Divinity DarkRP
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Important! Juggernaut Feedback
05-16-2019, 12:01 AM
Post: #16
Here's an idea: If we want an incentive for the juggernaut to not run off and hide, maybe have it so every kill the juggernaut gets restores his health just a little bit?

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05-16-2019, 11:56 AM
Post: #17
(05-16-2019 12:01 AM)Jaysea Wrote:  Here's an idea: If we want an incentive for the juggernaut to not run off and hide, maybe have it so every kill the juggernaut gets restores his health just a little bit?

that would further incentivize camping. Juggernaut is hard to defeat as is when hes camping in an easily defensible position. Now imagine that but every kill he can EASILY rack up brings more HP. Yea no.

-support

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05-16-2019, 08:23 PM
Post: #18
So some things I did but neglected to tell everyone...
Juggernaut can no longer leave plaza without taking massive damage. - Phil Swift
That should fix some camping problems.
I introduced a new health alforithm. It uses math.pow. way better than any other fancy symbols and shit.
I tweaked it to something that I think works well.
As for spawning near the juggernaut, the best I can do is move the spawn points closer to plaza.

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05-16-2019, 08:59 PM
Post: #19
Alright, if juggernaut has to be in plaza, NOW can we give health back on kill for juggernaut?

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05-16-2019, 11:25 PM (This post was last modified: 05-16-2019 11:28 PM by Grant.)
Post: #20
(05-16-2019 08:59 PM)Jaysea Wrote:  Alright, if juggernaut has to be in plaza, NOW can we give health back on kill for juggernaut?

yea now it works because juggernaut cant camp... as long as the heal from the kill is greatly outpaced by the damage from being "in the storm", to use fortnite terminology

although this new "stay in plaza" mechanic is super limiting for juggernaut.
I dont want him to turtle up far away from a spawn point as was the case in above change or Z, but at the same time, if the juggernaut wants to fight in upper slums, the subway, or civ spawn, let him.
As I said, in order to make that work, insurgents need to spawn within a radius of the juggernaut at a reasonable height, so no matter where he is, insurgents will be able to get to him quickly.

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My Perms: Elites, Big Pocket, 357, Extra Printer, Extra Props(1), Surrender, Katana, Fists, Extra Ammo (1), TTS, Storage Increase, Knife ($10,425,000 total)

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05-18-2019, 01:19 PM
Post: #21
Would be nice if there's a red sphere like with mortal kombat so the juggernaut himself can see where he can and cannot go.

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05-18-2019, 05:23 PM
Post: #22
(05-18-2019 01:19 PM)Jaysea Wrote:  Would be nice if there's a red sphere like with mortal kombat so the juggernaut himself can see where he can and cannot go.

I think the red circle on the ground that Mayor visits use would be better, since the MK sphere could obscure the juggernaut's view of anyone shooting him from outside the plaza.

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05-18-2019, 05:32 PM
Post: #23
Thats a good point. I’m down for that

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05-20-2019, 02:08 PM
Post: #24
Give a cash bonus like $5,000 to whomever did the most damage to the juggernaut.

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05-20-2019, 03:39 PM
Post: #25
(Today 01:08 PM)Jaysea Wrote:  Give a cash bonus like $5,000 to whomever did the most damage to the juggernaut.

And one for whoever deals the finishing blow to the juggernaut. (so either whoever kills the juggernaut, or whoever did the last bit of damage before juggernaut dies by other means like leaving the safe zone)

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My Perms: Elites, Big Pocket, 357, Extra Printer, Extra Props(1), Surrender, Katana, Fists, Extra Ammo (1), TTS, Storage Increase, Knife ($10,425,000 total)

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