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Has the introduction of Juggernaut changed the equations?


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#26
Volkai7

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The Juggernaut creates new possibilities, makes viable certain tactics that were before untenable. Its immunity to sync kills is particularly notable in this area... but the Juggernaut is not invulnerable. It does not allow one to act without any tactics, any teamwork.

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
Dalakaar

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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
solidprice

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....watch, he is gonna get nerfed Tuesday, and ill unlock him shortly after,

like the typical RNG troll store.:?

Modifié par solidprice, 09 mars 2013 - 12:02 .


#29
TrveOmegaSlayer

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hm...played 10 matches of Jugginator on Plat and it's great for the team if he slows down big baddies.
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
White_Jedi

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The biggest disadvantage I have seen so far with the juggernaut's heavy damage is 1)it's very difficult to chain more then 2 heavy melees before a lag or delay and 2)it can be hard to target a specific enemy if you get mobbed (5 or more enemies meleeing you at once. Most of the dangerous damage to a juggernaut seems to be heavy ranged damage from multiple sources, such as multiple ravagers, praetorians and scions, geth rocket troopers and primes, or multiple dragoons/phantooms & atlasses. Hard to deal with melee mobs and heavy ranged damage at the same time, but ranged seems much worse for the juggernaut.

#31
Mindfane

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You cannot expect a Juggie to revive others.
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
okita_luc

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With the right equipments like shield boost and cyclonic modulator III you can stand even two praetorians with their fast melee damage, it helped me to complete Lodestar Insanity only playing in PUGs ...

#33
Clips7

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Heh..i like the juggy even tho i'm not that good with him...i'm very some-timey with him...some matches i'm good with him, other times i find myself dying with him, even with shield booster V and cyclonic mods...and i didn't know his heavy melee had a cooldown?...Image IPB

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
SMBTheExile

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Two Juggernauts plus two infiltrators of any flavour and you're laughing. Let them deal with the big stuff while you pick off the mooks that can cause him problems.

#35
AnchorOn

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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. :lol:

#36
UnknownMercenary

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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.

#37
MadDog_331

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Nope. It gives lame ass n00bs like me a fighting chance on Silver now. I just hope BioWare does not listen to the butthurts and nerf the new kits.

#38
Saans Shadow

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I'm still learning his in's and out's on how to use him but I don't mind playing the distraction tank if it helps extract. I just have to remember to give myself extra time on the extraction wave to get to the LZ

#39
jeansplice

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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.

#40
Cyonan

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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
ElementL09

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You mean made the game more team oriented instead of 4 people just killing whatever comes at them? Sure.

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
Lathlaer

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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
billy the squid

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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
Kaall

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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
vereco

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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
GreatBlueHeron

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So, when will people call for jugg to get hit with the nerf bat? I'd like to see consistency. I'd rather see no nerfs, but's clear that jugg makes plat easy. How do you think I did plat lodestar? Certainly wasn't with the AIU.

#47
LoonySpectre

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The best tactic against multiple mooks seems to be heavy meleeing one of them, then doing a quick light melee to stagger everyone around and then use heavy melee again (it seems to have some sort of cooldown because it can't be activated immediately after a full cycle of 6 pulses).
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
Auras_Mendalla

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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
jeansplice

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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
Conduit0

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The only real weakness the Juggernaut has is bad teammates. Nothing more annoying than tanking 4 to 5 enemies, only to realize that your team is on the opposite side of the map picking off stragglers.