Has the introduction of Juggernaut changed the equations?
#26
Posté 09 mars 2013 - 11:41
A player that does poorly with the Juggernaut will contribute as little to the team as they would while doing poorly with any other kit.
#27
Posté 09 mars 2013 - 11:51
Mindfane wrote...
So what do you think? has this kit changed how the game is played?
Absolutely, it's a fundamental dynamic alteration!
That and the volus made my day, once I realized there was the potential for "heals" or "tanking" I had to.
I had already tried and moderately succeeding when the Paladin first came out, was tough but could "tank" banshees, and brutes were hilarious. Shield bash their big arse as it flew by me. Now I get an electric leash for it. o.O
#28
Posté 09 mars 2013 - 12:02
like the typical RNG troll store.
Modifié par solidprice, 09 mars 2013 - 12:02 .
#29
Posté 09 mars 2013 - 12:17
Dragoons are veeeeeeeeeery bad for the juggernauts.
If the team doesn't clean up the Dragoons fast it's soooooo easy to go down.
Last thing...heavy melee is just as reliable as Stim-pack LOL, both suffer for aggressive lag and many times you're in range, you're target is in the aim, you're pressing the melee button and nothing happens.
#30
Posté 09 mars 2013 - 12:37
#31
Posté 09 mars 2013 - 12:40
From my experience the greatest advantage of having a Juggie is he attracts most of the Boss characters and keeps them dancing around him. Most players (even if pretty bad), knows how to shoot an stationary enemy. And that is exactly what the Juggie offers. His presence offloads a great load of aggro from other players and lets them make full use of their powers and weapons. combo Explosions are very effective around a Juggie.
In my games, when more than 1 players are down, I try to revive the Juggie first even if he is the farthest. It has always paid off.
#32
Posté 09 mars 2013 - 12:44
#33
Posté 09 mars 2013 - 12:56
I was trying to spam that heavy melee and he wouldn't just do it, i thought the enemies had to be a certain distance away from him or something because it just wouldn't work, i saw somebody just recently comment on the issue and finally realized why it wasn't working immediately.
I still prefer the destroyer over him, but i'll still pull him out every now and then to have some fun with him, but i've seen some guys really do damage and use him like he was intended and he can really be an incredible asset to any team build.
#34
Posté 09 mars 2013 - 01:04
#35
Posté 09 mars 2013 - 01:08
Trogdorx wrote...
A tanking Geth Jugg is the Krolord's best friend.
Was greatfull for the Jugg playing the last four games when I was finishing the melee 3 challenge.
#36
Posté 09 mars 2013 - 01:15
A lot of them just get overrun and die constantly because they think sync kill immunity means they can stand in front of the entire boss spawn forever.
#37
Posté 09 mars 2013 - 01:32
#38
Posté 09 mars 2013 - 01:50
#39
Posté 09 mars 2013 - 03:11
#40
Posté 09 mars 2013 - 03:16
jeansplice wrote...
a couple units should be able to sync kill juggernauts, but maybe they can 'medigel' out of it. i can understand how a banshee might not be able to pick one up but there's absolutely no reason why a phantom can't stab you.
It's not a matter of could they logically do it but rather one of the Juggernaut would be a terrible character if he didn't have full blown sync kill immunity, since he can't get away.
#41
Posté 09 mars 2013 - 03:28
In the right hands, anyone can be at the top score with him, but that can be said about alot of other classes as well. Were the class actually shines is support, with the Juggernuats durability making him a walking tank, its hex shield can block incoming damage and you can put 6 points into its geth turret - have a small cooldown and deploy it every now and then to help out your teammates.
I don't think this class at all trivalizes higher level difficulties, from my experience using it in just Gold its a ridiculously great support class.
#42
Posté 09 mars 2013 - 03:28
Cyonan wrote...
jeansplice wrote...
a couple units should be able to sync kill juggernauts, but maybe they can 'medigel' out of it. i can understand how a banshee might not be able to pick one up but there's absolutely no reason why a phantom can't stab you.
It's not a matter of could they logically do it but rather one of the Juggernaut would be a terrible character if he didn't have full blown sync kill immunity, since he can't get away.
Yep. Although on the live stream Eric stated that it wouldn't make sense for a giant robot to die from a sword attack, Juggernaut's immunity is essential from the balance point of view.
#43
Posté 09 mars 2013 - 03:39
jeansplice wrote...
a couple units should be able to sync kill juggernauts, but maybe they can 'medigel' out of it. i can understand how a banshee might not be able to pick one up but there's absolutely no reason why a phantom can't stab you.
What? A heavily armoured and shielded 15 ft robot should be able to be killed by a sword to the knee? I know we had an arrow to the knee meme after skyrim, but come on.
Let alone the balance issues, the kit would be unplayable if he didn't have full blown sync kill immunity and such heavy stagger resistance.
#44
Posté 09 mars 2013 - 04:27
Mindfane wrote...
You cannot expect a Juggie to revive others.
That is not true at all, i did my first 4 successful Plat Run the last 2/3 days for lodestar, and 3 times out of 4 i scored the Gold revive medal while playing juggernaut.
If there is a class that can permit to revive other while uncloaked it has to be the jugg.
Modifié par Kaall, 09 mars 2013 - 04:28 .
#45
Posté 09 mars 2013 - 07:34
UnknownMercenary wrote...
I can count the number of good Juggernauts I have seen on one hand.
A lot of them just get overrun and die constantly because they think sync kill immunity means they can stand in front of the entire boss spawn forever.
And what were you doing while he had all that aggro off your back? Picking your nails? God forbid the team actually take advantage of all the bosses being stationary and ignoring you.
#46
Posté 09 mars 2013 - 08:01
#47
Posté 09 mars 2013 - 08:13
For the same staggering purposes, I (perhaps rather oddly) use Adas on Jugger. It can pretty much stunlock any non-armoured mook even on Platinum, allowing to close in for the kill.
#48
Posté 09 mars 2013 - 08:22
haisho wrote...
Implying everyone who gets a Jugg instantly knows how to use it.
I see bad Juggs. Really bad ones.
I played with an idiot the other night on platinum who decided it was a great idea to put the batarian gauntlet on his Juggy. Some people...
<_<
Modifié par Auras_Mendalla, 09 mars 2013 - 08:24 .
#49
Posté 09 mars 2013 - 08:28
billy the squid wrote...
jeansplice wrote...
a couple units should be able to sync kill juggernauts, but maybe they can 'medigel' out of it. i can understand how a banshee might not be able to pick one up but there's absolutely no reason why a phantom can't stab you.
What? A heavily armoured and shielded 15 ft robot should be able to be killed by a sword to the knee? I know we had an arrow to the knee meme after skyrim, but come on.
Let alone the balance issues, the kit would be unplayable if he didn't have full blown sync kill immunity and such heavy stagger resistance.
Well, what i meant was with a lower chance of it happening obviously. But come to think of it, there are a lot more things in MP that break the views of logic, guess this one's gonna slide
#50
Posté 09 mars 2013 - 09:08





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