Call of Duty 4 - Team Deathmatch 33 (W1200)

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Juggernaut explained, compliments of Den Kirson:

"Juggernaut allows the player to survive one extra bullet's worth of damage.
Stopping Power allows the player to eliminate all enemies with one less bullet each.
In a server with eight guys on the other team, "Bullet Damage" has eight times the effectiveness of "Armor Vest".

The ratio of use between Power and Juggernaut is more than ten to one (twenty, thirty to one, maybe). Such a massive majority of players use Stopping Power as if it were an absolute necessity that it truly does become a necessity.

The few who use Juggernaut are using it more as a defense against Power rather than a Perk of its own merit.

A major problem... the name and the description.
"JUGGERNAUT - Extra health"
So many still believe that "Juggernaut" increases player health from 100 to 150 or 175 or some such number and that it takes "liek a million shots to kill" (read this yesterday in-game).

The very name perpetuates disdain against it and sends the wrong message as to how it works.
"Juggernaut" sounds cool and all, but its coded name "Armor Vest" and proper description "Absorbs some damage from enemy gunfire." would be much less discriminated against, even if it still worked the same exact way.

I almost never use Juggernaut because it is a... weak perk. Goes well with the Dragunov for countersniping but in a close fight it is far more likely to lose against multiple enemies than Stopping Power.

Anyone who cries about Juggernaut apparently isn't able to tell the difference between a "full clip", let alone two shots."

W1200
Grip
Juggernaut
Extreme Conditioning

Final Score: 31-3







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