Balanced Annihilation V5.8
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Ehm - the Juggernaut is the cheaper one and also the stronger one. The Krog might do more dps in the end but will fail at the Juggs immense health. Its only disadvantages are its speed, slightly higher buildtime, its not impressive explosion on death or self-d and there also should have been the possibility to EMP him which really isnt possible right now as he's in the Krogoth class now (to get special damage on him). Maybe he should get his own class...Otherside wrote:jugg is pretty much the slowest unit in the game imo krog is way more powerful than it and cheaper only thing jug has alot of health
The jugg is specifically in the krogoth armour class purely so that he cannot be EMP'ed. Thats the idea. Otherwise, the jugg is trivially easy to beat (even moreso than the already trivially-easy-to-beat and EMPable Bantha).
I totally agree with neddie here that if EMP weapon damage was scaled correctly, you probably wouldnt even need non-empable units.
The Jugg costs about 70% as much as a Krogoth anyway, moves a hell of a lot slower (which means your enemy has even more time to prepare and/or kill you before you can use it) and has a similiar buildtime. It also has a crappy range and speed, meaning anything with more than 600 range (Including sumo, sniper, all artillery etc) can easily just sit out of range pummeling it into submission. Worse, the Jugg isnt a walking nuke- which is really one of the major advantages of the Krogoth.
All the weapons that do extra damage to the krog also do extra damage to the Jugg. This includes the Bertha, which can hit his slow arse with absolute prescision while he trundles across the battlefield (Though you still have to hit him 100 times with a bertha to kill him). You'd be surprised how quickly snipers can take down a Jugg- 54 shots to be precise, considering you can afford 34 snipers for the cost of a jugg and you can outrange his slow butt indefinitely, this isnt very hard.
In the end though, the best option is to just treat it the same way as a Krogoth- d-gun it.
I totally agree with neddie here that if EMP weapon damage was scaled correctly, you probably wouldnt even need non-empable units.
The Jugg costs about 70% as much as a Krogoth anyway, moves a hell of a lot slower (which means your enemy has even more time to prepare and/or kill you before you can use it) and has a similiar buildtime. It also has a crappy range and speed, meaning anything with more than 600 range (Including sumo, sniper, all artillery etc) can easily just sit out of range pummeling it into submission. Worse, the Jugg isnt a walking nuke- which is really one of the major advantages of the Krogoth.
All the weapons that do extra damage to the krog also do extra damage to the Jugg. This includes the Bertha, which can hit his slow arse with absolute prescision while he trundles across the battlefield (Though you still have to hit him 100 times with a bertha to kill him). You'd be surprised how quickly snipers can take down a Jugg- 54 shots to be precise, considering you can afford 34 snipers for the cost of a jugg and you can outrange his slow butt indefinitely, this isnt very hard.
In the end though, the best option is to just treat it the same way as a Krogoth- d-gun it.
This works very well, in fact you'd be surprised how easy it is to stop your krog (less so a jugg, as his weaponry is relatively short range with crap-to-no AoE to account for radar hover) from being d-gunned by using radar planes. However, once you get close to his territory they tend to get shot out of the sky, unless you have total air superiority (and if you do, why are you using t3?).This is why you get a t2 air lab set to guard your jugg/krog spamming radar planes and fighters
So you'll need to bring along AA to knock his fighters down, or just mobile radar. He'll probably be able to take out that pretty easily with Berthas, land forces or a well placed defensive nuke. So a mobile anti might also be in order. Hell, even a juno will get rid of your radar, or jammers if used properly (Make a sneaky pete in the path of the krog. Cloak it and com. Stand and wait for krog). So you'll need a force capable of dealing with all those potential threats.
Um. Wait. That actually sounds like you'll need a complete army to back up a krog from every method of attacking it...
Yes, there are ways to stop your krog/jugg getting d-gunned. But there are also other ways to stop a krog/jugg. D-gun is easiest, and against the sort of person who uses a krog (read: neeb), usually works perfectly well.
- Complicated
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- Mr.Frumious
- Posts: 139
- Joined: 06 Jul 2006, 17:47
Yeah, I really liked EE too. But this isn't EE. This is BA. And BA has super-heavy units that stand just fine on their own.RavingManiac wrote:Make all T3 units effective only at medium-long range and cheaper. That way, they will only be the central part of an even larger army of both T3 assault units and T2 tanks. Also, having Kroggies and Banthas marching alongside Goliaths and Bulldogs will make for good screenshots.
Agree with others that EMP needs to be rebalanced so that the mechs can be included into EMP combat.
And now, once again, my crazy idea for units that are supposed to be barely mobile - make moving them cost energy. Walking a Jugg should be like firing a Vulcan.
- Machiosabre
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- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56