I hate to say it, but the Juggernaut has completely ruined PUGs.
#226
Posté 05 mars 2013 - 03:30
#227
Posté 06 mars 2013 - 01:25
RoundedPlanet88 wrote...
Jackville Assington wrote...
NERF THE MAGAZINE CAPACITY ON THE CLAYMORE!.... wait what are we talking about again?
Havn`t you done this exact same thing before?
they're on to me... must move further north and live with the polar bears... NERF THE TEETH IN THE POLAR BEAR'S MOUTH MAGIZINE CAPACITY! THEY ARE TOO OP!
#228
Posté 06 mars 2013 - 01:31
#229
Posté 06 mars 2013 - 01:43
DcIhNaGv3z wrote...
I would argue the main role of the juggernaut is to basically tank every boss with melee. With occasional siege pulse and guns mixed in for minions.
Juggernaut is not a massive damage dealer, its more of a support role.
Depends on how you play it. Incendiary ammo + Siege Pulse = Fire Explosions everywhere!
Hex shield also has decent damage output if you spec it for pulse and shock.
#230
Posté 06 mars 2013 - 01:57
enjoy your **** session
#231
Posté 06 mars 2013 - 02:01
#232
Posté 06 mars 2013 - 02:04
mrs_anomaly wrote...
I don't even care. When I run my Juggernaut I pack a Black Widow and an Eagle ..it's FUN. If I'm playing a game with a Jug in it I just help kill all the things that stick to him like the Katamari. Rinse and repeat. Awesome. What's the big deal???
Pretty much. I smile when I see a Juggy in my room. They get surrounded by parasites and I act like a cleaner fish for a whale shark.
#233
Posté 06 mars 2013 - 02:06
NovaCypher wrote...
FIVE TO SEVEN WHOLE MINUTES
if you can't survive on your own despite what other players are doing or how they are playing, it's your own fault. I think I learned that the first week of multiplayer last year.
#234
Posté 06 mars 2013 - 06:45
parico wrote...
More than 1 Juggy per team is bad because all they are is a choke point for enemies especially on platinum. They are always surrounded and have no choice but to constantly melee. Its better than any volus since they make it easier for a team to pick off the primes banshees and phantoms.
2 jugg's can hold both catwalks on rio near the spawn on gold not sure about platinum... aslong as they have ranged wepons not shotguns they'll work fine and the other chars use the juggs as tanks.... get a good enough team and the jugs can hold the damage but never go after what they are holding onto for shields it'll be the death of them and you xD
#235
Posté 08 mars 2013 - 09:44
parico wrote...
More than 1 Juggy per team is bad because all they are is a choke point for enemies especially on platinum. They are always surrounded and have no choice but to constantly melee. Its better than any volus since they make it easier for a team to pick off the primes banshees and phantoms.
Ack! As a diehard volus I take offense at this. Any competent volus sentinel can lockdown any primes and phantoms while doing more than using some goofy melee. Banshees just take a little more finesse...oh wait, or a flight of stairs. Ta da! Volus tanking a banshee while primes and phantoms try to deal with that silly drone and decoy. I've already lost count of the times I've seen a juggernaut go down when my volus casually picks off enemies focused on decoys and drones. Juggernaut tank? Bah I say! Me and my 500 shields can't lift a phantom off the ground but I can lock em up plenty fine.
Modifié par 1Mrs0019, 08 mars 2013 - 09:44 .
#236
Posté 08 mars 2013 - 09:58
Battlepope190 wrote...
This is rapidly becoming the standard on PS3 and it's quite annoying, doubly so since everyone who plays the Juggernaut is a complete and utter moron.
#237
Posté 08 mars 2013 - 10:09
BlackDahlia424 wrote...
Every idiot is running this class. And all they do is casually stroll around the map, slow as hell, and melee EVERYTHING. Never use their guns or Siege Pulse EVER. I get it - their melee is a great survivabiltiy tool. NOT GOOD FOR DAMAGE. It's meant to help keep enemies off your teammates and as a way to revive your shields in a pinch, not for being your primary source of damage.
It honestly drags out matches way longer. An average Gold PUG is in the realm of 30 minutes now, whereas it used to be 23-25 minutes.
QQ cry me a river, my kayak needs a test run.
They use the melee excessively over the guns becayse they run out of shields quite quickly on gold and plat, I personally dont run around with it though, instead i pick an area to camp, slap down my shield to protect my turret, then use my weapons only to draw the enemy to my melee range, and use siege pulses only in emergency(would hate to lose that 40% DR for a longer time)
#238
Posté 08 mars 2013 - 10:09
#239
Posté 08 mars 2013 - 10:14





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