I hate to say it, but the Juggernaut has completely ruined PUGs.
#76
Posté 04 mars 2013 - 12:45
On larger maps, you'll have to move, though, and I agree firing your gun is a good option, by why the heck would you use a gun so easily depleted of ammo as the harrier, or hurricane? Juggernaut's strength is the staying power it has! Have a gun with similar staying power! If you're off to the ammo box, you're not keeping sync-killers off the team, and their mortality rates increase.
Looking at it when other people play juggernauts, if they're keeping me safe, and staying alive, then all is well. Doesn't matter what they do.
Frankly, in higher difficulties, if you're not frying, you're dying. Juggernauts aren't immortal.
2 brutes, and 2 banshees on gold can potentially overwhelm them given time, and heavy melee becomes extremely vital.
That's when you need high DPS allies to mow the enemies down so you don't get swarmed to death.
Honestly, if we're extracting, all is well in my book.
#77
Posté 04 mars 2013 - 12:45
Manifest only tracks promotions and Challenge points.Which is a horrible way to track actuall "skill/knowledge/whatever"Toxic Waste wrote...
According to my manifest I am in the top 2%. I must be terrible.Elecbender wrote...
This is probably on Xbox or PS3 where 99% of all players are terrible.
Ex. I`m in the top 1%, I should only be in the top 10%,
#78
Posté 04 mars 2013 - 12:47
#79
Posté 04 mars 2013 - 12:48
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?
#80
Posté 04 mars 2013 - 12:49
One of them is fine. Especially against Reapers.
More than one ? Totally redundant.
#81
Posté 04 mars 2013 - 12:49
#82
Posté 04 mars 2013 - 12:50
It's a giant robot, for crying out loud. How could it NOT be awesome?
Anyway, no character from Reckoning has ruined anything. Even the sexbot, broken as she is, is still under control. I can't guarantee it'll stay that way in a few weeks, though. Once people learn that she is as survivable as a Juggernaut but able to deal ten times the damage he does, things may get... interesting.
#83
Posté 04 mars 2013 - 12:50
#84
Posté 04 mars 2013 - 12:50
Feneckus wrote...
The problem with Juggernauts is that there's too many of them.
One of them is fine. Especially against Reapers.
More than one ? Totally redundant.
I keep waiting for you to end up in a gold game with three jugs against geth..................Video required.
Yes I am a bad person and should feel bad.
#85
Posté 04 mars 2013 - 12:54
#86
Posté 04 mars 2013 - 12:55
RoundedPlanet88 wrote...
Feneckus wrote...
The problem with Juggernauts is that there's too many of them.
One of them is fine. Especially against Reapers.
More than one ? Totally redundant.
I keep waiting for you to end up in a gold game with three jugs against geth..................Video required.
Yes I am a bad person and should feel bad.
I always get paranoid and shoot my teammates if they're Juggs in a Geth game.
What's worse is when I mistake an enemy turret for a friendly one..... "oh hey, you deployed a healing turret near me while I do this device..."
#87
Posté 04 mars 2013 - 12:58
When I'm free and clear, I'll use my cannon and guns. However, I kind of feel it's my job on the team to get up close and personal with the enemy so all they see is me. That frees up everyone else to blast the enemy into next week.
#88
Posté 04 mars 2013 - 01:01
But i also think it's unreasonable to expect them to use the character any other way. The Siege Pulse is a waste of time off host. It fires too damn slow to be worth anything. It's much more practical to just use the Siege for the DR. And you are wrong btw about Juggs' melee not being strong enough. If they have him specced properly along with a shotgun with Omniblade attached and a strength enhancer consumable his melee melts everything fairly fast. And if they've got it specced for the +15% speed after every melee as well as using an adrenaline mod then they can get around quite fast. Also if they're using the hex shield offensively then that is also dealing damage. It's pretty funny how often my hex shield ends up getting kills. With this setup i am top scorer pretty much every match.
#89
Posté 04 mars 2013 - 01:01
Tyeme Downs wrote...
Maybe the OP should take a Juggy out for a spin and see how it feels on the other side. The melee can do a considerable amount of damage. If you keep shooting/hammering mobs out of my grip when my shields are low (Krolords constantly do this), I'm gonna keep grabbing until I can recharge. Plus, people keep using powers or shooting those exploding collectors at my feet instead of heavy meleeing them.
When I'm free and clear, I'll use my cannon and guns. However, I kind of feel it's my job on the team to get up close and personal with the enemy so all they see is me. That frees up everyone else to blast the enemy into next week.
Quite frankly, If your heavy meleeing something, I`m gonna assume your doing it to prevent on-host phantom DR, and shoot it and be done. And its a REQUIRMENT to shoot PA`s in the knee when they are near a jug.
#90
Posté 04 mars 2013 - 01:06
#91
Posté 04 mars 2013 - 01:11
Schneidend wrote...
Elecbender wrote...
This is probably on Xbox, PC, or PS3 where 99% of all players are terrible.
You missed a platform, bro. No need to thank me.
PC's 97%. And that's mostly due to mouse flexibility.
Modifié par Elecbender, 04 mars 2013 - 01:12 .
#92
Posté 04 mars 2013 - 01:13
RoundedPlanet88 wrote...
Quite frankly, If your heavy meleeing something, I`m gonna assume your doing it to prevent on-host phantom DR, and shoot it and be done. And its a REQUIRMENT to shoot PA`s in the knee when they are near a jug.
*Throws headless phantom at your feet* Here, if you want it so bad, take it!
Modifié par Tyeme Downs, 04 mars 2013 - 01:13 .
#93
Posté 04 mars 2013 - 01:14
Thank youTyeme Downs wrote...
RoundedPlanet88 wrote...
Quite frankly, If your heavy meleeing something, I`m gonna assume your doing it to prevent on-host phantom DR, and shoot it and be done. And its a REQUIRMENT to shoot PA`s in the knee when they are near a jug.
*Throws headless phantom at your feet* Here, if you want it so bad, take it!
Wait, that's necrophilia.
meh, thanks anyway.
#94
Posté 04 mars 2013 - 01:18
#95
Posté 04 mars 2013 - 01:23
#96
Posté 04 mars 2013 - 01:25
I wouldn't even plod along either. I'd just sit myself out near the open, probably near the middle of the map or away from teammates, and watch as things spawned on top of me and slowly sucked the life out of them while my allies ran around like idiots killing things even slower than I was soloing things.
Plus, no offense, but why the hell are you complaining that they aren't using siege pulse? Most people spec it for the +10% DR for each stored shot, and tend to have heavy weapons on the jugg. So most people are inclined NOT to fire off their pulses, unless to detonate or in an emergency.
Also, a melee jugg is great at distracting enemies and bosses, so honestly, if you think a game is taking 5-7 minutes longer because of ONE player, I hate to break it to you, but odds are it's no just because of that one person.
#97
Posté 04 mars 2013 - 01:26
#98
Posté 04 mars 2013 - 01:26
#99
Posté 04 mars 2013 - 01:30
#100
Posté 04 mars 2013 - 01:31





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