Railgun Average (hp) 840 1,211 1,507 1,804 2,145 2,397 2,767 3,360
Damage same Mk (%) 16.8% 16.8% 16.8% 16.8% 17.2% 16.8% 16.8% 16.8%
Damage with Mk+1 (%) 24.2% 20.9% 20.1% 20.0% 19.2% 19.4% 20.4% -
# Shoot to kill same Mk 6 6 6 6 6 6 6 6
# Shoot to kill with Mk+1 4-5 5 5-6 5-6 5-6 5-6 4-5 -

Comparison of HP damages and number of shots from Terminator’s arsenal versus Juggernaut Health per stock modification.

 

You must always be on your guard and watch out for the laser that gives away the lock-on process. You can escape the laser and the salvo, as long as you have a quick getaway or a cover nearby. With a good team you will have defenders that will take the salvo for you willingly, but you can also force your chances and use your speed to seek protection behind your defender or better, attacking enemies. For the latter, opponents won’t be friendly killed, but the resulting impact force of the rockets will destabilise them and even flip lights hull (even medium hull). Use the terrain to your advantage to reduce salvos damages, look for obstacles around you before you get in position: For example stand nearby houses or on the top of bridges ramp. On Iran stand on one corner of the map, from there you can either hide on one side or the other side, depending on from where the enemy’s Juggernaut shows up, if you are locked then retreat before the salvo reaches you. 
 

Spoiler

teUp1aG.gif

[Animated Gif] Locked-on Juggernaut hides behind enemy Firebird-Wasp who blocks three rockets out of six and survive the attack in open space.

 

2/ The Juggernaut’s Overdrive 
The blast force of the overdrive is so strong that it makes all hulls in the vicinity fly away, including heavy hulls and the mighty Juggernaut. Your archenemy will use that ability to flip your super-tank and/or break the lock down of your salvo and you will lose precious time, time that he will use to launch his own salvo that will kill you eventually. 
 

Spoiler

46inz2.gif

[Animated Gif] Shoo away threatening enemy Juggernaut with your overdrive before he does.

 

As the overdrive takes forty seconds to fully recharge, you must monitor when it was the last time activated by the opponent (I usually write in the chat the time). When fully charged expect him to come at you and use it against you. Observe if it has picked up a Nuclear Energy drop as in this case the beast can straight away come after you with an overdrive in stock. Last check if it has been in the vicinity of a Dictator that has activated his overdrive, if so, it would have undergone a 50% boost (in other words removed 15 seconds of charge). We are now able to see the overdrive status of the enemy’s tank, use this to decide if you have to either retreat or fine to challenge the beast. Most of all, beware of the cursed double simultaneous activation as the duel might end on the following draw:

EAkoWxf.png

 

___________________________________________________________________________________________________________________

Thanks for reading. Now you know all the technical basics to better defend and protect your Juggernaut and it is time to put this knowledge to good use. Next time, I will cover the playbook about the strategies to hunt down the opponent Juggernaut, as keeping your Juggernaut alive is only half the battle to a complete victory. 

RoLbcm7.png Guide to Team Juggernaut - Attack (Part I)

 Nuclear Energy icon.png  Токамáк

Player_gold_box.png Special thanks to @need.higher.rank for helping with the banner and the animated Gifs.

Player_gold_box.png Special thanks to @Adriel.RB for teeny weeny tweak on an animated Gif.
 

0WobVWf.pngHT2lxob.gif

 

Edited by Tokamak
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Have you struggled to succeed with the unwieldy Juggernaut? Dive into this editorial by Tokamak, which gives you all the tips and tricks to survive your reign as the alpha tank on the field. We promise that you'll be a pro in no time!

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The guide is massive - but the GIFs are perfect and the Did You Know boxes help break the monotony. I loved how you began the guide.

But it's a great guide, I enjoyed it!

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You guys haven't mentioned how much Destructable Hopper/striker/booster combo is against JGR. 

Personal experience on it: -  it's more cool than Hunter With heavyweight i used before.?

Edited by gaberili
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1 hour ago, gaberili said:

You guys haven't mentioned how much Destructable Hopper/striker/booster combo is against JGR. 

Personal experience on it: -  it's more cool than Hunter With heavyweight i used before.?

When I wrote that article it was in June, it took some time to get published (and it was lock away during all that time), so Hopper was not born yet. Indeed Hopper overdrive would inflict damages (via Heat), but only up to ~1 500 HP because half the damages is removed by the Heat resistance Hull Augment. Immobilising it would help to stun its destructive power, but the Hopper would be in the air away from the Juggernaut. Therefore most of the damage would come from the combo Booster/striker, but anything with Booster would honestly work. so Hopper is not really playing a big role in this case.

Hunter/striker/booster is actually better (even if this is less cooler, and an ugly hull). ?

Edited by Tokamak

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On 10/23/2020 at 6:08 PM, Venerable said:

The guide is massive - but the GIFs are perfect and the Did You Know boxes help break the monotony. I loved how you began the guide.

But it's a great guide, I enjoyed it!

Thanks, I am happy if it of use.

? I actually split it into 3 parts: Defence, Attack 1 and Attack 2.
? Attack 1 will be available soon (hopefully). 

2 hours ago, jaci999 said:

I like it

On 10/23/2020 at 6:13 PM, Signal said:

A riveting read, lots of time spent into it, well done!

Thanks.

 

On 10/23/2020 at 5:57 PM, At_Shin said:

I did know about the uncanny history of the word - juggernaut. 

I find it surreal how "Jagannath" morphed into "Juggernaut".

(And no, the massive chariot doesn't usually crush the worshippers. It was probably an accident which caused a few people to get crushed under the chariot which couldn't stop as it is very heavy and the place is usually very crowded. Some western man who was watching the festivities  interpreted this ghastly scene as the chariot being a massive monster-like being which destroys everything in it's way).

Thanks Tokamak, I like your guide. I will use it for playing TJR better.

It is surreal, but English language use different sound, so it is normal that it morphed like that. Yes it is complete interpretation, of an event blown into a big story, but it also show that the outsider was impressed by the scale of the chariot, the devotion displayed and the event amplitude.

Edited by Tokamak
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8 hours ago, Tokamak said:

? Tanki buffed the Juggernaut!!!!!!!! 

 Patch Update #626 - Released 29th October 2020

  Reveal hidden contents

> Juggernaut now has immunity from all status effects

Great, this guide is already obsolete

That's definitely a buff...

However, I've noticed that JGR overdrive is weaker now. Even light hulls are remaining upright! The OD's effective range has been nerfed it seems ...

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12 hours ago, Tokamak said:

? Tanki buffed the Juggernaut!!!!!!!! 

 Patch Update #626 - Released 29th October 2020

  Reveal hidden contents

> Juggernaut now has immunity from all status effects

Great, this guide is already obsolete 
bb1978a37642a6f89a969d7bfec68829.jpg

Just like @Viking4s said, MM is changing so fast cuz of these new updates... : ( 

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Super Juggernaut is a joke, not having to worry about being frozen or burned or stunned etc. when you are the Juggernaut is dumb

Edited by SporkZilla
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EMP immunity was already in place, as it always had all supplies on (speed boost, double damage and double armour). Gauss EMP and Hunter EMP were never able to remove them.

The move from Resistance (50%) to Heat and Cold Immunity (100%) is a medium blow. There are turret Augments available to improve Freeze and Firebird damages output (to trade heat and cold for 100% direct damages). This move is more detrimental to other turrets with Augment based on heat and cold effect, but one can still select another one like Adrenaline.

Stun immunity is a major blow to Hunter overdrive, and to a lower order to the new Hopper hull (who is already hated and deemed to OP). I won't cry on this change because I feel that Hunter was too powerful in the first place when fighting the Juggernaut. Some player will hate me or/and disagree with me but that my personal feeling, as a Jug I always dreaded this hull (equally with Viking btw in that matter).

Armour-Piercing immunity is a the strongest addition to Jug defence, it is a major debuff to Hornet overdrive which would have ignored the protection module of the player. However it has no effect on the double armour of the Juggernaut, which was never possible to removed from the creation of the mode.

Edited by Tokamak
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