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Eliminate isida crit shots for the jugg.


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So i am proposing a simple idea, isida crit shots would not work on the juggernaut. Far to aften do i see isadas just camping by him, and for the most part, making attacking  him usless. If you elliminated crit shots, it would make it harder for the jugg. to camp there, and force the team to actully have to defend him, instead of just camping with him.

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1 hour ago, The_Resistance said:

Make unhealing status under what tank cannot be healed. Oh jugg immune to all statuses... nevermind then.

You could make healing a status effect.

Immune to all ... See? ?

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3 hours ago, frederik123456 said:

You could make healing a status effect.

Immune to all ... See? ?

Heck yes, the great new negative status effect from the devs: HEALING. xD

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Absolutely not, this would completely kill this turret in this gamemode, the Isidas you're whining about more often than not end the battle at the bottom of the scoreboard because healing Juggs already gives close to no scores. And then again, healing a Juggernaut is often not even enough if the healer isn't experienced, a good viking player can still wipe out the Jugg no matter what.

I use Hornet's OD tactically just for the crits and its huge ability of countering an attack from multiple vikings at once, that is if i survive.

Terrible idea.

Edited by JustBlackWolf
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20 minutes ago, JustBlackWolf said:

Absolutely not, this would completely kill this turret in this gamemode, the Isidas you're whining about more often than enough end the battle at the bottom of the scoreboard because healing Juggs already gives 0 scores. 

And are we simply to ignore the fact that Isidas can keep healing the juggernaut back up throughout the whole game making it extremely frustrating and difficult for the other team to attack the Juggernaut? 

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On 4/3/2022 at 10:57 PM, Cor7y said:

And are we simply to ignore the fact that Isidas can keep healing the juggernaut back up throughout the whole game making it extremely frustrating and difficult for the other team to attack the Juggernaut? 

A juggernaut can get killed in matter of seconds by someone using Viking, an Isida requires several seconds before being able to fully heal a Juggernaut, EVEN with support nanobots. 

A lucky crit isn't for Isidas to blame when the % of getting a crit in healing mode is 2-4, while other turrets get constant crits.

Edited by JustBlackWolf
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1 hour ago, Cor7y said:

And are we simply to ignore the fact that Isidas can keep healing the juggernaut back up throughout the whole game making it extremely frustrating and difficult for the other team to attack the Juggernaut? 

It amazes me that players need to come up with complex solutions to what they perceive as a "problem"

Kill the Isida.. Simple.

 

next step... disable Isida crit heal when it's healing the flag carrier?  Where does it stop? Lots of lazy players out there...

Edited by wolverine848
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1 hour ago, JustBlackWolf said:

A juggernaut can get killed in matter of seconds by someone using Viking, an Isida requires several seconds before being able to fully heal a Juggernaut, EVEN with support nanobots. 

A juggernaut succumbs to a Viking OD almost instantly, but only when it is completely reachable and not hiding. (Which is quite rare to be honest, as most players controlling the juggernaut have a basic sense of the game).

An Isida, on the other hand, can heal a juggernaut throughout the whole game and prevent him from dying. Critical shots deal a load of healing.


A juggernaut is hard enough to kill as it is, but add an Isida healing him throughout a game? That’s just pure cancer.

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13 minutes ago, wolverine848 said:

It amazes me that players need to come up with complex solutions to what they perceive as a "problem"

Kill the Isida.. Simple.

 

next step... disable Isida crit heal when it's healing the flag carrier?  Where does it stop? Lots of lazy players out there...

You have to realise that killing the Isida is not always as easy as you think it is - it might be hiding behind a wall or taking cover behind a juggernaut. The game barely gives us any points for healing the juggernaut, is that not a clear enough sign that the devs don’t want us to heal the juggernaut the entire game?

 

I don’t see why removing Isida critical heal on tanks other than the friendly juggernaut should be implemented. The only mode in which the problem occurs is Juggernaut.

Edited by Cor7y
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3 minutes ago, Cor7y said:

You have to realise that killing the Isida is not always as easy as you think it is - it might be hiding behind a wall or taking cover behind a juggernaut. The game barely gives us any points for healing the juggernaut, is that not a clear enough sign that the devs don’t want us to heal the juggernaut the entire game?

 

I don’t see why removing Isida critical heal on tanks other than the friendly juggernaut should be implemented. The only mode in which the problem occurs is Juggernaut.

in your opinion.  I'm sure there's plenty that would jump on that train for Rugby or CTF.

If the Isida is hiding behind a wall that means the JUGG is stationary.  If your team can't kill a stationary JUGG then you deserve to lose.

And if the opposite is happening - mobile JUGG - the Isida won't be healing it much - JUGG moves way too fast for that to be effective.  I aught to know as I've been the isida in that situation.  It's a waste of tie and guaranteed the Isida ends up near bottom of scoreboard.

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2 hours ago, TheCongoSpider said:

Would you care to explain how you came to that conclusion?

Before I answer that question, I'd like to ask you a question, you'll soon see where I'm going with it.

 

So using your logic and experience, are grouped players more likely and able to cooperate with each other than players randomly thrown together into a team?

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5 minutes ago, BruhBruhThingThing said:

Before I answer that question, I'd like to ask you a question, you'll soon see where I'm going with it.

 

So using your logic and experience, are grouped players more likely and able to cooperate with each other than players randomly thrown together into a team?

Nothing in this thread hinted that there was a issue with groups vs non-groups, sweats vs casuals, etc. 

 

Many players are casual in this game. Throughout all ranks, I see many Isidas healing Juggernauts. The number is far higher than what it was before mid-2021. Oftentimes, these Isidas are using Stock or another augment that is not Support Nanobots. Oftentimes, these Isidas are droneless or have a barely upgraded drone that they themselves don't seem to be aware of what it does. Oftentimes they do not turn their turret. You may have seen these things if you were still playing. 

 

What is my opinion on the situation? I think the current situation is the most ideal. The goal of Juggernaut is to have more points than the enemy team before the battle ends. In order to gain points to win, you have to kill enemy Juggernauts. It is an inherently offensive game mode. The natural flow is having Juggernauts die and other players on the team becoming them. Healing disrupts this. Juggernauts are suddenly not as killable as before, or downright unkillable depending on the map and team compositions. The developers did the right thing to keep healing the Juggernaut unprofitable, and thus discouraged. The option is there, but the average payout for your effort is paltry. .

 

What I would like is for the developers to address this situation themselves via a message to the playerbase by V-log or relevant Patch Note. We don't have the analytics to show whether this situation is out of hand or overblown. We can only go off of what they have told us recently. What they have told us was that they were experimenting with Terminator's firing modes and that at the moment, there is no need to directly buff the Juggernaut. The latter would obviously have Isidas healing them in mind if they would want to make a bold statement like that. 

 

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54 minutes ago, TheCongoSpider said:

Nothing in this thread hinted that there was a issue with groups vs non-groups, sweats vs casuals, etc. 

 

Many players are casual in this game. Throughout all ranks, I see many Isidas healing Juggernauts. The number is far higher than what it was before mid-2021. Oftentimes, these Isidas are using Stock or another augment that is not Support Nanobots. Oftentimes, these Isidas are droneless or have a barely upgraded drone that they themselves don't seem to be aware of what it does. Oftentimes they do not turn their turret. You may have seen these things if you were still playing. 

 

What is my opinion on the situation? I think the current situation is the most ideal. The goal of Juggernaut is to have more points than the enemy team before the battle ends. In order to gain points to win, you have to kill enemy Juggernauts. It is an inherently offensive game mode. The natural flow is having Juggernauts die and other players on the team becoming them. Healing disrupts this. Juggernauts are suddenly not as killable as before, or downright unkillable depending on the map and team compositions. The developers did the right thing to keep healing the Juggernaut unprofitable, and thus discouraged. The option is there, but the average payout for your effort is paltry. .

 

What I would like is for the developers to address this situation themselves via a message to the playerbase by V-log or relevant Patch Note. We don't have the analytics to show whether this situation is out of hand or overblown. We can only go off of what they have told us recently. What they have told us was that they were experimenting with Terminator's firing modes and that at the moment, there is no need to directly buff the Juggernaut. The latter would obviously have Isidas healing them in mind if they would want to make a bold statement like that. 

 

I don't see how any of this answers my question. 

Or maybe you meant to ask your question to someone else and I replied assuming you were asking me?

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25 minutes ago, BruhBruhThingThing said:

I don't see how any of this answers my question. 

This issue in this topic nothing to do with groups vs non-groups and as such, is not a problem with "mismatchmaker". This happens everywhere, with non-groups/randoms. 

Edited by TheCongoSpider
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2 hours ago, TheCongoSpider said:

This issue in this topic nothing to do with groups vs non-groups and as such, is not a problem with "mismatchmaker". This happens everywhere, with non-groups/randoms. 

If you mean by non groups vs non groups. Then its just as @wolverine848 said. If the random juggernaut and random isida are able to work together resulting in their team winning, then they deserve that win.

I don't see a problem with that. 

shrug-emoticon.png

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11 hours ago, Cor7y said:

A juggernaut is hard enough to kill as it is

Nah, the Jug has become weaker and weaker because of drones and ODs. Now it’s just a shadow of its former self, though it is slightly better than before it was immune to all status effects.

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There could be some reduction in the crit of Isida, as to not heal the Juggernaut in the matter of time. With support nanobots, an experienced healer can make the Jugg survive a whole battle. Even against Viking ODs.

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11 hours ago, wolverine848 said:

in your opinion.  I'm sure there's plenty that would jump on that train for Rugby or CTF.

It's not really a problem in other modes as other tanks don't have nearly as much health as the juggernaut, and they are seldom being healed throughout the whole game.

11 hours ago, wolverine848 said:

If the Isida is hiding behind a wall that means the JUGG is stationary.  If your team can't kill a stationary JUGG then you deserve to lose.

You've clearly never played a game of Sandbox TJR where all the enemy Juggernaut does is camp in his base the entire game with an Isida or two healing him?

11 hours ago, wolverine848 said:

And if the opposite is happening - mobile JUGG - the Isida won't be healing it much - JUGG moves way too fast for that to be effective.  I aught to know as I've been the isida in that situation.  It's a waste of tie and guaranteed the Isida ends up near bottom of scoreboard.

Yeah, so don't be that Isida who kisses the Jugg's derriere the entire game is what's the point. It's extremely annoying for yourself and the enemy team.

39 minutes ago, LambSauce said:

Nah, the Jug has become weaker and weaker because of drones and ODs. Now it’s just a shadow of its former self, though it is slightly better than before it was immune to all status effects.

Honestly, I'd much prefer the old mode where the Juggernaut wasn't immune to all status effects. Much more dynamic and interesting gameplay.

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48 minutes ago, NikmanGT said:

There could be some reduction in the crit of Isida, as to not heal the Juggernaut in the matter of time. With support nanobots, an experienced healer can make the Jugg survive a whole battle. Even against Viking ODs.

so why punish someone for being skilled at the game? 

I don't see people attacking Juggernauts with Defender/Paladin requiring close to no skill to win the game get punished for abusing the meta (even if Viking's OD is more effective). Paladin's OD basically gets the same immunity from all effects as Juggernaut, so why powercreep healing Isida even MORE than it already is?

Edited by JustBlackWolf
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1 minute ago, JustBlackWolf said:

so why punish someone for being skilled at the game? 

I don't see people attacking Juggernatus with Defender/Paladin get punished for abusing the meta, so why powercreep healing Isida even MORE than it already is?

Fair point...

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On 4/4/2022 at 12:34 PM, Cor7y said:

 

The problem here is that Juggs don't camp in the base because they have an Isida healing them, rather because Jugg became very, very weak with the introduction of more overpowered equipment in the game. You don't have DA 50% damage resistance, you take full damage out of every turret if you don't have protection against it. Certain turrets deal way more damage than others, and that can melt your hitpoints in a few seconds if you stay exposed. Look at Striker Cyclone's augment for example, having protection against it is pointless right now because you still die due to the massive critical hits, mind you, there's a 20% chance of getting a critical hit on each of the EIGHT MISSILES being shot at you. Make your conclusions

The game would be much more fun if the Juggernaut was hard to kill and required a lot of teamwork to be taken down. In this case Isida would definitely be too strong, but the solution is simple: as Wolverine said, just kill the Isida. After all, the support nanobots users are sacreficing all their offensive capabilities to have defensive ones, so i don't see why punish someone for enjoying a different kind of playstyle, which is definitely one of the least popular/highest skill requiring to perfom well in the game. Tell me how many support nanobots you see around compared to vampire nanobots for example.

I always get targeted first when i'm healing, because people know that they CAN'T defeat an enemy that is basically immortal due to the Isida behind him, it's a high risk-meh reward playstyle.

The buff to the lock-on timer was definitely a blessing for Juggs as it allows you to get rid of those p2w clowns that come at you constantly trying to get some cheap damage out of you.

Edited by JustBlackWolf
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