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Choosing Juggernauts Randomly instead of choosing the first player


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Hello,

I've noticed that the first Juggernaut players are always the same, because they're near russian server and they have pretty low pings, so I suggest that before the game begins, it will wait for more players in each team and when its done before starting the timer, it will choose randomly like there will be a circle with all the nickname of people in my team, then the circle will spin and the one that the cursor in his nick, then he will be first JGR.

 

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12 hours ago, Yveltal9 said:

I've noticed that the first Juggernaut players are always the same, because they're near russian server and they have pretty low pings

As far as I know the servers are not located in Russia

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10 hours ago, Iron_Man said:

Valid

Better idea:

I've changed the title as it was very vague and removed second idea of yours as I clearly remember it being suggested.

What about KillStreaks, I had it in my suggestion but it got removed, is it accepted ?

If you don't know what is that you can check vlog 177

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6 minutes ago, Yveltal9 said:

What about KillStreaks, I had it in my suggestion but it got removed, is it accepted ?

 

11 hours ago, Iron_Man said:

emoved second idea of yours as I clearly remember it being suggested.

?‍♂️Maybe you should read my post entirely.

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29 minutes ago, Iron_Man said:

 

?‍♂️Maybe you should read my post entirely.

Oh ok sorry, but when it was suggested, it was valid ?

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13 minutes ago, Yveltal9 said:

Oh ok sorry, but when it was suggested, it was valid ?

I don't clearly remember but I clearly remember forwarding it to the developers. I will take a look and give you the link or the info regarding it.

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Hello, 

Recently, a lot of players have been complaining of juggernaut mode, some players (almost found in every match) are always the first to get jugger and have at least 1 or 2 isidas behind them. Other players are barely getting the chance to be a jugger and if you do, you would die easily against the jug with isidas behind him. 

Most are doing it for trophy missions as points in jug are added to your current equipment, and as previously suggested to remove the ability to get points for trophy mission by playing as a jugger and removing groups for this mode.

I suggest that you change the first jug mechanism, now it's the first player to respawn after the 30 seconds delay at the start of the game; a way better and more fair mechanism is that after the 30 second delay, the game ''randomly'' chooses a player from the team to be the juggernaut. I believe this way people will stop abusing JUG mode.

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On 8/22/2023 at 7:15 PM, D.R.I.N.K.E.R said:

Recently, a lot of players have been complaining of juggernaut mode

Recently? More like for the past 6+ years haha

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On 8/22/2023 at 7:15 PM, D.R.I.N.K.E.R said:

 

Topic merged

Your specific suggestion won't really work, because determined players will still find a way to get juggernaut first. Specifically - they will play with friends, go on different teams, and get their friend to kill them as quickly as possible.

That being said, I see no reason why juggernaut can't just randomly be assigned to one player on each team once everyone loads into the game.

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Juggernaut need many refinements, one of the MOST important refinements is to distribute the tank randomly. Not for the one who have recently died. With all being honest, the algorithms that I can generate in 5 minutes are way better than the current state of this mode.

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Another problem is the point system. I play magnum for main, and I’m usually paired with stronger opposition with greater heal and health than mine. Often I get in like 30 hits on jug during a whole match, but no kill. I play the mode as it should be played and focus on jug, so I don’t kill many other people apart from a few isidas. If the jug is never killed, all my hits then results in zero score for battle points, stars and xp, and this is very frustrating. I would be much better off playing selfishly ang going for max kills/ points, but that is no fun.

Battle points should be based on damage done to jug, not only kills/ kill contributes. 5 or 10 points per 1k damage.

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On 8/24/2023 at 7:35 AM, XOETT said:

Battle points should be based on damage done to jug, not only kills/ kill contributes.

That is exploitable. 

 

On 8/24/2023 at 7:35 AM, XOETT said:

5 or 10 points per 1k damage.

That is very exploitable. 

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On 8/24/2023 at 4:22 PM, TheCongoSpider said:

That is exploitable. 

 

That is very exploitable.

Me and the boys getting a whole Trophy Mission done  instantly after one of us kills the enemy JGR

Me-And-The-Boys-meme-Template-758x376.jp

 

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On 8/24/2023 at 3:22 PM, TheCongoSpider said:

That is exploitable. 

 

That is very exploitable. 

Not that I understand the cryptical jargon of you and the bois, but if there is a fundamental problem to my suggestion it is a lesser-evil type problem.  With the current game mode I am not incentivised to work for team victory. 

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On 8/24/2023 at 11:04 AM, XOETT said:

Not that I understand the cryptical jargon of you and the bois, but if there is a fundamental problem to my suggestion it is a lesser-evil type problem.  With the current game mode I am not incentivised to work for team victory. 

Scorpion is one of the most turrets at killing the juggernaut because of its salvo modes ability to fly over obstacles and to home in on the target.

At mk7+, the salvos combined power can get up to 4k damage. With DD that'd be 8k. And I'm not even talking about tornado augment.

So if we allowed 5 points per 1k damage, that scorpion could receive up to 40 points just from that one attack.

Since the salvo reloads about every 20 seconds, if it repeats the process, it could around 120 points in just 1 minute.

Now I'm gonna let @TheCongoSpider or @Akame do the math here and any corrections to show the true result of this.

But yes, they are right that it'll be heavily abused.

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On 8/24/2023 at 2:35 PM, XOETT said:

Another problem is the point system. I play magnum for main, and I’m usually paired with stronger opposition with greater heal and health than mine. Often I get in like 30 hits on jug during a whole match, but no kill. I play the mode as it should be played and focus on jug, so I don’t kill many other people apart from a few isidas. If the jug is never killed, all my hits then results in zero score for battle points, stars and xp, and this is very frustrating. I would be much better off playing selfishly ang going for max kills/ points, but that is no fun.

Battle points should be based on damage done to jug, not only kills/ kill contributes. 5 or 10 points per 1k damage.

I'm ambivalent about kill point distribution for normal game modes, as I see the one who landed the kill should always have a higher points even if he just done 1 hp damage. But for Juggernaut, I'm less-enthusiastic about my statement for normal kills. As the frustration is way too high for dealing 29,000 damage to get 5 points. Here I completely agree and urge for score distribution. 

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On 8/24/2023 at 9:50 PM, PirateSpider said:

Scorpion is one of the most turrets at killing the juggernaut because of its salvo modes ability to fly over obstacles and to home in on the target.

At mk7+, the salvos combined power can get up to 4k damage. With DD that'd be 8k. And I'm not even talking about tornado augment.

So if we allowed 5 points per 1k damage, that scorpion could receive up to 40 points just from that one attack.

Since the salvo reloads about every 20 seconds, if it repeats the process, it could around 120 points in just 1 minute.

Now I'm gonna let @TheCongoSpider or @Akame do the math here and any corrections to show the true result of this.

But yes, they are right that it'll be heavily abused.

Right now you get 80 points for a jug kill, so why is 40 points for 8k damage outrageous  (or 80 at 10x) ? If you do 8k damage, jug will die in most normal circumstances with team play, no? 

Or do you mean teams will work together, healing and shooting salvos to farm points? If so, then you can do a point distribution based on damage ratio. X amount of points split according to scale for everyone who hit the jug, x amount bonus for the killer. 

 

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On 8/24/2023 at 11:55 PM, XOETT said:

Right now you get 80 points for a jug kill, so why is 40 points for 8k damage outrageous  (or 80 at 10x) ? If you do 8k damage, jug will die in most normal circumstances with team play, no? 

Or do you mean teams will work together, healing and shooting salvos to farm points? If so, then you can do a point distribution based on damage ratio. X amount of points split according to scale for everyone who hit the jug, x amount bonus for the killer. 

I think part of the issue is that now I noticed you're talking about low levels Juggernauts. Because at Mk7+ Juggernaut would have 30k hp, which would be basically ranging from 150-300 points for contributing in killing the Juggernaut.

Definitely your second suggestion of distribution based on ratios is just perfect.

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On 8/24/2023 at 11:18 PM, firety31 said:

I think part of the issue is that now I noticed you're talking about low levels Juggernauts. Because at Mk7+ Juggernaut would have 30k hp, which would be basically ranging from 150-300 points for contributing in killing the Juggernaut.

Definitely your second suggestion of distribution based on ratios is just perfect.

lmao, 30k? Jug health follows GS? No wonder I cant kill them. I am paired with 9k GS players only pretty much every game even if my highest GS is 5.2k. Also explains why I can hardly even spawn as a jug in these games before I'm dead. Most times I cant even tell what hit me. MM pairing is broken allright, but this adds to it. 

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On 8/24/2023 at 1:55 PM, XOETT said:

Right now you get 80 points for a jug kill, so why is 40 points for 8k damage outrageous  (or 80 at 10x) ? If you do 8k damage, jug will die in most normal circumstances with team play, no? 

Guess I'll explain since I got the time now.

Even if juggernaut rewards you 80 points for killing it, you can only kill it 10 times per battle. Meaning that if all you did was kill the jug every time, the most you'd get from it would be 800 points.

On 8/24/2023 at 12:50 PM, PirateSpider said:

Scorpion is one of the most turrets at killing the juggernaut because of its salvo modes ability to fly over obstacles and to home in on the target.

At mk7+, the salvos combined power can get up to 4k damage. With DD that'd be 8k. And I'm not even talking about tornado augment.

So if we allowed 5 points per 1k damage, that scorpion could receive up to 40 points just from that one attack.

Since the salvo reloads about every 20 seconds, if it repeats the process, it could around 120 points in just 1 minute.

In this scenario, if we multiply the rather of 120 points per minute by 12 minutes, then the scorpion would gain 1400 points just from dealing damage to the juggernaut with just the salvo mode alone.

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