The Juggernaut's do's and don't's(pre-update).
The basics.
The class is unlocked by default.
Weapons.
As stated earlier, the Juggernaut has the most devastating weapons in the game. I'll run a list of them and quickly explain how they work.
The weapons you have unlocked by default are the Fusion Mortar, Spinfusor MKD and the Heavy AP Grenade.
The Fusion Mortar is your main squeeze, lean and mean, this weapon makes you a killing machine, provided you know how to use it. The projectile is big and slow and has an activation timer of about 2 seconds. So you don't need to worry about blowing yourself up instantly if it hits a surface near you, but if fired from the right position, it can destroy pretty much anything it hits. A direct hit or being in the minimal range of the splash causes 1300 damage, which can kill all light classes and most medium classes(Soldiers with a fully upgraded Utility Pack and Raiders with the shield pack activated can survive a direct hit) in one shot, that is if they're very close to the initial explosion. Even though it can't instantly kill the HoF(Heavy on Flag), it can severly weaken him/her and your team's capper can finish them off if need be.
Spinfusor MKD is your secondary weapon. It's a modified variant of the standard Spinfusor which has a larger splash radius but smaller base damage doing 840 damage on a direct hit. A skilled player can make good use out of it while dealing with players harrassing them, but I prefer the MK-X, to which we come back later.
Heavy AP Grenade works like any other grenade does, but it has the highest base damage dealing 1500 damage when in range of the minimal explosion radius.
Unlockable weapons:
Primary.
Fusion Mortar Deluxe is a modified variant of your already powerful Fusion Mortar. This version has a higher base damage doing 1400 on a direct hit, which kills all light and medium classes(but if a cheeky Raider activates their shield pack on full energy just before the projectile hits, they can walk off with just under 10 health. Unless they're using Ultra Capacitor perks, which both combined give them an extra 20 energy), but it has a smaller radius. The projectile is also faster moving, which can take some time to get used to. I suggest getting this variant as soon as possible since it can be very potent against the enemy HoF and other defenses. It costs 9000 XP or 160 Gold to buy.
The Mirv Launcher fires a special projectile which splits into 4 smaller projectiles that each deal 450 damage on a direct hit. It might not sound much, but it can spread its damage over a larger area and if all the clusters hit the one target which is in the minimal vicinity of their splash, the total damage of them is 1800, which is enough to kill all light and medium classes and greatly weakens any heavy class. But if you wanna get tricky, you can try to get the projectile to linger on a surface, since the small explosion which spreads the projectile in 4 causes 100 damage, it can add up to a whopping 1900 damage on anyone who goes over it. But achieving this is quite challenging. It costs 44000 XP or 500 Gold to buy.
Secondary.
Spinfusor MK-X is the modified version of the already modified Spinfusor. This variant does more damage on a direct hit, which is 924, but has a smaller radius. If you want to stick to using a Spinfusor weapon on your loadout, this is the preferred version to use, since it does more base damage which is a favored trait in the game. After all, you are supposed to score direct hits rather than splash hits. And its radius is about the same as any normal spinfusor's, so if you are used to the normal variants, this'll be up your alley. It costs 9000 XP or 160 Gold to buy.
Heavy Twinfusor is the heavy variant of the Twinfusors, which fire two disk in a rapid succession. This weapon is hardly used due to the disks having low base damage of 616, but if you manage to score direct hits with both of the disks, it can do a total of 1232 damage. Though this weapon can be used quite effectively with the Spinfusor Disk to bombard your opponent with disks.
The X1 LMG is a bane to any newblood and can prove a challenge to an experienced tribesman. Its damage ranges from 75 to 56, and combined with its high firerate and big clip size, it's the most dominant automatic weapon in the game next to the Doombringer's Chain weapons. Though, like the Doombringer's Chain weapons, it has a spin-up time and shakes the screen when fired, which can make aiming harder than it would be with other more lighter automatic weapons. It costs 44000 XP or 500 Gold to buy.
The Shocklance is not suited for the Juggernaut at all since it's only effective up close, while the Juggernaut excels at long to mid-range combat. It costs 37500 XP or 420 Gold to buy and is unlocked for all classes after purchase.
Belt.
The Spinfusor Disk is as its name suggests, a spinfusor disk that you throw. It has all the same attributes of a normal spinfusor, doing 910 on a direct hit. The only difference with it and the standard fusor is that combined with Quick Draw perk, you can fire multiple disks at your enemy in a quick succession. This is the preferred belt item for the Juggernaut, since it can give a skilled fusor user an edge in combat. It is also widely used with the X1 LMG, which can make the Juggernaut the most menacing offensive class. It costs 21000 XP or 240 XP to buy.
Heavy AP Grenade XL is a different variant of your Heavy AP Grenade, doing less base damage, but having a larger radius. If you for some reason do want to use normal grenades on your loadout, use this variant. Since with grenades your don't have to score any direct hits. You just want to chip away a fair amount of health from your opponent.
Offense.
As the main heavy attacker, you have to have your targets prioritised. Attacking the wrong target at the wrong area at the wrong time does your team no good, so here's a list of what to shoot at and why:
- The HoF is and always will be your main target, since they are slow, fat and usually stationary, they make easy targets.
- Technician turrets and other items. Keeping these things down will prove very useful to your teammates, especially the capper, since they can't do much about them.
- Base assets such as turrets and radars. Destroy the turrets first, because they can be quite the problem to your teammates, you don't have to worry about their shields, your mortars do enough damage to break the shield and chip away a great chunk of their health. All base assets can be destroyed with just 3 mortars. And 2 mortars with their shields down.
- Light classes trying to get to your flag. These guys are almost always too fast for your mortars and if your team already has a potent chaser, you don't need to worry about them.
Defense.
Juggernaut as a chaser.
Bottom Line.
Because you are the Juggernaut, BIETCH!
MLG 420protip.
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