April 2019
April 2019
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.
April 2019 - last edited April 2019
That's already happening. The artillery of nod is doing the same and it costs only 90tb..
April 2019
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.
April 2019
April 2019
April 2019
April 2019
April 2019
@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.