Its been said for a very long time now that arty strikes always destroy healing station even if they are outside the arty radius or under a cover. yesterday i was playing as def on trainyard and an arty blast designed on the attackers obj destroyed my station which was really far far away. Couldnt provide a video but took a screenshot and edited to make it clear. I am maining aura since the begin and really lot of times i just place down my healing station just to see it destroyed by an artillery called 15 meters away
[spoiler]another bug written in a non bug thread[/spoiler]
It takes million bullets and multiple grenades to take it down though, there has to be a better counter to them. If you see a strike coming, just pick it up.
Except it doesn’t…and sometimes its hard to notice the little laser if you aren’t near it? Just because you obviously don’t like Aura stations doesn’t mean that this obviously messed up bug shouldn’t be fixed.
I’m sick of losing stations that are far from the blast radius or blanketed by cover that still get destroyed by artillery or airstrikes.
Except it doesn’t…and sometimes its hard to notice the little laser if you aren’t near it? Just because you obviously don’t like Aura stations doesn’t mean that this obviously messed up bug shouldn’t be fixed.
I’m sick of losing stations that are far from the blast radius or blanketed by cover that still get destroyed by artillery or airstrikes.[/quote]
Im sick of being spawn camped by horde of thunder and aura in underground. Everytime we kill one of the station we lost 3 good men and they can just reclaim and redeploy the med station after it took afew hits without entering long cooldown.
Aura can practically make a whole team into tankers and make body wall to reduce the chance for the station be destroyed.
its just not fair imo
unless…
fire support have the ability to indirectly attack aura station without even touching it.
remember, the station is very easily defended with a stack of ammo station or rhino in front of it.
Except it doesn’t…and sometimes its hard to notice the little laser if you aren’t near it? Just because you obviously don’t like Aura stations doesn’t mean that this obviously messed up bug shouldn’t be fixed.
I’m sick of losing stations that are far from the blast radius or blanketed by cover that still get destroyed by artillery or airstrikes.[/quote]
Im sick of being spawn camped by horde of thunder and aura in underground. Everytime we kill one of the station we lost 3 good men and they can just reclaim and redeploy the med station after it took afew hits without entering long cooldown.
Aura can practically make a whole team into tankers and make body wall to reduce the chance for the station be destroyed.
its just not fair imo
unless…
fire support have the ability to indirectly attack aura station without even touching it.
remember, the station is very easily defended with a stack of ammo station or rhino in front of it.[/quote]
SO because you don’t know how to deal with something means it should remain buggy for your sake? I’ve never once ever dealt with a group of Aura and Thunder camping my spawn point.
Maybe instead of the artillery going off a mile away and still killing the station you could umm…I don’t know…aim the artillery strike for the station itself? If you don’t like that then leave the server and go to a new one…that is no excuse to ask for a bug to remain bugged.
It is definitely a bug, I’ve lost many heal stations from Arty strikes when I’m right next the station to and I took no damage but my station went from full health to gone.
Except it doesn’t…and sometimes its hard to notice the little laser if you aren’t near it? Just because you obviously don’t like Aura stations doesn’t mean that this obviously messed up bug shouldn’t be fixed.
I’m sick of losing stations that are far from the blast radius or blanketed by cover that still get destroyed by artillery or airstrikes.[/quote]
Im sick of being spawn camped by horde of thunder and aura in underground. Everytime we kill one of the station we lost 3 good men and they can just reclaim and redeploy the med station after it took afew hits without entering long cooldown.
Aura can practically make a whole team into tankers and make body wall to reduce the chance for the station be destroyed.
its just not fair imo
unless…
fire support have the ability to indirectly attack aura station without even touching it.
remember, the station is very easily defended with a stack of ammo station or rhino in front of it.[/quote]
SO because you don’t know how to deal with something means it should remain buggy for your sake? I’ve never once ever dealt with a group of Aura and Thunder camping my spawn point.
Maybe instead of the artillery going off a mile away and still killing the station you could umm…I don’t know…aim the artillery strike for the station itself? If you don’t like that then leave the server and go to a new one…that is no excuse to ask for a bug to remain bugged.[/quote]
SO because you don’t know how to deal with something means it shouldn’t remain buggy for your sake? I’ve nearly always dealt with a group of Aura and Thunders/and everybody else camping my spawn point.
Maybe instead of the med station being too Overpowered tank up the whole team and nearly no way to shoot thru it you could umm…I don’t know…keep the bug? If you don’t like that then leave the server and go to a new one…that is no excuse to ask for a good bug like the ammo bug to not remain bugged.
also, the way aura med station behaviour are making the people who are going to fight it went situational. Thats why they reduce the generator health for the bridge generator since there is absolutely no easy way to kill it without being shot to pieces by a whole team tanked up in the room.
so, either youre lucky the enemies dont see you while youre killing the station (which will be redeployed in mere seconds or you have to change to fire support if the team doesnt own one and if the team is smart enough to use one because grenades and stickies proven to be impotent against it…
Never saw the need to go for the opponents, taking down the generator is sufficient.
Nader from across the street worked fine before the patch and still does.
Molotovs also do the trick, but you need two of them and they are easier to body block than nades. They were bugged and did not cause damage to generator for a couple of weeks but it’s fixed now.
And in case you have a phantom older than twelve years (I know, unlikely) he can just dash in and shut down the health station, opening a window for the other attackers to clear the room.
(Nevertheless I welcome the reduced generator health too, it speeds up the game play.)
Doesn’t this happen with Skyhammer too? You can be standing between the heal station and an airstrike take no damage (due to range) but the station behind you explodes.
Never saw the need to go for the opponents, taking down the generator is sufficient.
Nader from across the street worked fine before the patch and still does.
Molotovs also do the trick, but you need two of them and they are easier to body block than nades. They were bugged and did not cause damage to generator for a couple of weeks but it’s fixed now.
And in case you have a phantom older than twelve years (I know, unlikely) he can just dash in and shut down the health station, opening a window for the other attackers to clear the room.
(Nevertheless I welcome the reduced generator health too, it speeds up the game play.)
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But…but that would take skill and effort…easier just to let a bug be broken…screw having to try…everything should be easy.
You think it’s possible it’s suffering from the some bug that the molotov had with the health station where touching the healing radius would cause dmg to the station?
Never even thought about that actually. Could quite as well be, since I’d think healing radius does go through walls, it just doesn’t heal because it detects a wall, but the radius is still present. Specifically the fact there are range-increasing augments too could possibly be one thing to look at.
Never saw the need to go for the opponents, taking down the generator is sufficient.
Nader from across the street worked fine before the patch and still does.
Molotovs also do the trick, but you need two of them and they are easier to body block than nades. They were bugged and did not cause damage to generator for a couple of weeks but it’s fixed now.
And in case you have a phantom older than twelve years (I know, unlikely) he can just dash in and shut down the health station, opening a window for the other attackers to clear the room.
(Nevertheless I welcome the reduced generator health too, it speeds up the game play.)
[/quote]
like i said, situational.
you cant really go for the engineers because you will get shot up upstair
the entire team will just stop and the need to change into explosive projectile mercs
and theres more, theres a strategy to repair the generator into 99% and the generator cant be damaged. And when the ev is close they repair the last 1% to make the barricade.
saying phantom can fix the problem is kinda true not true. True, phantom can disable the med station with EMP, and then he will be shot by entire team because he is quite visible.
Arty’s airstrike would win for sure.
:trollface:
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What if we gave Kira a healing laser? Not that puny cricket sting Sparks is using but some REAL POWER?