Denied Make Juggernauts Not Permitted to Use Certain Chems

This suggestion has been denied and will not receive development.
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Ben10083

Well-known Member
Jun 21, 2022
29
6
41
What does this suggestion change/add/remove:
Add a rule with Juggernauts cannot use healing chemicals such as Tylenol.

Possible Positives of the suggestion (At least 2):
+More engaging combat
+Juggernauts easier to kill


Possible Negatives of the suggestion:
-Juggernauts less impactful in battle
-Juggernauts are weaker


Based on the Positives & Negatives, why should this suggestion be accepted:
US GOC and CI conflicts have highlighted the strength that Juggernauts and certain healing chemicals such as Tylenol has; with juggernauts healing quite literally 5/6ths of their health every 1-2 seconds while the chemicals are active, as they have a large enough general healthpool for the effects of the chemical to proc, while others don't have that luxury.

To be frank, having conflict mainly be dominated by 1-2 people with drugs, and forcing everyone on the opposing side to focus fire for a chance to deal with the jugg. Overall it is NOT enjoyable to play against people abusing this combination, and makes combat unenjoyable except for the superhumans, as you literally cannot deal with them unless you bring heavy weapons, as they heal back any damage you do unless you take out all their health all at once.
 

SamPaval

Active member
May 26, 2022
1,171
160
21
+support
The last thing u wanna see is a jug on anima tylenol NU and immortal flesh
 

emilsnat

Developer
Developer
Programming Team
Feb 9, 2023
71
9
21
-Support
The point of juggernauts is to counter the mass numbers that Foundation has. Accepting this suggestion would just nerf the CI overall and make it even more difficult than it already is for them to win against Foundation.
 
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Moros

Well-known Member
Jan 8, 2023
56
9
41
Canada
-Support
I pretty much only play Nu-7 so I frequently have to deal with Juggernauts. But even I do not agree with nerfing them in any way. They're not supposed to be easy to kill. They are meant to counter the numbers advantage of the Foundation. Plus it isn't like you're dealing with legions of them running around. It's one dude. Don't try to solo them and you should be fine.
 

Darren

Well-known Member
Jul 14, 2022
1,276
187
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-Support the ci juggernaut is strong but it has its weaknesses 1 Headshot from a sniper and a mag dump from a gun will kill them off

CI JUGGERNAUT IS SUPPOSED TO COUNTER THE FOUNDATION BEING THE MAIN GAMEPLAY OF THE SERVER
 

Ben10083

Well-known Member
Jun 21, 2022
29
6
41
All the -support stems from that CI juggs 'needs' this to face against Foundation, but;

1) Nothing stops Foundation from doing the same thing
2) Against other GOIs like GOC, which don't have the large number of combatants, makes it too oppressing
Overall I think those not supporting are looking for a CI Jugg buff, rather than wanting the chems to remain.
 
All the -support stems from that CI juggs 'needs' this to face against Foundation, but;

1) Nothing stops Foundation from doing the same thing
2) Against other GOIs like GOC, which don't have the large number of combatants, makes it too oppressing
Overall I think those not supporting are looking for a CI Jugg buff, rather than wanting the chems to remain.
funny tylenol jugg funny, keep in game :D
 

Ramuh

Active member
Feb 13, 2023
119
16
21
-Support
- Everything that's been said, especially the stuff about Jugg being useful because Foundation has infinite lives & more people
- Jugg is XK-Class VIP, you want to nerf one of the 3(Maybe 4?) things that they get that other ranks don't
- Even with Juggs, I, alongside multiple MTF have shit on a Jugg in HCZ with like two casualties.
- Skill issue tbh
 

Darren

Well-known Member
Jul 14, 2022
1,276
187
41
this rule would make tylenol useless considering tylenol is expensive why would it be used for normal humans its only worth it on juggernauts or giving to dclass brutes
 
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