After having some time to think about how juice impacts the MNC I think that solutions 5 and 6 would be ideal. I'd also like to suggest another idea but I'll get to that in a bit. Solution 5 is simple enough and reminds me of BlackOps' solution to chaining kill streaks together in MW2. Instead of being able to use a kill streak to reach the next kill goal, you have to earn every kill normally. In MNC this would mean that Juice can still be used to destroy a base's defenses or kill Pros but no additional money would be earned during the Juiced period. I can think of a few ways to exploit this mechanic but it would at least not be as easy to Juice chain if this was implemented. Solution 6 would basically be an overdose period where you cannot Juice again until the cooldown period has expired. I think that it would be fair to be able to earn Juice during the cooldown, you simply could not activate it until the cooldown period has expired. I would also like to add that every time you Juice the next cooldown period would also be increased. In this manner the first Juice can be used at any time, the second Juice requires waiting for the cooldown to expire, the third Juice requires waiting longer than the previous cooldown and so forth until the game ends. The last solution I had was to have Juice reset the current kill streak bonus. So if you are at 11+ kills and earning $100 per kill, once you Juice you are reset back to the base amount per kill. This would make keeping a natural kill streak important as once you Juice you are giving yourself an advantage but also hurting your potential income. Personally I would combine the Overdose solution with the Juice resetting your kill streak reward. Given the combination of the two I think a fixed cooldown period on the Overdose would be appropriate. There is no point in preventing a player from waiting longer to Juice when they are handicapping themselves already by using it.
Best solution on the list IMO. Keeps most of the game the same, requires more and more success on each juice attempt to maintain the momentum, and discourages buying juice in the opening 40 seconds of the match.
ill stick with what i said many times in other juice threads: ~supports need to get less juice for healing, or no juice for healing anything over its normal health (overhealing). would anyone else agree that this should be considered a glitch since a support can "buy" juice at the very beginning of the game for $150 or less by buying 5 or so lvl 1 lazer blazers, which he obviously doesnt intend on keeping alive but overheals for the juice and fully juices off of them? ~snipers need less juice for bot kills, or no juice for bots killed by explosive rounds. ~i say juice needs to be $600-$800, i say this in leau of someone juiced not earning money because (AFTER THE JUICE-HEALTH-REFILL GLITCH IS GONE), it should be possible to kill someone with juice since i can do it by myself sometimes. ~juice needs a cooldown of a minute or so if glitchers and xbox modders keep finding ways to hack their juice
Agreed. This way after or one or two runs you will not be making enough per run to keep an endless cycle going. Isn't there already 2 threads that cover this topic?
The other topic was more focussed on the problem of Juice chaining, not about the possible solutions' pros/cons as ObiFett noted. Besides, that thread has obviously been derailed at this point.
No it hasn't; we're still talking about juice chaining specifically (or at least I am). I'd go for number three, but then people would just wait until overtime to buy it. Although, at least it slows the juice chaining and makes it harder to do. I don't know if I really like any of those ideas. They change the way juice works too much. But they do make the game more strategic.
that will still make it where only: ~the sniper can get juice, and uber-streak with it because he will slaughter other pros. ~the support can get juice, and tear every turret in a base down. turrents, turrents nowhere... they need fixed, for the simple fact that it may cost the support 20000000 to buy juice from a machine, but it will cost him 150 in turrents to overheal and get juice safely from base by doing that. after that, you may find juice only needs to cost 600-800 consistently to balance it. i believe that this would make juice much rarer than the current situation (where someone can juice 16 times a game)
Maybe I'm the only one who thinks this way, but juice should cost as much as the average amount of money lost in destroyed turrets, maybe between $800-1000 flat rate. Other than that I find earning juice to be perfectly fine as at least the person is predisposed earning juice and not just running back and forth to the juice vendors.
earning juice does take some time and playing-objectively. UNLESS YOUR A SUPPORT AND IT ONLY TAKES YOU $150 WORTH OF CHEAP TURRETS AND 30 SECONDS. a sniper and support have to do a lot less than other classes to get juice. just go split-screen and try to get juice as an assault/gunner/assassin/tank as fast as you do a support/sniper. it takes one round or less in blitz for a support, two for sniper, three at least for any other.
it takes way more than one round in blitz to earn juice as a support. assassin cane make it in one, gunner in two, tank in 3-4.
if you leave and immediately build 6 lvl 1 lazorblazors, and overheal them, you cannot get juice almost before the first round starts as a support?