Aura Healing Stations (Suggestion)


(Tekifier) #1

Hello, I am new on the forums but I have been playing the game for nearly a year now and I have a suggestion for the merc Aura.
I love to play Aura as my favourite medic but one thing that really bothers me is that if you are playing with another Aura they usually steal the place that you have placed your healing station before them and they take all of your XP.
Maybe you could add a radius that people cannot place within. I hope you take this suggestion in and give me your feedback on it!

Thanks,
Tekifier


(AlbinMatt) #2

You know, this is a surprisingly simple counter to merc stacking. Nit sure how DB’s topography would have it though, as some maps are really bumpy, and Aura’s err… aura can be significantly reduced by slopes. Adding slopes and trofts into the radius equation might be too much for the servers. Still, a worthwhile idea.


(BloodySin) #3

Or you can do what I do (in case they don’t move theirs when they see you had one down already, which seems to happen most of the time), pick up your station, check how your team is advancing, and set it down again in another position they are holding and healing would be helpful. If the team is cornered or trapped, either pick yours up to be able to put it down right away when the other gets bombed or set yours just outside the reach of the other one, so there little to no overlap and your team will have double the area to move around while being healed.

Sure, you might get less xp from setting yours in a secondary position, but you will be helping your team much more than with worry about “location ownership.” Which one is more important?


(GatoCommodore) #4

wow…
just wow…

@stayfreshshoe SHOOOOEEEEEEE

@BloodySin said:
Or you can do what I do (in case they don’t move theirs when they see you had one down already, which seems to happen most of the time), pick up your station, check how your team is advancing, and set it down again in another position they are holding and healing would be helpful. If the team is cornered or trapped, either pick yours up to be able to put it down right away when the other gets bombed or set yours just outside the reach of the other one, so there little to no overlap and your team will have double the area to move around while being healed.

Sure, you might get less xp from setting yours in a secondary position, but you will be helping your team much more than with worry about “location ownership.” Which one is more important?

it would be very helpful if you dont need to relocate just because a newbie stacking a location


(BloodySin) #5

@GatoCommodore said:
it would be very helpful if you dont need to relocate just because a newbie stacking a location
A lot of things would be helpful. Moving yours, because you’re not a newbie and know other posts for it, some the newbie might not know, instead of being worried about losing xp, is still more helpful to the team than “aurablocking” - which I bet would just cause issues, as people with lag would try to set a millisecond later and have their what, returned? Destroyed? And then issues to be allowed to set down your circle so it doesn’t touches another circle, in the heat of the battle, with lag again. And that’s not only counting cases where you want to stack the auras so if one goes down, the team still can hold their position.


(Press E) #6

That would make things even worse tbh. I’m an aura main, I hate players who think med stations stack, but there are sometimes reasons to stack med stations. One example being if one gets destroyed, you have a backup, similarly to what some players are doing by layering turtle shields.

Besides, imagine if an aura placed their med station outside of cover, but near a perfect spot. Of course their station will get destroyed, but now you have to wait until it is to put it where it should be.

Best thing you can do is educate players. Once they realize they don’t get any XP like that, they’ll stop pretty fast (I usually use healing reach, but I almost always make sure to move my med station so my AoE is the first that gets touched and they get no XP).


(M4st0d0n) #7

There people. See how XP is made an incentive for campers. MVPs sure can place the overlapping station the best.


(Press E) #8

@M4st0d0n said:
There people. See how XP is made an incentive for campers. MVPs sure can place the overlapping station the best.

“Campers”, this game is half camping. There’s an entire team that’s literally supposed to camp and defend against others. Not to mention the fact that the game literally just added a merc with a shield. The game is also filled with flank routes. If you still can’t blow up a med station, that’s your issue.

XP is an incentive to make players play the way they should play. I don’t give a shit about XP, I’m level 95 and don’t really care about my single weapon kit that I might get from an arsenal crate, but I know new players do. Aura is about placement. A good aura will know where to place their med station to get the most XP. If they don’t get any, then it’s their own fault. It works a lot better than telling them to move it over chat at least.


(Szakalot) #9

game needs to address fragstealing immediately! kick fragstealers off the server automatically + 20min ban from playing so they can really think about what they did!


(M4st0d0n) #10

@STARRYSOCK said:

@M4st0d0n said:
There people. See how XP is made an incentive for campers. MVPs sure can place the overlapping station the best.

“Campers”, this game is half camping. There’s an entire team that’s literally supposed to camp and defend against others. Not to mention the fact that the game literally just added a merc with a shield. The game is also filled with flank routes. If you still can’t blow up a med station, that’s your issue.

XP is an incentive to make players play the way they should play. I don’t give a @$!# about XP, I’m level 95 and don’t really care about my single weapon kit that I might get from an arsenal crate, but I know new players do. Aura is about placement. A good aura will know where to place their med station to get the most XP. If they don’t get any, then it’s their own fault. It works a lot better than telling them to move it over chat at least.

Obviously people are playing Aura the way it should be played, stacking med stations. That’s the whole point of the thread… Everything’s fine and the healing pod shouldn’t be touched in any future balancing patch.


(BloodySin) #11

@M4st0d0n said:
Obviously people are playing Aura the way it should be played, stacking med stations. That’s the whole point of the thread… Everything’s fine and the healing pod shouldn’t be touched in any future balancing patch.
Or, everything is wrong with it. A few people purposefully misuse it while others just are too new and unaware, so it definitely needs balancing and limitations on where it can be placed for everyone.

While we’re at it, people miss a lot when firing, and nothing says misuse like missing constantly. Next balance patch should remove weapons so players no long waste precious bullets and damage public property.


(M4st0d0n) #12

@BloodySin said:
While we’re at it, people miss a lot when firing, and nothing says misuse like missing constantly. Next balance patch should remove weapons so players no long waste precious bullets and damage public property.

You don’t even grasp the whole irony of it. Even when landing shots it’s a waste of bullets.

We just need to play DirtyBomb “the way it should be played” as a kind of Farmville where pods are planted by an aura farmer and potshots are fired to be converted in sweet XP.


(BloodySin) #13

@M4st0d0n said:
You don’t even grasp the whole irony of it. Even when landing shots it’s a waste of bullets.
Yes, I did, hence you getting irony as a reply. But not only you didn’t grasp that, as well as the part where some people using it wrong - most of them from lack of knowing better, not to get more xp or to deny others xp - isn’t a reason for the tweaks your irony seems to imply, especially when there are legitimate uses for stacking.


(M4st0d0n) #14

The only legitimate use for stacking I see is when my wife consent to do it. The rest is just poor game balance.


(BloodySin) #15

It’s as much poor game balance as any two other identical mercs using their abilities together or in quick succession. So, if you want to limit the healing pod because of assumed “poor game balance,” you should also be requesting for shared cooldowns on abilities when there’s more of one merc in a team, i.e. no three Proxies dropping mines, no four Skyhammers blasting the EV one after the other, no two shields being set one by the other or one behind the other, and so on.


(M4st0d0n) #16

Spot on.


(BloodySin) #17

@M4st0d0n said:
Spot on.

Fine in that case. It doesn’t sounds biased like it did with you complaining only about Aura’s ability, if you have an issue with the every merc stacking/concatenating.


(M4st0d0n) #18

@BloodySin said:

@M4st0d0n said:
Spot on.

Fine in that case. It doesn’t sounds biased like it did with you complaining only about Aura’s ability, if you have an issue with the every merc stacking/concatenating.

This discussion was already beaten to death in other topics I’m afraid. Balance per merc is one thing, stacking multiplier is another. The video above shows the pod is replenishing health extremely fast and that should be toned down a bit IMO. We’ll se, in the future, when a balance patch lands, maybe. Stacking is fine in pubs because let’s face it, you wont achieve balance with randomness and crowded maps when you’re aiming for competitive 5vs5 with team collision and friendly fire. Ranked is another thing, and you wont see OPs problem there often.

My only point here, is to emphasize the absurdity of the XP mechanics when campers compete for healing pod placement. But I really dont care what’s done in 8vs8 Pubs.


(henki000) #19

There is no such thing as stealing your xp. I would like to see 1 merc rule and new mercs with aura station ability but with revive gun.


(BloodySin) #20

The pod heals 30hp/sec if I remember it right. The video shows someone with a huge health pool, not getting hit constantly, staying alive and healed because of how few times he gets hit, but stuck in a small circle if he wants to remain like that. It takes one sticky, a couple grenades in the general area of the pod or two cricket bat heavy strikes to take it down.

From your last post I’m confused if you just have a beef with the pod itself - a fragile, stationary thing that creates a small area of healing as long as you don’t move away from it, creating a tactical advantage that can be exploited - or if you believe the healing stacks - it doesn’t, it works like three people disarming C4 of fixing the EV.