Juggernaut/AT AT balancing

Please post any suggestions that could make the game more enjoyable for everyone. Feel free to also encourage Disney with praise of things you like.
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fffhuge
Storm Trooper
Posts: 4

Juggernaut/AT AT balancing

Post#1 » Wed Nov 20, 2019 7:36 pm

Title makes what I'm about to say obvious: the juggernaut is very overpowered.
http://www.swcommander.info/wiki/index.php/Juggernaut
http://swcommander.info/wiki/index.php/AT-AT
The juggernaut will destroy buildings in a path to the shield generator with ease along with the other troops sent in with it. Its damage per hit is higher, and although AT AT shoots twice, it can barely match the juggernaut. Walking on walls does not make the AT AT more useful compared to firepower that will eat turrets.
This doesn't even take into account the juggernaut's speed and space requirement: three times the speed, and 2/3 the unit space requirement.
The lower levels sometimes get ignored as the experienced players who are a larger part of the community are the big focus. The juggernaut seemed to have slipped through as a superunit, but I hope it can get rebalanced soon, hopefully with less damage, speed closer to the AT ATs, and 30-25 space requirement.


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fffhuge
Storm Trooper
Posts: 4

Re: Juggernaut/AT AT balancing

Post#2 » Wed Nov 20, 2019 7:37 pm

Got that outta the way and now I can play the campaign in peace, hopefully without being attacked by juggernauts


Shelendil
Grand Admiral
Posts: 1079

Re: Juggernaut/AT AT balancing

Post#3 » Wed Nov 20, 2019 8:24 pm

The AT-AT does 33% more damage than the juggernaut, also kills buildings on the way to shields if aimed properly, has more health to absorb more turret fire, and one more range so that it's a little less suicidal.

Not to worry though, at high levels, they're both close to useless.
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TKTB51
Admiral
Posts: 581

Re: Juggernaut/AT AT balancing

Post#4 » Wed Nov 20, 2019 8:46 pm

at high levels, the regular AT-AT isn't worth the cost of the space it takes, and it's too effing slow.
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fffhuge
Storm Trooper
Posts: 4

Re: Juggernaut/AT AT balancing

Post#5 » Thu Nov 21, 2019 1:40 pm

AT AT isn't really useful at any level. I only use the elite AT AT because it takes less space; I'd rather use the juggernaut and have something like veteran AT ST or royal guard out for damage. AT AT should seriously just take up 20 space and jug should be slowed to at most 20, so AT AT isn't just a placeholder unit for a faction that's supposed to be built around vehicles.


Oldrebel
Commodore
Posts: 117

Re: Juggernaut/AT AT balancing

Post#6 » Thu Nov 21, 2019 6:18 pm

fffhuge wrote:AT AT isn't really useful at any level. I only use the elite AT AT because it takes less space; I'd rather use the juggernaut and have something like veteran AT ST or royal guard out for damage. AT AT should seriously just take up 20 space and jug should be slowed to at most 20, so AT AT isn't just a placeholder unit for a faction that's supposed to be built around vehicles.

Really??? Wtf?
Then why is hero AT-AT used SO MUCH in no outpost wars to kill shields from afar?
Jugg has less range, less power. Speed is a downfall, as it may trigger SC.
We have NOTHING to compare with hero AT-AT, other than hero AT-TE, for which we must gather non-existant frags while you level up your hero AT-AT with credits.
Boo hoo.


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XitLiteNtrNite
Major General
Posts: 358

Re: Juggernaut/AT AT balancing

Post#7 » Thu Nov 21, 2019 8:13 pm

fffhuge wrote:AT AT isn't really useful at any level. I only use the elite AT AT because it takes less space; I'd rather use the juggernaut and have something like veteran AT ST or royal guard out for damage. AT AT should seriously just take up 20 space and jug should be slowed to at most 20, so AT AT isn't just a placeholder unit for a faction that's supposed to be built around vehicles.

E ATAT is the preferred hero of most imperials. There are plenty of bases where Kessen, Death Troopers, Vader and enhanced ATSTs make sense, but by and large the E ATAT is an imperial's bread-and-butter.
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RogueTwo
Commodore
Posts: 104

Re: Juggernaut/AT AT balancing

Post#8 » Fri Nov 22, 2019 5:03 am

Why dont we all just use the same equipment then "for balance"? Life isn't about everything being equal, it is about adapting, overcoming, and thriving. Why do we fall? So we can practicegetring back up again.
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bob1084
Commodore
Posts: 175

Re: Juggernaut/AT AT balancing

Post#9 » Fri Nov 22, 2019 11:23 am

fffhuge wrote:Title makes what I'm about to say obvious: the juggernaut is very overpowered.
http://www.swcommander.info/wiki/index.php/Juggernaut
http://swcommander.info/wiki/index.php/AT-AT
The juggernaut will destroy buildings in a path to the shield generator with ease along with the other troops sent in with it. Its damage per hit is higher, and although AT AT shoots twice, it can barely match the juggernaut. Walking on walls does not make the AT AT more useful compared to firepower that will eat turrets.
This doesn't even take into account the juggernaut's speed and space requirement: three times the speed, and 2/3 the unit space requirement.
The lower levels sometimes get ignored as the experienced players who are a larger part of the community are the big focus. The juggernaut seemed to have slipped through as a superunit, but I hope it can get rebalanced soon, hopefully with less damage, speed closer to the AT ATs, and 30-25 space requirement.


Imagine living in a world so empty of logic and getting a buff that decidedly, without question tips the balance of the game in your favor

And yet STILL wanting more. This has got to be my favorite imp post ever. The amount of shortsightedness this takes to actually type up is astonishing. To the OP:

Thank you, from every reb player before and after me, thank you so much


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DravenTheWicked
Commander
Posts: 31

Re: Juggernaut/AT AT balancing

Post#10 » Sat Nov 23, 2019 4:21 am

I almost always use the E atat, especially for long ranging shields and sniping SC. Paired with a lugga/MHC combo it really helps clear the board. Would love to unlock the at-act skin but those frags are few and far between my friends...


Am I and other players too reliant on the eatat? I think not. The Fact that so many play using one shows it’s effectiveness.
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