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Preventing Spawn Killing Juggernaut


Incorp
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I have sent a lot of battles dominated by striker uranium users, rushing to the opposite base and locking on to the juggernaut, and eliminating it quickly.  Even worse, a whole team of tanks ambush the newly spawned juggernaut, and just camp at our base, killing juggernaut. Even more worse, stupid crisis mammoth uranium striker comes in, kills juggernaut, and kills juggernaut AGAIN AND AGAIN. what's the fun in that? I know we're not supposed to question the devs game balance plan, since they seem to think they know what they are doing, but it would be helpful to give the juggernaut OD as soon as it spawns, giving it a chance of survival against those campers at our base. Thanks ? comments are welcome ?

Edited by frederik123456
Highlighted the actual suggestion for better clarity
  • Agree 5

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I think the augment you mean is not Uranium but Cyclone, tbh Uranium is pretty garbage at the moment since it has no critical hit, useful only if you use it with booster, but that works for all the turrets.

Additionally, since it seems that the biggest issue for Juggernat is Striker, rather than giving Juggernaut its OD right as it spawns, i would simply remove critical hits from Cyclone's salvo, this way having 50% protection against striker will be reliable again.

Since most of the times a Juggernaut will have to use its OD to kill the enemy Juggernaut, giving it to the one that spawns right after would be unfair against the enemies who just had a kill, think about it, your Juggernaut has its OD recharging, and is low HP after winning the fight and successfully killing the enemy Juggernaut. The one that spawns can rush into the enemy base and kill yours with close to no effort, it makes taking risks and getting rewarded pointless. Sure you could tell me that the other players could use their ODs to kill the newly spawned Jugg, but you get my point.

Edited by JustBlackWolf
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