What do u think about the Juice? Here some stuff I would like to be changed on juice: Sometimes juice is very anoying, for example, I had a support on the other team a few days ago and he used Juice around 12 times in one game. Some characters can earn juice too easy. Where to reduce Juice IMO: - Support gets too much juice when healing - Assassin gets too much juice when using the close attack weapons (specialy against bots) - Sniper gets too much juice when sniper-shooting at a turrent/bot. IMO the juice you can buy for 500$ should be for 1000$. And maybe reduce the power of Juice. Ya with those changes Juice would be very rare..but thats like it should it, its very anoying if somebody with juice enters your base every single minute! The ONLY way I see to stop is, to throw a trap when you are a sniper. But its rediculous if a Assasin can destroy every turrent when using Juice one time. I'm german but the english should be good, huh?
Ya I guess the correct way to use juice is to get it as soon as possible and being able to play the whole game with juice only :roll:
Hyperbole is always a weak argument. Seriously, learn to push bots, pick up kills when you can, and stay alive, then you get more juice.
Juice is mostly fine for player on player. They are nerfing it so it doesn't effect the moneyball as much which is a good first step. I think they should do the same with turrets. Turrets in general need a boost someway. Kinda pointless to put much money into it when they can be ripped down by juice so fast.
Exactly. I've stopped investing money in turrets because of this reason. It's way too easy to get juice as it is right now.
With the three mentioned classes I think the juice rate should be reduced, and I like the idea of juice costing $1000 instead of $500, but I think juice should remain powerful. It's one of the few ways to break a turtle team.
I'm not a n00b, and I know how to use juice. I always save money to quickly buy some when the enemys moneyball is down or overtime begins and I win 90% matches with that. Ya maybe make the turrents stronger, thats the main issue I complain about juice, one juice run and each turrent is down.
The only problem with this is that class like the tank would very rarely ever be able to get Juice. I would like to see juice made more expensive, or make it so it can't be purchased at all, but if that were to happen then the tank would have to be changed to be able to earn juice faster.
Agreed. But a tank does earn juice pretty fast from using a large amount of level 3 product grenades and shooting multiple things with the jet gun. The gunner also seems to earn juice slowly.
Sniper needs his juice balanced a little compared to the tank. Sniper rifle is basically railgun but it gets ten times more juice per shot, plus explosiveness. Even with those tactics you described juice is still pretty hard to get as a tank. Assassin should keep her juice rate, with the cloak while grapple thing gone she needs all she can get. Juice is an incentive to kill bots as an assassin. Lowering juice rates would destroy decent assassins from becoming good ones, imo.
A few notes on Juice: It is insanely difficult to build Juice as a Tank and gunner (don't know about assault) compared to the three quick juicers. The gunner is just slow, and the tank has to play less efficiently to build juice quickly (he needs to jet gun and melee the bots rather than death blossom them, because death blossom gives virtually no juice other than the drops). The tank also has to put himself at considerable risk by going into close range against bots to maximize his juice gain. Smarter players will begin putting pressure on a tank that approaches the bot lanes and try to discourage him from sticking around to pick up the juice drops. This is balanced by giving them both insane Pro, Bot, and Turret raiding capabilities while juiced, while being extremely resistant to knock backs and crowd control due to their weight and ability to deploy. The tank in particular is strong at all of these areas and can melt the moneyball quicker than all classes but the sniper (who sucks vs turrets when juiced, and is easily crowd controllable/rung out). The Sniper's juice gain rate could be tweaked a bit (esp with the moneyball melting capability), but I have no issue with the support/assassin rate. They have to be close to do anything whatsoever to the moneyball/turrets, and are very susceptible to the usual means of crowd controlling juiced players. If juice sees an increase in cost, it needs to be scaling. Start out at 500, then increase to X, and so on. I'm open to the idea, but it is not NECCESSARY IMO. The main reason I'm okay with buying juice is that it can be prevented by map control. If you were able to buy it via remote or in your own spawn, I would have issues. Actually, I would be okay with being able to purchase juice in your spawn. Just have it cost TWICE as much OR make it forced activate 5 seconds after your purchase, rather than on your command. This could be used to break spawn traps, and would add a bit more depth to the game.
Interesting idea. I really don't see the issue with a 5-second forced Juice after any purchase however, not just the concept of base Juice. It would also make juice that is earned all the more tactical when compared to purchased Juice as you could choose when to use Juice that you have earned. Regardless I would still prefer the 60-second cooldown on all Juice purchases.
If you're going to have a base juice machine why not make it have charges that slowly build... say once every 3-5 minutes (some tweaking required). Or the base machine can have a finite number of charges.... say 5? Changing the juice mechanic would add a lot of unnecessary work.
Most people refuse to use it but if you deploy as a gunner every bullet earns you juice so sitting in your base becoming a human turret will get the gunner juice pretty quickly even if the gunner has no juice sponsor
Only problem I see with juice is the no aim gun and its insane range and damage while juiced. Wouldn't bother me so much if support did not gain juice so quickly for doing nothing. Sniper gain rate can be annoying but they have to spend 550$ to get explo shots and it has to be mid-late game so there are enough bots to leech from quickly And as pointed out, the sniper blows vs turrets juiced. Incremental cost on juice purchases would be a step in the right direction though.
So far I'm ok with the support juice rate, not so ok with the assassin juice rate, and really not ok with the sniper juice rate. Support; gains juice fairly quickly from doing nothing, that is somewhat unfair but in my experience juiced supports cause the least amount of grief while juiced; they can't take out bots quickly, the hurt-heal gun is only moderately effective at taking out pros compared to other juiced pros, and they have next to no turret killing abilities. They can hack, but it's super easy to defend against if there's anyone at base. Juicing as a support is very powerful on defense when the enemy is coming at you and into instakill-shotgun range, but when on offense you need to get the drop on them or close from far away for the shotgun to be effective. Assassins; they have little health and need to be in the thick of things in order to get juice, so I understand that their juice rate should be a bit higher. Problem is they're one of the most effective juicers, very fast, multiple ways to enter a base and insane at taking down turrets. Very hard to grapple, usually need traps or a firebase to help bring them down. Wouldnt mind a small reduction to their juice rate, or reduced effectiveness at atomizing turrents. Snipers; I don't play snipers a whole lot, but it's.... well it was described before as mnc easy mode and I somewhat agree. After respawning with my explosive shot in Steelpeel I hopped down, shot maybe 5-10 shots and JUICE WAS MINE. Jeebus that was quick. Granted they're not incredibly effective at taking turrets down while juiced (though still often get the job done) but they are insane at taking down pros. The smg is the win gun in juiced situations. Combined with some nice trap throwing and flak placement, it would be difficult to even get to him to stop his rampage. Along with the fact that they never really have to leave their base to get juice and their high overall survival rate, I would really like to see a bit of a nerf to the snipers juice rate. just to compare to the Tank; The tank gains juice at a snails pace. it just crawls. this is balanced by the fact that the tank melts turrents and is overall difficult to take down, but there are a number of problems: Ta kns need to be out in the thick of things to gain juice. They may have a lot of health but are ineffective at medium range and with the exception of a charge-escape, have poor mobility. this means that they might end up having a low survival rate unless backed up (which I agree should be the case) then (like hudson said) they need to play ineffectively in order to juice efficiently. Take out bots from close range and nice and slow like. Still the bar crawls. On top of that, When juiced their effectiveness is a bit hit-or-miss. They're slow which means grapples are a big possibility. They're also weak to the turtling support. As a support I juiced versus a juiced tank and within 2 shots they were dead. They were slow and easy to hit. I'm not saying that the Tank needs a buff, and none of these "issues" are hurting the game, but I would be open to a minor nerf to the assassins' juice rate, and a not-so-minor nerf to the sniper's. My 2c.