Page 22 of 41
Posted: 22 Oct 2007, 15:23
by ginekolog
jugg is in krog armour class and is emp resistant. Just dgun it, its easier than dguning krog. Or get 4+ crows and eat it slowly.
Posted: 22 Oct 2007, 15:30
by Otherside
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
and if ur enemy has enuff eco to make a jug u must have enuff to stop it

Posted: 22 Oct 2007, 16:01
by [Krogoth86]
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
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...
Posted: 22 Oct 2007, 16:06
by TradeMark
[Krogoth86] wrote:there also should have been the possibility to EMP him
Pls No.
Posted: 22 Oct 2007, 19:43
by Neddie
I always felt that preventing EMP for any unit was a foolish design decision, and instead we would be better served by scaled resistance...
Also, moar T1 critique that ends up irrelevant.
Posted: 22 Oct 2007, 19:47
by Saktoth
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.
Posted: 22 Oct 2007, 19:57
by TradeMark
Saktoth wrote:In the end though, the best option is to just treat it the same way as a Krogoth- d-gun it.
Indeed, jugg is very easy to dgun, because it doesnt have such com killer weapons like krog has. And it doesnt even explode like a krog does, so there is basically no danger...
Posted: 22 Oct 2007, 21:20
by KDR_11k
Hm, how does repair spam work for a jugg?
Posted: 22 Oct 2007, 21:22
by Sleksa
1x t2 bomber > any number of rezzers you have guarding your jugg.
Posted: 22 Oct 2007, 22:08
by DemO
This is why you get a t2 air lab set to guard your jugg/krog spamming radar planes and fighters
Posted: 23 Oct 2007, 04:20
by Saktoth
This is why you get a t2 air lab set to guard your jugg/krog spamming radar planes and fighters
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?).
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.
Posted: 23 Oct 2007, 09:05
by Complicated
Heres an idea, remove the krog and juggarnauts from the mods.
Posted: 23 Oct 2007, 09:35
by Sleksa
heres an idea, how about not, Slek? - Neddiedrow
Posted: 23 Oct 2007, 11:31
by RavingManiac
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.
Posted: 23 Oct 2007, 15:49
by Hellspawn
Complicated wrote:Heres an idea, remove the krog and juggarnauts from the mods.
Yes and lets buff fleas so they have 5000hp!
Posted: 23 Oct 2007, 15:57
by Mr.Frumious
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.
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.
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.
Posted: 23 Oct 2007, 16:06
by smoth
that would be gay. Energy is needed for unit production. Also I find the ridiculously slow movement of jugg and krogg to be pointless. Can someone tell me why it moves soo slow?
Posted: 23 Oct 2007, 16:08
by Machiosabre
its because of the metric system, you see they don't have fast units in france.
Posted: 23 Oct 2007, 16:09
by smoth
can you make a post that actually gives me a good reason?
Posted: 23 Oct 2007, 16:12
by Machiosabre
I dunno i spose they could be faster and made worse in other ways, but that would remove the sort of epicness off it and make it another regular unit, just bigger.
A lot of special units have one of two stats with extreme numbers to make them interesting.