Juggernauts Need Nerfing in Tribes: Ascend
Hello I have installed this game and I think the Juggernauts need Nerfing on this game because Juggernauts can one-hit-kill with their mortars and these very frequently hard to avoid in small areas and then don’t have too much firepower. The Spinfusers normally kill two lower classes enemy and along with this they run very slow and one thing they can fly very fast as normal other class. So I think the Juggernauts need Nerfing for this game. So what you all think on this comment here.
#2
13-04-2012
Nimos
Member
Join Date: Aug 2011
Posts: 1,411
Re: Juggernauts Need Nerfing in Tribes: Ascend
Hello I am playing this game from last couple days and almost all of my matches are just loaded with juggernauts and doombringers. Mostly juggernaut, they’ve just been throwing themselves at our defenses and it’s really hard to do something about it with how powerful their mortars are and how much damage they can take. i think heavies should get a nerf in health and possibly gain a bit more mobility. That’d make them more fun to play without making them over powered. Also, the mirv and mortar need to be tweaked so that they do less damage closer range. These just dominate your typical generate rooms and are making technicians really become obsolete when it comes to defending. it’s just totally unfair how on crossfire I’m trying to set up as a technician when the juggernauts can’t just throw themselves at our base and just destroy us, they don’t need mobility with all the firepower and health they have.
#3
13-04-2012
Jung
Member
Join Date: Aug 2011
Posts: 1,194
Re: Juggernauts Need Nerfing in Tribes: Ascend
The problem is that if you balance games for the lowest common denominator (see most fps released in the last countless number of years for examples) then you effectively kill the skill ceiling, to make it as even a playing field for everyone. Having games perfectly balanced for all levels of skill is ideal, but since fps's have been getting more complex (more weapons / perks etc) to balance since the old days of no xp, no perks etc, getting perfect balance across all skill levels is really a pipe dream, and a top to bottom, bottom to top or mid way house balance methodology has to be used. As someone who is completely sick of the masses of shooters released now-a-days with incredibly low skill ceilings, I much prefer the top to bottom approach, even if it means that while i'm learning the ropes a particular weapon / perk will be overpowered and annoying, the satisfaction of getting past that hump is much more rewarding. Games with very high skill ceilings have much more incentives to play for a long time as you are rewarded for that time invested.
#4
13-04-2012
VazV
Member
Join Date: Aug 2011
Posts: 1,237
Re: Juggernauts Need Nerfing in Tribes: Ascend
I think problem with the mortar is not damage because mortar will deadly at long range because mortar won’t get second hit at same target. Along with this problem of cramped space and so therefore mortar isn't the damage and this not sufficient call OP. according to me the Juggernaut seems to be unbeatable at cramped space and he go in the offense or he will destroy base assets instead of the generator. I also think the Juggernaut is better and faster than doombringer, but nowhere near as fast as light classes and go up close and personal with an automatic weapon at same time here mortar won't help him much.
#5
13-04-2012
Orochimaru
Member
Join Date: Mar 2011
Posts: 1,468
Re: Juggernauts Need Nerfing in Tribes: Ascend
I play DMB primarily, and the class seems well balanced for the intended role. Could use secondary weapon options, but that's knitpicky. Until you learn to use the chain gun well you're primarily just a mine dispenser and goalie. A good JUG playing his midfield game well can pretty much shutdown flag defense. The way to deal with that is to not make it easy to set up shop in the midfield. Your enemy base harassers like Raiders, Infs, Soldiers and Bruts should make it a point to say hi to the Jugg on their way back to the enemy base. For dealing with a Jugg in the generator room, you just have to stay close to him. His options are way more limited and usually involve self damage. You respawn there, He doesn't War of attrition.
#6
13-04-2012
Chakradevroy
Member
Join Date: May 2011
Posts: 1,587
Re: Juggernauts Need Nerfing in Tribes: Ascend
The jug needs a lot of momentum to get going anywhere fast. Jug's spinfusors reload is slow and relatively weak compared to other spinfusors meaning you actually have to aim and not just spam. Hitting anything with a mortar takes careful guesswork and some luck as well taking into consideration the speed you're skiing, and speed I am skiing, the velocity of the mortar shell and where you will be when the shell lands. And what everyone else pretty much said, you are losing to me because you are a pathfinder which means you are going to have to make every shot count. Your best bet to take me out is with shotty or automatic up close in the air and hope I don't blue plate. Most people chase jugs over a hill. Don't. There's a mortar/node waiting for you. Don't do it.
#7
13-04-2012
mbangali
Member
Join Date: Jul 2011
Posts: 1,485
Re: Juggernauts Need Nerfing in Tribes: Ascend
Really my only problem with Juggers is when they stand on a hill and rain down mortar rounds and no one does anything about it...... You target a hostile in the mid field or behind the base and 3min later exactly nothing has been done. I guess that's more of a lack of teamwork issue than an OP issue. I'm certainly not the best at killing them and usually they are back in like 2min anyhow so I have found its almost more effective to just annoy the hell out of them. Don't even go for the kill the object is to keep their attention on you. If you get low on health back off try not to die but be back as soon as you can. Eventually after fruitlessly focusing on you more than they are blindly lobbing mortars they get mad and go away. Bonus points for blowing their fresh Inventory station before they even get to use it. I would wholly agree one of the best strategies when in confines spaces since they certainly have the AOE advantage is to get close. Trying to fight a juggernaut in a hallway from a distance is like asking for a mortar round to the face.
#8
13-04-2012
Bubboy
Member
Join Date: Aug 2011
Posts: 1,487
Re: Juggernauts Need Nerfing in Tribes: Ascend
Personally I think the mortar's radius should be increased, but only with respect to building damage. At current it's not as effective at destroying base assets as it should be. Also, I think the problem that a lot of people are having with him being used indoors is partly due to the weird decisions being made by Hi-Rez on the design of the new maps; with Temple Ruins and Sunstar, it’s incredibly ineffective in its intended role of shelling the flag stand due to the objects covering it. No idea why they would put those in, I'd say Katabatic has an excellent balance between the open flag stand and open positions to shell them from. very easy to control any hilltop in katabatic with a jug, spam their flag nonstop.. it's so large the spam distance it's such a chore to go climb that huge mountain and deal with them. So the flag point remains spammed, and it's super easy to control the mountain from the top. Alternatively, if you got a decent soldier skill taking the mountain back by flanking said jug, holding a high point with the more agile class will always be easier once obtained. kept the jug can take like 6 indirect discs and live xD I do it all day to prove a point and ragequit juggers, but it does become tedious.
#9
13-04-2012
Wyl
Member
Join Date: Aug 2011
Posts: 1,477
Re: Juggernauts Need Nerfing in Tribes: Ascend
In my opinion Juggernauts must have lot of firepower in their mortars for wipe out base assets, clear the enemy flagstand efficiently, or defend indoors otherwise Juggernauts will not use. With the good map awareness you can notice mortars and hopefully not die to them and the 120 FOV will concentrate at more general stuff although this is not necessary. The Bolt, Spinfusor, Thumper are hits in low medium and they have light shots. Along with this hitscan, projectile weapons as a primary or secondary that increase the likelihood of you getting killed if two hits isn't enough. The Doombringers are likely fight or attack with the chaingun, if the pathfinder run without energy in front of a doombringers, there should good management is needed by that player to get out of the way fast or get the better off doombringers. Due to nerf there is lack of refinement on that player's end heavy class are inferior for skiing along with the no speed cap.
#10
16-04-2012
Enos
Member
Join Date: Nov 2010
Posts: 1,609
Re: Juggernauts Need Nerfing in Tribes: Ascend
To the OP: if you are playing PTH and dying to Juggers, you are playing PTH wrong. You are more agile and have more energy and impact nitron is awesome for duelling any class. Its really a no-contest. The only concievable scenario in which I could see a PTH being killed by a jugg is being insta-gibbed by a mortar that you didn't see coming, which in my opinion is still easily avoided as its big and green. Better awareness of your situation will fix your problem as will better usage of your energy. Unless the Jugg has exceptional aim with his disc you should always be up in the air when he is on the ground, making for cheap on-the-ground discs and he is a big target for blue plates.
In any case, the jug needs a lot of momentum to get going anywhere fast. Jug's spinfusor reload is slow and relatively weak compared to other spinfusors meaning you actually have to aim and not just spam. Hitting anything with a mortar takes careful guesswork and some luck as well taking into consideration the speed you're skiing, and speed I am skiing, the velocity of the mortar shell and where you will be when the shell lands. And what everyone else pretty much said, you are losing to me because you are a pathfinder which means you are gonna have to make every shot count. Your best bet to take me out is with a shotty or automatic up close in the air and hope I don't blue plate you.
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