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Game Balance and Matchmaking - We want your feedback!

by EA_Alexander
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Original Post

Re: Game Balance and Matchmaking - We want your feedback!

★★ Guide
nerf juggs
range is fine but AOE is way too big also site line is way to big as well
Message 531 of 685 (250 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Apprentice

Maybe the AOE of the juggernaut's attack should only apply to the same tile. This means that if a juggernaut aims at a unit, and the opponent orders another unit and moves over it to get to somewhere else, both units will take damage.

Message 532 of 685 (235 Views)

Re: Game Balance and Matchmaking - We want your feedback!

[ Edited ]
★ Apprentice

That's already happening. The artillery of nod is doing the same and it costs only 90tb..

 

Message 533 of 685 (227 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Apprentice

Well then, the Juggernaut should be nerfed (in both cost and AOE) to make it look more like the GDI's version of Nod's artillery. I mean the only reason why GDI made the Juggernaut was to counter the Nod artillery.

Message 534 of 685 (221 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★ Apprentice
Yes. Maybe it needs a nerf at dps. Health stats are good. But it shouldnt be exactly as the nod artillery. Multi-tile needs to stay. The factions need to be different. If not we should have only one faction. Or replace one faction for the scrin
Message 535 of 685 (217 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Guide
it's a tech unit, lol. One of the few that are useable as well. But how would you balance the jugg infantyman?
Message 536 of 685 (209 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★★ Apprentice
There are many usable tech units like the wolv, sandstorm, and zone troops. The jugg does need a nerf to it AOE is way too strong, anyways you need to run tech to win either.
Message 537 of 685 (198 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Guide
you logged into 1 account and then replied with the other and +1 both of your posts with the opposite account. Lol sad.

And no, jugg doesn't shoot up. So hard counters are air units like banshee and orca which can deal with it easily.
Message 538 of 685 (154 Views)

Re: Game Balance and Matchmaking - We want your feedback!

[ Edited ]
★★ Apprentice

[Removed by CM]

Message 539 of 685 (124 Views)

Re: Game Balance and Matchmaking - We want your feedback!

★★★ Apprentice

@BattaIia wrote:
you logged into 1 account and then replied with the other and +1 both of your posts with the opposite account. Lol sad.

And no, jugg doesn't shoot up. So hard counters are air units like banshee and orca which can deal with it easily.

Shouldn't jugg and arty be able to hit air units by accident? I mean lets say there's an enemy Talon in front of the jugg and the jugg is aiming at a harvester. The projectile should hit the Talon, even if by accident, and not the harvester. Right now Juggs are OP, they should be nerfed and the 7 tile splash should be reduced to either 3 or 1 tile splash. Also I wanted to see another commander with a power that increases defense while slowing down speed, This should be the opposite of Jackson/Oxanna, useful with tick tanks/mg squads as they become harder to dislodge.

Message 540 of 685 (118 Views)

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