1 |
Jugglenaut
is
weird.
It
is
spectacularly
good
against
mobile
units,
but
does
almost
nothing
to
static
defenses.
This
is
an
interesting
role,
but
it's
good
against
almost
every
KIND
of
mobile
unit.
Unfortunately
the
early
game
is
dominated
by
mobile
units
rather
than
defenses
and
thus
the
Jugglenaut
becomes
a
premiere
rush
choice.
It's
also
really
difficult
to
micro,
because
to
lift
heavy
units
like
comms
you
need
both
beams
to
converge
on
one
target,
the
overlap
in
arcs
is
small
and
getting
them
both
to
pick
the
same
target
can
be
frustrating.
Switching
the
push
and
pull
mode
is
required
to
suck
a
unit
in
then
push
it
back
out
again
to
do
real
damage,
and
also
takes
a
lot
of
babying,
but
is
at
least
interesting
and
does
what
you
tell
it.
|
1 |
Jugglenaut
is
weird.
It
is
spectacularly
good
against
almost
every
kind
of
mobile
unis,
but
does
almost
nothing
to
static
defenses.
This
gives
it
a
role
of
sorts,
but
unfortunately
the
early
game
is
dominated
by
mobile
units
rather
than
defences
and
thus
the
Jugglenaut
becomes
a
premiere
rush
choice.
It's
also
really
difficult
to
micro,
because
to
lift
heavy
units
like
comms
you
need
both
beams
to
converge
on
one
target,
the
overlap
in
arcs
is
small
and
getting
them
both
to
pick
the
same
target
can
be
frustrating.
Switching
the
push
and
pull
mode
is
also
required
to
suck
a
unit
in
then
push
it
back
out
again
to
do
real
damage,
and
also
takes
a
lot
of
babying,
but
is
at
least
interesting
and
does
what
you
tell
it.
|
3 |
The difference in performance between when it sucks a comm right in and blows it up, to when the beams are both shooting at different targets and not even moving them, is pretty stark.
|
3 |
The difference in performance between when it sucks a comm right in and blows it up, to when the beams are both shooting at different targets and not even moving them, is pretty stark.
|