Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As WillieSea said once you have a decent caliber weapon they're not that big of a deal, and you can also stun them and leave them vulnerable to damage by leading their charge into a wall or other object and smacking them in melee while they're stunned. I don't find them all that intimidating while running around solo but just don't trust the AI enough to not get itself killed on the random occurring missions.
Also remember to use gas bottles/containers and tanks that are spread around everywhere. Lure the Jugg close to the container and shoot it.
Always make sure u got a gun with sound suppressor on it.
Head shot it and throw a fire bomb on it.
Watch yer spacial awareness around it coz of other zombies ganging you.
Never ram a jugg with an auto unless u dont mind losing the wheels completely. But u can knock one down for a minute like this and melee it a little. Last resort though.
If a Jugg grabs an AI teamate, you can melee quite a few times on it.
Make sure you got snacks to eat always when fighting jugg.
Those are quiet enough to not spawn new zombies. You only need to supress firearms with a noise rating of level 4 and 5 (there are no levels 1 and 3). I feel like this should be a PSA or something, because people tend to suppress "quiet" firearms.
A suppressor attached to most .22, 9mm, .357 caliber weapons is a wasted supressor, but always do check the noise rating; there's a .22 cal. "survival rifle" with a level 5 noise rating, for example, but it's also the only one. Yes, even the Snub Special revolver has a level 2 noise rating, so you can fire it without worrying about spawning new zeds, and at maximum durability and a decent punch for its caliber, it's my go-to gun for disposing of my excess stock of .22 long rifle rounds.
So, to summarize:
2/5 on the noise scale = No need to suppress.
4/5 and 5/5 on the noise scale = Suppress it for the love of all that is holy.
I definitely recommend equipping all survivors you intend to keep with good weapons, both melee and ranged (ideally "Assault rifle" class weapons chambered in 7.62mm) with SINGLE FIRE MODE to conserve ammo (always treat these weapons as single action rifles and your life gets a million times easier); you can always craft more ammo if you feel a certain type is being used up as a result. Any AK variety or similar can kill a juggernaut in half a mag, with wiggle room for missed shots, and since the mags are 30 rounds each, they line up perfectly with homemade supressors that last 30 rounds, which beats having an odd number that doesn't line up with any suppressor type (10, 30, or 50 shots).
If you've got a powerhouse and an Mk. 15 rifle, then by all means, do enjoy suppressed armor penetrating .50 cal shots. But for anyone else, I'd recommend rifles chambered in 7.62mm or 5.56mm. A 7.62mm round is a one-shot kill on ferals btw, if you're close enough (the game's draw distance unfortunately nullifies bullet damage if the target is too far away).
Fireboms, and Wilkerson Private Reserve bottles, do basically nothing to juggernauts (I mean they do, but not enough). 2-3 petrol bombs is where it's at, or ideally, 2 chemical incendiaries. That way you can get away with firing your rifle sparsely, but I tend to focus throwable incendiaries on staving off ferals rather than taking down juggernauts. Only petrol bombs and above can take down ferals in one go, but even petrol bombs can fail in my experience, resulting in the feral getting up again. To make sure, if you need to direct your attention elsewhere and the feral is just annoying you on the side, then shoot it while it's rolling around on the ground after being hit with an incendiary.
If you like big explosions, and want to have some fun with those, and, to quote the great Wayne with funny commentary but an incredibly infuriating playstyle: "make a fatty go boom", then two flame fougasses will kill a juggernaut as well. An artillery barrage will also kill one if you have those (if you have a character that can call them in, it's wise to stock up on markers in your supply locker - ideally those from Royell Vincent, since those are way more powerful than the ones you get from Erik Tan/Diane Montressor).
Point is, freeing a grabbed survivor works if you stun the juggernaut, yes, but only up until a certain level, and I feel this is important to keep in mind. No need to worry for the first close to 20 levels or something, however. The grabbed survivor's health level may also affect the outcome of the attack.
Sorry for the wall of text, btw. I guess I had way too much to say, and got a bit derailed here and there.