On silver maybe, platinum is much different. All players kits will have high pressure, and lightweight kits will be easily punished unless the player is very skilled at not taking damage/juggling. The enemies survive much longer, and usually push through your holding spots, especially when the banshees arrive.Kuato Livezz wrote...
Dorick wrote...
Optionally, some kits have higher DPS, but realisticly, this kit will be OP for its survivability, not for some special damage output mechanic. Staying alive lets you do more damage. Not having to worry about sync kills and being able to spam a healing turret only boosts this.Kuato Livezz wrote...
Defensivly, this character is strong. Offensively, it may be good, but I don't see it being an offensive powerhouse like an infiltrator or certain vanguards.
Maybe. When a round begins, what do squad mates do? They scatter like roaches finding the enemy spawn. Do squadmates walk around finding the next spawn? Not often, most of the time, they run instictively to the next spawn. You can stay alive, but if you can't get to the enemies before you teammates do, you're not going to kill too much.
Dear Biower, Geth Jugg OP, nerf plz
#176
Posté 25 février 2013 - 09:28
#177
Posté 25 février 2013 - 09:30
#178
Posté 25 février 2013 - 09:30
#179
Posté 25 février 2013 - 09:30
Just put a wall up as you are walking backwards. Keep your turret up for shields. And keep the pressure on the enemy. Primes still die when you hit them with a full clip of PPR X w incendiary iv ammo.JG The Gamer wrote...
I get a feeling that a gold/platinum solo is going to be a LOT harder than one would think. He is powerful. But he is a big target and he is SLOW. We've all fought Geth Primes before. Deadly against a single opponent. Easily beaten by several players. If the Juggernaut gets swarmed, he's done.
We will see how platinum solos work. I have a suspicion they will be harder in some ways, and much easier in others.
#180
Posté 25 février 2013 - 09:32
I would be more then happy to take the blame.
Now do us a favor and STFU.
#181
Posté 25 février 2013 - 09:32
#182
Posté 25 février 2013 - 09:32
#183
Posté 25 février 2013 - 09:33
^So mad that he would attack me. That's civil.duffpastorius wrote...
Reported. Hope you get your IP banned and can't download the DLC
#184
Posté 25 février 2013 - 09:33
#185
Posté 25 février 2013 - 09:34
#186
Posté 25 février 2013 - 09:36
Yes, it would take longer to get to each device, that's for sure. Even so, at least he can set a turret down or use an ops and be pretty confident that he wont get grabbed or downed while actually enabling the device.LoonySpectre wrote...
Hacking 4 points should be a PAIN for a Juggernaut solo. At any difficulty.
He will also be better at hacks, and probably better at escorts.
#187
Posté 25 février 2013 - 09:36
Dorick wrote...
They should nerf him as soon as they realize he is way overplayed bc he is ez mode and players prefer to have their credits handed over for a reward rather than become skilled at an actual game.Jay_Hoxtatron wrote...
Dorick wrote...
This isnt about fear or talent, its about possibility. The Jugg is the only kit that can walk up to two phantoms and take them down without having to work to avoid sync kill/stagger. That's a big deal. Skilled players will always keep their DPS up, the point of the nerf is that this kit requires significantly less skill, bc it has too many advantages.Jay_Hoxtatron wrote...
Dorick wrote...
having to avoid sync kill drastically controls your DPS options, since you have constant pressure from banshees and phantoms. With no fear of them, you can just walk forward, keep your turret up, and do whatever you want. If you are in danger, shoot some scorpion rounds on the ground as you walk backwards until you can place a wall.Lathlaer wrote...
Dorick wrote...
he can still get sync killed.Feirefiz1972 wrote...
I would expect this to be more true for the krogan, he will have damage reduction from tech armor, damage reduction from rage mode, regenerating health, lots of health and shields, the ability to run and he can use hard cover. The geth on the otherhand might just turn out to be a sitting duck, yes he can deploy cover, but that will keep him protected from one side only. He is going to need all the shields and health he has.
He is pretty powerful, I dont see him being very popular for some reason.
You are giving this sync kill immunity a lot more credit than it deserves. As if it was a main cause of death for players. Which bewilders me because you are an experienced platinum player. Perhaps you are so good that you only die when you get surprised by a lost banshee quickly teleporting through the wall or a phantom sneaking behind your back, but I suspect most deaths in game are caused by traditional overwhelming gunfire.
You only fear sync kills if you do not know how to play offensively under pressure while controlling aggro. With a fast kit, you can around in circles killing stuff not even bothering with the 2 banshees chasing you because you are on the move.
Just to make myself clear, I wasn't criticizing your skills. I'll agree however that the Juggernaut is a good equalizer, which means that players who aren't that good will have an easier time with him. But any good player probably can do better with other kits, who are more squishy/aren't immune to synckills.
The question is : should Biower nerf because a character is easy to use or because of its potential power? Or should it nerf at all, as no matter what the game will stay easy because of engine limitations?
Kits should be fun. Kits should be interesting. But Kits shouldnt make difficutly not matter. If you play platinum, it should be about the same difficulty per kit, or at least require specific strategies to be easy. if your strategy is to use an OP class, the game has lost balance, and its integrity, and personally, its fun.
In this case it may prove difficult to prove if he is played a lot because of his power. It's a freakin' juggernaut. Regardless of his powers, he will be the embodiment of coolness. And it's a new character. It is expected that all of the new characters will be played rather intense. And the balance changes are every other week now. I don't think it will see the banhammer very soon. Look how long it took them to nerf StimPacks and that was more obvious than Juggernaut. And then double it for the time.
#188
Posté 25 février 2013 - 09:38
Crimson Vanguard wrote...
What I don't like about the Juggernaut is
- Too slow for my liking
- Not gonna be good at spawn nuking
- Too big
- If you are surrounded by group of melee enemies you are ****ed
all those husks biting his ankles lol
#189
Posté 25 février 2013 - 09:38
Dorick wrote...
He will stand in the open and kill most mooks without having to take cover. He will never be out of a round from OHKO, and he will have the opportunity to kill groups without going down himself. I dont see how this kit wont be a contender for first unless you have a full team of highly skilled players.Beerfish wrote...
This guy will continually arrive on the scene too late and watch as all the nimble builds rack up huge scores in any kind of non coop game. He'll be very useful if a team sets things up to take advantage of him but I bet he does not score big.
Sure, put him whereever you want to start a level and other players can easily get to the spawns before you do and mash the opponents as you either stand there or you wait for the opponents to come to you. A skilled group will use him as a real benefit but he'll get outscored a lot if you ask me. The players that score big in this game are generally mobile and kill fast.
#190
Posté 25 février 2013 - 09:39
#191
Posté 25 février 2013 - 09:40
Agreed. I'm as excited for him as anyone. Ive always loved the geth, as an enemy and as a playable kit. I actually asked for a geth prime sentinel in many threads, so I was psyched to know about this one....but I didnt think they were going to make him EZ mode boring crap.Lathlaer wrote...
Dorick wrote...
They should nerf him as soon as they realize he is way overplayed bc he is ez mode and players prefer to have their credits handed over for a reward rather than become skilled at an actual game.Jay_Hoxtatron wrote...
Dorick wrote...
This isnt about fear or talent, its about possibility. The Jugg is the only kit that can walk up to two phantoms and take them down without having to work to avoid sync kill/stagger. That's a big deal. Skilled players will always keep their DPS up, the point of the nerf is that this kit requires significantly less skill, bc it has too many advantages.Jay_Hoxtatron wrote...
Dorick wrote...
having to avoid sync kill drastically controls your DPS options, since you have constant pressure from banshees and phantoms. With no fear of them, you can just walk forward, keep your turret up, and do whatever you want. If you are in danger, shoot some scorpion rounds on the ground as you walk backwards until you can place a wall.Lathlaer wrote...
Dorick wrote...
he can still get sync killed.Feirefiz1972 wrote...
I would expect this to be more true for the krogan, he will have damage reduction from tech armor, damage reduction from rage mode, regenerating health, lots of health and shields, the ability to run and he can use hard cover. The geth on the otherhand might just turn out to be a sitting duck, yes he can deploy cover, but that will keep him protected from one side only. He is going to need all the shields and health he has.
He is pretty powerful, I dont see him being very popular for some reason.
You are giving this sync kill immunity a lot more credit than it deserves. As if it was a main cause of death for players. Which bewilders me because you are an experienced platinum player. Perhaps you are so good that you only die when you get surprised by a lost banshee quickly teleporting through the wall or a phantom sneaking behind your back, but I suspect most deaths in game are caused by traditional overwhelming gunfire.
You only fear sync kills if you do not know how to play offensively under pressure while controlling aggro. With a fast kit, you can around in circles killing stuff not even bothering with the 2 banshees chasing you because you are on the move.
Just to make myself clear, I wasn't criticizing your skills. I'll agree however that the Juggernaut is a good equalizer, which means that players who aren't that good will have an easier time with him. But any good player probably can do better with other kits, who are more squishy/aren't immune to synckills.
The question is : should Biower nerf because a character is easy to use or because of its potential power? Or should it nerf at all, as no matter what the game will stay easy because of engine limitations?
Kits should be fun. Kits should be interesting. But Kits shouldnt make difficutly not matter. If you play platinum, it should be about the same difficulty per kit, or at least require specific strategies to be easy. if your strategy is to use an OP class, the game has lost balance, and its integrity, and personally, its fun.
In this case it may prove difficult to prove if he is played a lot because of his power. It's a freakin' juggernaut. Regardless of his powers, he will be the embodiment of coolness. And it's a new character. It is expected that all of the new characters will be played rather intense. And the balance changes are every other week now. I don't think it will see the banhammer very soon. Look how long it took them to nerf StimPacks and that was more obvious than Juggernaut. And then double it for the time.
Perhaps he will receive a nerf down the road, and I will find a way to enjoy this kit.
#192
Posté 25 février 2013 - 09:40
Modifié par Clearly Balkan, 25 février 2013 - 09:54 .
#193
Posté 25 février 2013 - 09:40
#194
Posté 25 février 2013 - 09:44
#195
Posté 25 février 2013 - 09:44
On platinum a lot more survives a rush to the spawn. And I only play platinum. That being said I agree your teammates will be able to cherry pick, but at the same time, if they get grabbed I am on my way to outscoring them. Hence, the higher your team's overall skill, the lower the need for a slow tank.Beerfish wrote...
Dorick wrote...
He will stand in the open and kill most mooks without having to take cover. He will never be out of a round from OHKO, and he will have the opportunity to kill groups without going down himself. I dont see how this kit wont be a contender for first unless you have a full team of highly skilled players.Beerfish wrote...
This guy will continually arrive on the scene too late and watch as all the nimble builds rack up huge scores in any kind of non coop game. He'll be very useful if a team sets things up to take advantage of him but I bet he does not score big.
Sure, put him whereever you want to start a level and other players can easily get to the spawns before you do and mash the opponents as you either stand there or you wait for the opponents to come to you. A skilled group will use him as a real benefit but he'll get outscored a lot if you ask me. The players that score big in this game are generally mobile and kill fast.
Its not all about score, its about the character requiring seriously less skill to do well.
#196
Posté 25 février 2013 - 09:44
#197
Posté 25 février 2013 - 09:47
Dorick wrote...
This isnt about fear or talent, its about possibility. The Jugg is the only kit that can walk up to two phantoms and take them down without having to work to avoid sync kill/stagger. That's a big deal. Skilled players will always keep their DPS up, the point of the nerf is that this kit requires significantly less skill, bc it has too many advantages.
Two phantoms will still be a problem for him. Their swords hit for in excess of 1200 or so damage and hit multiple times per swing. And they swing fast.
Even if he's immune to their sync kills, Gold wave 10 will still drop him fast if he wanders into the open or the phantoms catch him offguard.
And for throwing around the 2,000 shields 1,000 health all the time, you don't really seem to realize how hard the big bruisers hit. Plat scions hit for 3360 a shot. Even with a theoretical maximum of 7100 (I believe his fitness went up to 105%, but I couldn't tell), his shields would be gone in two shots from a Scion, and he can't exactly dodge those without his wall or some cover.
#198
Posté 25 février 2013 - 09:52
#199
Posté 25 février 2013 - 09:53
1: getting shot by a scion? drop your wall and move behind real cover.Kittstalkur wrote...
Dorick wrote...
This isnt about fear or talent, its about possibility. The Jugg is the only kit that can walk up to two phantoms and take them down without having to work to avoid sync kill/stagger. That's a big deal. Skilled players will always keep their DPS up, the point of the nerf is that this kit requires significantly less skill, bc it has too many advantages.
Two phantoms will still be a problem for him. Their swords hit for in excess of 1200 or so damage and hit multiple times per swing. And they swing fast.
Even if he's immune to their sync kills, Gold wave 10 will still drop him fast if he wanders into the open or the phantoms catch him offguard.
And for throwing around the 2,000 shields 1,000 health all the time, you don't really seem to realize how hard the big bruisers hit. Plat scions hit for 3360 a shot. Even with a theoretical maximum of 7100 (I believe his fitness went up to 105%, but I couldn't tell), his shields would be gone in two shots from a Scion, and he can't exactly dodge those without his wall or some cover.
2: getting smacked by some phantoms, stagger them with your light melee, or grab one with barriers and get your shields back.
3: be sure to keep a turret nearby for healing and distracting phantoms.
4: shoot the ground with either an acolyte or scorpion and phantoms will be a serious joke. Follow that stagger up with your pulse cannon.
Spec him for tank, and add shield boosting equip and those little phantom melees will look stupid. You may be slow but you are still faster than a scion.
He is OP.
#200
Posté 25 février 2013 - 09:55
Prob won't use the Juggy that much myself beyond the odd itch to play a 'novelty kit'. Terrible mobility- even worse than a Destroyer- is DOA for me. SKs are avoided pretty easily on most kits cause of dodge, so SK immunity is not a big plus to me (rather necessary cause the kit will be so slow).
But we'll just have to see when we actually get our hands on the kit
Modifié par FlowCytometry, 25 février 2013 - 09:56 .





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