32nd Thread about balancing Aura Healing Station already


(RuleofBooKz) #1

Let me start with a question. Are you familiar how the classic medics of the past worked? If you dont then this isnt the thread for you but for everyone else: You know how everyone disliked the classic medic class for not being balanced? (So Ive heard anyway)

Like how they could make “Med Pack forts” where they would just drop a ton of med packs and fight from the pile just soaking up health as they needed it? Remember how they fixed it so that u could only use one pack at a time, and now its a real slow heal - not an almost instant heal - and that if u took damage that heal stopped healing you and all that balancing stuff that has made the new modern sawbones such a good balanced class?

Well its funny that they took away med pack forts that medics, and other players, used to hide in to gain almost instant health due to overwhelming popular consensus with another medic that main ability is:

to create a fort that medics, and other players, can hide in to gain almost instant health in next to no time to fight from - but unlike med pack forts this ability wont run out, is not easily negated, and it can easily be moved.

Why did we change how the classic medic played again? How did sawbones come about as the balanced character it is today again?


(Buttback) #2

Funny, never knew Sawbonez was originally able to do that.

Agreed with OP (I’ll agree with anyone saying either Aura or Proxy need a nerf)


(appreciativeBuster) #3

Same can be said from ammo.

It does make it possible to have ongoing pressure point if you can keep supplying your team of health and ammo + the fast gameplay. Is fun :slight_smile:

I do think that it shouldn’t be a constant heal and you should have some immunity for few s instead.

Just need spawn protection. Or bigger maps

Are you saying you can’t stack healthpacks from sawbonez in DB like ET medic :p?
hehehehe :smiley:


(Ribero) #4

Maybe instead of constant heals, it could pulse out a wave of rapid heals every X number of seconds. Heals should probably be interrupted by damage though.

(As a bonus to this, you get to keep all your recorded “Healing station online!” stuff etc.)


(smartIsland) #5

Lower station hp, make it not movable


(Nail) #6

healing station gone with Nader arrival


(Rimmorn) #7

Lower station hp and disable station cooldown while other station is deployed (prevents dropping 2nd station immediately after the 1st one is down) + add ability to destroy the station remotely (thus triggering cooldown)


(Szakalot) #8

I’d like a cooldown punishment for Aura’s when their station gets destroyed. If you destroy an Aura’s station, you should have a comfortable 5-10sec of knowledge that she can’t plonk a new one down immediately (currently she can do it if the station was down for long enough)


(primBridge) #9

I think that the rate of healing should just be reduced, currently you can just run over to the station and get insta healed in a matter of seconds. Also, when you move it the cooldown should be like 5-10 seconds, not 1-4 only if you’ve put it down recently. But when the other classes come out that counter her, nader stoker ect. I don’t think she will be as buff as she is now, just because of more counterplay options. Even as is fragger can flush her out pretty easy, a good one anyways. I don’t think she is as buff as everyone says she is, but a little nerf wouldn’t hurt.


(RuleofBooKz) #10

all excellent solutions! devs pick a few - if not all - and get to work! Glad that is finally sorted :wink:

healing station gone with Nader arrival

id rather not just replace one kind of spam (healing spam) with another spam (nade spam) -_-


(srswizard) #11

Some useful things that people need to know about healing stations.

-Explosions destroy healing stations from much farther than their actual damaging radius is.

-The cooldown for the health station is 25 seconds, and if you destroy a freshly placed healthstation, then that’s your window for pushing forward in the map.

-When you get a “neutralized” bonus with an explosive, then assess the situation and figure if it’s likely that you hit a heartbeat sensor, or a health station. This might be another window for pushing forward.

-When an Aura drops a health station, it will heal her fairly slow at first, so if an Aura drops a healthstation during combat, in the open, it might not be worth getting distracted by the station, but just continue shooting her in the face. This is situational, of course.

-Throw a mine somewhere “near” the health station, and the enemies will shoot it to “disarm” it, often exploding the health station in the process.

That said, I think that there should be some nerf to the healing done to people who are taking fire.


(yellowCabbage) #12

i feel like sawbone is the one that need to be nerf instead of aura, since she can be 1 shot by sniper in the body. Sawbone have a crazy good SMG (it’s just as good as an AR and have crazy rof) and really really good med pack. just my 2 cent


(RuleofBooKz) #13

-Explosions destroy healing stations from much farther than their actual damaging radius is.

people are now exploiting the fact u can deploy the station on the side of some almost vertical surfaces away from the ground and so u see no radius at all.

need to stop this.

-The cooldown for the health station is 25 seconds, and if you destroy a freshly placed healthstation, then that’s your window for pushing forward in the map.

The cooldown for the health station is 25 seconds but if its been down for say 20 secs thats only a 5 sec cooldown. ITs very often that u destroy one only to have another immediately replace it.

Need to make it that its not when deployed that cooldown happens but from with its picked up or destroyed and increase the cool down timer.

-Throw a mine somewhere “near” the health station, and the enemies will shoot it to “disarm” it, often exploding the health station in the process.

IF u have mines. but usually this does work cause proxy is so fast. IT works in that u can get in and mine the station but usually its your death to do so. And because of the cooldown sillyness its usually immediately replaced.


(srswizard) #14

I haven’t heard about this yet.
A video example would be great, but I’ll try and test this on my own, I suppose.
I know that you can place the station in dodgy places, like on crates, which may or may not keep them from being naded, but I believe airstrikes and artillery can still destroy them.

Personally I’d like to see them make healing stations far less powerful, and in return, giving it a lower cooldown.
Aura with her 80hp is designed so that she is dependent on her station, yet the downtime is huge at times when you get unlucky, and your station is destroyed by a random explosion.

Mines can be chucked rather far, and there’s two of them, so it’s a fairly good tactic, alongside nades.


(Eox) #15

Make the regeneration much slower if you have been hit within the last five seconds. Simple yet efficient nerf. Maybe reverse it when new mercs like Nade or Stoker will be out.