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Why does Jugglenaut jump deal such low dmg?

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I always thought if i am able to jump into a shieldball, a jugglenaut would wipe the units, but Multiplayer B806982 12 on EvoRTS-Deserted_Gully-v01 at 11:30 and 13:05 showed me otherwise. In my opinion Jugglenaut dmg should at least be high enough to kill all units out of the shieldbot factory and have either more impact radius or less damage falloff.
+0 / -0

4 years ago
Isn't Jugglenaut already a Pretty Good unit?
+3 / -0
I do think Jugglenaut is a good unit, but I think that its jump damage is misleading. If there is 1000 dmg written on it, I expect units with 950 Hp to die.
+1 / -0
I think the Jugglenaut could use being explained better, given how its such an unique unit. Do its gravity beams damage enemy units directly, or does the damage occur via the physics of colliding against the Jugglenaut's massive body at a high velocity? Does the jump cause damage via physics or via some kind of weapon-like explosion? What happens if Jugglenaut jumps onto a unit that survives the impact?
+0 / -0

4 years ago
I wouldn't have an idea to convey this in game any more than it is now, but I've gathered this.

Grav beam deals no damage, like other grav beams. Damage is physics based, determined by collision speed, Mass of both units. Bounce is based (soley) on the mid points of both units. The collision damage is like fall damage.
Jump causes a weapon like explosion.
The way the game handles jumps, btw, is important. Units follow a pre-determined path, moving at a pre-approval defined speed, in a forced way. The only way to stop a jump is unit death, impulse has no effect on units with jumpjets/jumplegs(which are for these porpus indistinguishable) and jumping units movement is set to 0 on landing.
+1 / -0
I agree that it can't be made more intuitive in game, but a better explanation on the wiki would be nice, since that is where people will go to clarify their doubts. Or maybe a section dedicated to the game's physics.

On the subject of unit balance, I will agree that Jugglenaut is good enough as is. The jump causing that little damage does feel weird though, considering the unit's mass. Is the damage higher for units that Jugglenaut lands directly on top of?
+1 / -0

4 years ago
quote:
Is the damage higher for units that Jugglenaut lands directly on top of?


I don't think a jugglenaught can 'land directly on top of' another unit, so no. I'm not even sure if you can get it do deal exacly 1000 damage, but I don't test jugglenaught's jump damage much.
+0 / -0


4 years ago
It can land directly on units. I can do this with crabs to instantly kill them. I call it bug stomping.

I'm doing my part. Are you?
+2 / -0
Crab has 4K HP, how could you instantly kill one by doing 1K damage?
+0 / -0
Hermit has 1.4K HP, how could you possibly kill it by doing 0 damage with gravity beams?

The answer is collision damage.
+4 / -0

4 years ago
Jugglenaut is dangerous enough already, thanks. Shieldballs flee in terror before it.
+2 / -0
4 years ago
They counter practically all lightweight units, which is a huge portion of the total roster. As someone who rarely uses heavy units or sniper units, I find them quite exasperating.

If they do collision damage on landing, does that mean jumps have physics, after all?

Also its technically crustacean stomping.
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