The reality behind jingle juvies

The only real issues with Jingle Juvies are player related. When I tried to do the last Incon run I needed to finish Slugger, I ran into quitter nonsense where they left for no reason either as wave 1 started or before the fab was even moved at all. Which then lead to other players leaving, and me leaving after beating wave 5 with only one other player and the incompetent AI bots.

Then I went down to Advanced and low and behold, only one person left after completing wave 10, presumably because they only planned to stay until then, assuming no disconnect or server shenanigans happened, and it was enough to get the remaining CXP I needed to finish Slugger. What I first did was run the promos to 15/16 on Clock/Surge, then I used Protector a little bit in Escape if there was a CXP reward available for daily hives. Finished it with Jingle Juvies for the most part and also the other promo classes. Very glad I don’t have to put up with that any longer.

Still have Jack and Combat Medic to do but at least they’re not quite as awful… although the Medic definitely isn’t exactly the best of the best either.

The worst part about jingle juvies is that nobody ever wants to pick up the fornicator at the beginning but the second you don’t read someone’s mind and put it exactly where they were hoping they quit.

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They were made out of necessity at launch. Michael briefly mentioned them in one of the PvE-streams and he clearly didn’t like talking about them.

Btw Emile is the only half decent class if played with caution. If you didn’t like that class, don’t even bother with the other classes. They’re 10x worse.

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Main point is if there’s an engineer in the party then that person decides. If not, just do the standard pick up and drop to check tap location, then it’s usually no problem if you keep tap in mind when moving fab.

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It really depends on how the team plays. Putting the Fabricator correctly leaves just one path for the Swarm, so it’s easy to take them out. A competent team can really quickly take out the Scions, even when staying upstairs. Otherwise, you can filter it out by having some people move downstairs or hide a bit until the Scions gather downstairs, making it much easier to kill them.
But unfortunately, a lot of people have no clue how to deal with the Scions. The other day I trained Striker and was together with a Brawler on the passageway. At Wave 15 we realised too late it was a Scion wave, our stupid mistake. But when we returned some joker had intentionally placed the Weapon Locker in a position that blocked us from going back. We ended up dead and the last ones weren’t competent enough to deal with the Scions. I just hate people…

And yeah, placing the Fabricator that way is a lot duller, you could just fall asleep from playing a game like that. But that is Jingle Juvies, it really is boring and no fun at all. The only reason you play it is because of the ridiculous xp rates that helps you to level.

Striker can actually be fun. With a high level and a Breaker Mace, you can slaughter quite some enemies. I’d recommend trying it when a daily comes that promotes melee combat.

In general @topic:
While I didn’t plan on playing Jingle Juvies more than necessary to get the Marcus skin, the xp rates were just too tempting not to level some classes (specifically the Promotional ones). That has been really useful but unfortunately it has also been really useful to those who have not a clue how to play: it is becoming increasingly difficult to filter out the fools because it has become so easy to level. Like for example with yesterday’s Horde daily, Me and a mate had a lobby (Inconceivable, leaving the 1000% extra building costs mutator off) of what seemed to be decent people, with us being Robotic Expert and Jack. In game, it turned into an absolute disaster. We had an Anchor that didn’t use bleed out, an Infiltrator who didn’t use her Gnasher and a Tactician that didn’t use his Boomshot - and we find out that when he used it, he didn’t had bleed out nor did he made use of the Weapon Lockers I had build (this guy was actually level 18). Two of them never bothers to deposit energy and invested all of it into their perks. Normally I build bases defensively, not offensively with relying more on the effort of the team rather than placing sentries all over the place (I personally enjoy that more. It’s also more fun for the rest of the team because they can still get a lot of kills), but I felt forced to start building a bunch of them because too many enemies were getting through. We had waves where I nearly got all the kills, from just three MG Sentries. We got Bastions and were literally shouting through the mic “USE YOUR BOOMSHOT!!!”, but he thought it was more efficient to use his Hammerburst… Eventually I bought one to take the Bastions out by myself, because not just the Tactician but all of them were too incompetent to take out Bastions. We managed to last till wave 12 (Frenzy), where we failed because they were focusing on the wrong targets. Back in the lobby I kicked them all out and started fresh with a new team. Fortunately, these guys knew what they were doing, and we had a really smooth game.

I was never really a fan of asking minimal levels for classes, because it doesn’t always reflect the ability of how that person can play the game. A level 15 Jack might have lower levelled cards, but can still play as well as a level 20. But as of recently I now feel forced to request at least level 17 and thinking about upping it to 18 or even 19. I don’t like it, but I am starting to feel forced to do it in the hope of filtering out enough fools.

Look who’s finally warming up to a promo lol

Randoms still get yeeted out of the lobby the second they enter with him.

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Hahaha. I’m honored you’ve allowed me to play the class lol.

I would do the same honestly. Seems like they always try to play Emile in melee brawl of all things.

Instantly frozen.

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If you use him well, you won’t get frozen. But Brawler and Blademaster do his job better.

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Exactly. I don’t trust many people to play Emile with me.

I just used him in a Descent run. He was handy since he doesn’t need guns and the Tactician that was there did their job well. They ran a HB build.

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Emile’s ability is overall based on the ability of the player. Can be good, or straight garbage.

I found myself behind cover a lot since the stim they get isn’t enough to save you from most things.

My playstyle with him is get a kill, take cover and regen stim, repeat. It’s the way that works best and safest typically.

Ah, I miss Protector. Has a good ultimate and solid melee damage. Plays the Striker class better than the Striker as well.

I wish TC added 2/3 cards to each of these characters and reworked their passives, they have the potential to be really good, especially the Slugger. After they made them available to everyone I don’t see the reason why they shouldn’t.

I hope for Op6 something happens.

They won’t more than likely. If they haven’t been touched as of yet, they’re probably never going to be.

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Yeah, its blind hope but I can dream. It’s actually kinda fun to come up with card ideas for these classes.

99% sure it wont happen though. It just sucks because they have potential.

The classes definitely have potential. Especially Slugger.

A grenade plant card and frag bleed makes this class much more interesting, and much better at that.

I would like them to explore the stopping power effect more. We don’t have any other class that specializes in it. It could be an interesting playstyle if they make that her focal point.

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