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Juggernaut guide

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Kydrik

Kydrik

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Juggernaut guide (servers: Masters, Masters #2, HellZombieDrive)

This guide topical on February of 2015 year. All changes, occured after this guide watch in update
list.
In writing have been used some information from Varg.

Juggernaut unique perk. He combines in self: strong armor, increased weight, resist to melee attacks of monsters, speed of armor welding and arsenal of powerful machineguns, which tear and shred mutants.

Juggernaut – this wagon, able not only to kill, but also work for the benefit of team, it's single perk, who carry instead grenades ammo boxes (throwing how grenade on G) and quickly weld armor other players. And that's what makes juggernaut irreplaceable in team.

He may rush – in seconds clear passage, or cover his teammates from mutants, by shoot from machineguns.

He may be tank – if necessary, meet and overshadow big mutant by using his strong armor(FleshPound, Brute or Scrake etc) and with minimal losses kill them.

He may be support – literate juggernaut all time work in team how good support. He supplies his team by ammunition and faster then others weld armor.

If team don't have good and leveling juggernaut - predictable outcome of the battle in advance, because how player don't play good, but ammunition not infinity. Leveling Berserkers and Infiltrators exclusion.

Therefore, if you decide to play this perk, first you need to find out some information about perk, and later about weapons, tactics and functions of juggernaut.

Let's start with the weapons ...

Arsenal of Juggernaut:

1. "Beretta Рх4" – handgun (2 points of weight), very useful gun on every level, big headshot damage. In situation, when main machinegun on reloading, and monsters almost caught you, pulling handgun, you may easy stray small monsters. Handgun good, but buy them on first waves, and unused weight for tactical mines of diversant. (he stops lagre monsters how scrake, endy, fleshpound.)
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2. "Tommy gun" (or Thompson) – apart Beretta, this is most light weapon at juggernaut (6 points of weight). Most optimal weapon: small recoil, good ammunition, good headshot damage - come down againts weak monsters on short distances. He good not only on low levels.
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3. "Steyr AUG A1" – army universal rifle (7 points of weight). Minimal recoil, bonus on headshot damage, and optical sight and converted her in good weapon for killing on medium distances. Helpful for low levels. Полезен для низких уровней. Has a high penetration of armor.
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4. "SA-80 LSW"can be classified as medium machine gun, because his weight 7 points. How a other medium machineguns, for initial levels. SA80 has small recoil and optical sight. Great for shooting on medium distances.
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5. "RPK" - Medium machinegun (9 points of weight) with small recoil, but strong and convenient for shooting on medium and close range on weak monsters. RPK have increased damage on monsters, so it is suitable at all levels perk. Also he have function of microstun when you put or render damage in head. Recommended all time have this machinegun.
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6. "PKM" - heavy machinegun (16 points of weight), big recoil, medium ammunition. Have most big damage in body, therefore not necessarily aimed fire in the head. Recommended to pick after 6 level.

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7. "M249 SAW" - Heavy machinegun (16 points of weight), relatively small returns, most big ammunition. M249 PKM is the opposite, as it has bonus hedshotny damage and increased rate of fire, therefore shoot in head. Because of its impact, he is good at any level. Full clip of M249 usually kills monsters less than RMB clip. This disadvantage is compensated by superiority over RMB in terms of a faster recharge and rate of fire.
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8. "M-134" (minigun) multicore rapid-firing gun. Due to its heavy weight (18 points of weight) recommended for use on medium and high levels (21-40). Minigun killing everything and everyone in Killing Floor. With it, you can feel like a Terminator, however, at the same time, you can easily send to the light half of his team, as M-134 has no sight, and you have to learn how to use this gun killer not to inflict damage on your team! With the cage 200 rounds, it can literally rip to shreds any small mob and cause huge damage to larger ones. But he has and disadvantages ... Minigun strongly overheats, so do not heat it up to the edge and use when you really need to correct situation with the crowd presses mobs. The disadvantages can also be attributed and replenishment of ammunition ... On the one Clip you get just one clip to the M-134, so save ammo and not palite on what horrible. And even though these shortcomings, I can not imagine a game without minigun - great gun!
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9. "M60 Machinegun"American General-purpose machine gun. This professional weapons juggernaut and is available for purchase from level 31. Despite its light weight (9 slots), this gun belongs to the category of heavy, and can do more damage. The main advantage over other machine guns is its ability to take down mobs armor. Just as the PKK - has the function microstun when shooting in the head in scrake.
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10. "PKP Pecheneg" - single hand gun, developed on the basis of the PKM. This gun belongs to the premium weapons and is only available for Donate (charity project). Unlike PKM he increased rate and the rate of recharge, significantly reduced recoil, increased total ammo, damage to the body and head, increased accuracy by 70% and replenish ammunition boxes with 50% and the damage to Scrake increased by 35%. In this case, it is set on a very comfortable collimator sight that allows accurate aimed fire, and the speed of the resulting experience when using Pecheneg increased by 25%, and it weighs only 11 slots, which makes it just an indispensable weapon juggernaut from the earliest levels. Recommended for all beginners (details here).
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Many beginners often ask: "What is the best weapon to take on some level?" and this question is difficult to answer unequivocally, because everything is a matter of taste ... Note, as a rule, all guns (medium and heavy) come in pairs (with the same weight) and categorically say that the SA-80 LSW steeper than the Steyr AUG A1 - impossible, as there are those who will deny it (although in my opinion SA-80 cooler). Someone immediately picked up the RMB used to it and baldeet from him. This player will definitely be argued that the M249 SAW is inferior PKM. And that's fine. Although I have to 36th did not use PKM - always just M249.

Here, as I have said, all a matter of taste ... Play around with some guns first, then the other and take decision for myself - what is best for you! With what gun you more comfortable to meet a crowd of mobs, with a more powerful PKM, with "good" or return to a more stable and rapid-M249 SAW? You get to decide!

Let's now look at the starter stock and bonuses at various levels of the perk ...

Bonuses and Starting Inventory

Bonuses for 1 level:
  • 30% reduction in recoil guns
  • + 33% of the ammo guns
  • + 100% speed welding armor
  • X 1.6 strength armor
  • 20% resistance to damage your neighbor
  • 19 units. transferred weight
  • Has 5 boxes of ammunition
Bonuses for leveling up:
  • +2% machinegun damage
  • +1% recoil decrease
  • +6% to ammunition (since 6 level, every 5 levels)
  • +5% to armor welding speed
  • +1x armor strength (starting at level 6, every 5 levels)
  • 2 box of cartridges (starting with 6 levels every 5 levels)
  • + 0.75% damage resistance neighbor
  • + 5 points of weight for 6 level, + 3 points of weight every 5 levels.
Starting inventory:

Regardless of the rank and level of default occurs with 3 boxes of ammunition.
Every weapon has a profile 80% penetrative ability.

Rank 0 (1-5 level - color of perk - green):
  • Beretta Px4
  • 19 points of carry weight
  • 5 ammo boxes
Rank 1 (6-10 level - turquoise color of perk):
  • Tommy - gun
  • 24 points of carry weight
  • 8 ammo boxes
Rank 2 (11-15 level - color of perk - blue):
  • SA-80 LSW
  • 27 points of carry weight
  • 10 ammo boxes
Rank 3 (16-20 level - color of perk - violet):
  • RPK
  • 20 points of armor
  • 30 points of carry weight
  • 12 ammo boxes
Rank 4 (21-25 level - color of perk - red):
  • M249 SAW, Beretta Px4
  • 20 points of armor
  • 33 points of carry weight
  • 14 ammo boxes
Rank 5 (26-30 level - color of perk - silver):
  • M249 SAW, SA-80 LSW, Beretta Px4
  • 35 points of armor
  • 36 ед. points of carry weight
  • 16 ammo boxes
Rank 6 (31-35 level - color of perk - black):
  • M249 SAW, SA-80 LSW, Tommy - gun, Beretta Px4
  • 55 points of armor
  • 39 points of carry weight
  • 18 ammo boxes
Rank 7 (36-40 level - color of perk - gold):
  • PKM, RPK, Tommy - gun, Beretta Px4
  • 75 points of armor
  • 42 points of carry weight
  • 20 ammo boxes
All other additional bonuses juggernaut, such as bonus movement speed and etc, in a particular rank / level you will be able to see the game in your profile when you select a perk.

Well, with arms and bonus perk, I think everything is clear. Now let's understand the tactics of the game according to perk ...

Tips and tactics:

Playing for juggernaut, initially need to understand that you - the armored tank, of course, it will not be so noticeable at lower levels ... you start to feel it, say from the 11th or 16th level. So remember - all your strength and uniqueness is in armor!

Only because of its armor you as physicians, receive significantly less damage from almost all melee attacks. And if you were without armor, your task as quickly as possible to get it back. Ask players to chat or voice ... Use the command shortcuts "Brew door" (The order of the keys: V-3-4) and, of course, your best friend and helper in the game - it's a medic with the FN 2000M, which is an alternative attack can recover you armor.

Always remember that no armor you tear "on the rag" even the smallest mobs, so do not climb on rozhёn, beware of melee attacks and ask team to patch up your armor. In this case, do not forget that you are the owner not only reinforced armor, but ultrafast welding machine, which brews armor fastest players on your team.

You must in any free moment to digest armor standing next to you comrades in arms. By the way, a certain amount of welding armor - is one of the conditions for the transition to the next levels, so always boil, simmer and cook ... At higher levels you will need sooo much armor welded on, so do not assume that you will not need welding will take ... and more as needed !

But there is good news about welding armor ... With Jagger recently introduced a small bonus because they replenish ammo players: 1 gave a pack of 50 units counted. welding armor (during store this bonus does not work), so do not stint on cartridges and try to give all the end of the wave package.

Well, now, that with regards to the distribution of most of these packs of cartridges ... Your task is not simply the right and left to scatter cartridges out of the goodness of his soul and for leveling armor, and take into account the level of skill and players who are currently in your team!

The important point! Juggernaut sees the level of ammunition for each player (separate, additional band of orange-peach color over the head of the players) and unfilled until the end of the band does not mean that the player is not enough rounds - there are recorded and grenades, too, so do not try to fill the players completely.

For a complete filling of light and medium girls usually takes 3 - 4 packs, but players with high levels of the last wave, when there is a lot of big monsters, need much more ammunition as heavy guns (almost every perk) with packs juggernaut replenished very weak, so keep in mind the fact that the strong players who are "dragging the map" and take on the big monsters need to fill up more often than others.

Think - who and how many rounds to give. Let's pack on request - try to supply the key team members.

And another important point! During the store, juggernaut is incredibly important for the whole team! It was he trying to throw off all the money on bullets (as it is beneficial to all), and he buys and distributes them to the team. But try to take into account - who and how many rolls you, otherwise you will be in "the broken trough", without money, guns and packs (with me often that is exactly what happened until I was a freshman).

Tactics is simple: run into the shop, bought a pack and left the shop in anticipation of when you begin to throw off the money (you can specify voice or write in chat that you can buy ammo). Considered very easy - at least 50 per 1 pack of money (trust me - it is very beneficial for the players, let's say for the money you gave 150 3 packs that fuller him almost all light and medium guns). But as a rule, you take off all the remaining money ... As a result, the command correctly filling in batches (giving those who are overthrown money) - you will be in big plus that will allow you to buy expensive guns, ammo packs to them and for the team.

Embarrassing moment on the packs ... With its ability to provide command packs, juggernaut itself has a limit on the number of "eat" bundles of wave. For one wave you can take just 5 packs, three of which (at most) can be yours, that much will affect you in the middle and high level when your ability to destroy the monsters will be limited by your ammunition (not always, but still sometimes will). So advice: If you do enough ammunition lying around and you see a pack, then just walk past. Throw yourself a pack or take them from other juggernaut when you really need them (map pack, which themselves appear on the map, this rule does not apply - they can take in unlimited quantities, so they are always better to leave it juggernaut).

As for the tactics of warfare ...

As already mentioned above, juggernaut capable of withstand major evil monsters, such as scrake, brute or fleshpound, sat down in front of them (this is the best tactic - just sitting in front of them) and shooting them in the head - thus giving the team some protection and the ability to cope with evil monsters with smaller losses.

That is why juggernaut not have to sit in the windows, when all hold entrance of the building, as well as to hide behind the backs of his comrades or to run alone in the quest mobs - your task is in the center of the core team, to cover her razrashivat clusters of small mobs and periodically throughout the brewing team armor. When a team does not have a berserker or a sniper, you need to catch scrake, who are trying to get to your team, and withstand them (do not do it on small levels).

About resistor (resistance to attacks) - it is worth recalling that the resist only works against physical attacks neighbors - this means that damage from ranged monsters such as: Husk and Demolisher (fireballs and missiles), Timeshifter (attack electricity) as well as the most dangerous for the juggernaut - Bloat, Venomous and PoisonShiver (poison attack), ignore our resist. Try to get rid of these monsters as early as possible, especially poisonous, as can easily die in the blink of an eye, even with a full 5x armor.




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Well, in conclusion, the Juggernaut is one of my favorite perks ... Although at first sight for beginners it may seem slow, dull and weak in contrast to the other perks, but at higher levels of this perk is good. And even sooo good!

Yes, playing for juggernaut, you'll rarely on the highest lines of the rating table team, as juggernaut can not be compared to the number of killed monsters, say, a commando, sniper or demolition (he has another problem in the team). But for those who really loves to shoot not just stupid, and work for the team, supporting and providing it throughout the map, thereby achieving the main goal of the game (the death of Patriarch) - these players this perk will love.

I wish you all a good and interesting game. I hope my guide will help beginners to understand this a little perk, understand it and have fun playing for him.

Сообщение отредактировал Kydrik: 22 апреля 2015 - 16:15

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#2
DJ-DUST

DJ-DUST

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That is exactly what I was looking for today, but couldn't find all informations, thank you!

#3
Kydrik

Kydrik

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No problems
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