[quote=“LG.Tekky;3116”][quote=“LuLNope;3080”][quote=“LG.Tekky;3076”][quote=“LuLNope;365”]…immortal against any sort of non-area based attack.
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I rest my case, you solved your own problem.[/quote]
No, I didn’t solve anything unfortunately. Aura is the only merc that requires usage of explosives in 1 v 1 situation. She’s the most efficient out of all medics at both healing and killing. Introducing a longer delay to her healing station wouldn’t make her underpowered.[/quote]
You’re saying that you don’t want to have to use explosives to remove a class that is entirely dependent on creating a base and holding it. I’m sorry but that’s just how these games work. There are classes designed specifically to prevent that from happening, and if you tried playing those more instead of just attempting to rush down the Aura, you would realize how easy it is to remove. Plus, she’s 80 HP. You don’t even have to be accurate with grenades to force her out of position, even if you don’t outright kill her.
I mean FFS fragger is capable of killing it in one grenade. Fragger is also the go-to frontline class, how can you possibly have a problem killing those?
Furthermore, you’re complaining about losing against a medic in a 1v1 situation. You’ll also lose just about any 1v1 with a capable sawbones (though they are sorely lacking at this point in the beta). Phoenix, you’ll probably win unless they go down around a corner. I’m not saying sawbones and phoenix are great at the moment, I already think that they need a buff to encourage more people to play medic (and play it correctly), but I also think that the amount of rage surrounding aura is most likely a result of people approaching the game incorrectly. You should never think of something as better or worse in a 1v1, because that’s not what this game is about. It’s about finding synergy between multiple classes and exploiting them when you come up against a given situation. Run into Aura + Rhino/Fragger/Thunder? Grab a nader and a stoker and fill the room with explosives and fire (if it’s out in the open, it’s already easy to kill). Plus, once we get phantom/aimee/kira back, it’s going to be even easier to remove footholds than it already is, assuming they get added back in with any semblance of their previous abilities.[/quote]
I agree with pretty much everything you said there and in your previous posts. Aura has a lot of counters in the current roster and there will be even more when they add previously removed mercs, a single nade can take her out and her station not to mention that people tend to group up around it so you’ll most likely get other kills in the process.
The only tweak that I would do is regarding the fact that I’ve seen some Auras go attacking abd pop up their station right up when they find encounter an enemy. Even then, it’s really questionable if this really needs adressing considering that if an Aura can break through your defenses on her own the problem might lie within your team rather than it being poor balance on the game’s part. Also agree on other meds needing a slight bump.
Honestly right now every time I’ve seen an Aura dominating and/or carrying her team it’s been mostly because :
- Our team didn’t have any Fragger/Nader/Fletcher/Arty/Stoker
- Our team had one or several of those mercs but people playing them were more interested in spamming corner to get lucky kills than taking out priority targets in the enemy team.
On top of the previously mentioned mercs, it’s also one of the snipers’ job to take out medics and mercs who have an objective completion boost such as Bushwhacker and Proxy.