Aura station and enemies


(extraordinaryEmperor) #1

Should Aura stations also heal enemies (maybe at half the rate?) or maybe aura stations should go offline if an enemy is in its vicinity? Because right now, aura stations are the only support objects that have no positive impact on the enemy.

Ammo boxes can be picked up by anyone, med packs can be picked up by anyone, and even ammo stations can be used by anyone. So just for consistency (and to offer more options of a counter than Thunder/destroying the station) maybe an enemy should be able to either use it, or shut it off just by being inside the vicinity?


(Ardez1) #2

[quote=“extraordinaryEmperor;28216”]Should Aura stations also heal enemies (maybe at half the rate?) or maybe aura stations should go offline if an enemy is in its vicinity? Because right now, aura stations are the only support objects that have no positive impact on the enemy.

Ammo boxes can be picked up by anyone, med packs can be picked up by anyone, and even ammo stations can be used by anyone. So just for consistency (and to offer more options of a counter than Thunder/destroying the station) maybe an enemy should be able to either use it, or shut it off just by being inside the vicinity?[/quote]

I think the lore is that the healing is nanite based and it can check your IFF to see if it should heal you or something like that.

The ammo stations look like they just pop ammo to the top like a PEZ dispenser and have no similar IFF system.

(Just info, no opinion on the suggestion).


(extraordinaryEmperor) #3

@Ardez Then it’d be interesting to have a merc who could turn enemy buildings into yours, though it’d be quite niche.


(Jostabeere) #4

This was discussed before and many people said that this would be insanely bad because the station wouldn’t be a big advantage anymore. It can’t heal enemies because nanites, and if it would not heal if an enemy is there, a single enemy can render the station useless.


(extraordinaryEmperor) #5

Then it should be used in a very defensive spot. It’s like having mines being immune to explosives because it makes them easy and random to detonate.


(Amerika) #6

She’d be way too risky to use and would be a lot less effective. And there is no way to put it in a “very defensive spot” when we’re talking about one of the faster FPS games out there.


(Jostabeere) #7

Then it should be used in a very defensive spot. It’s like having mines being immune to explosives because it makes them easy and random to detonate.[/quote]

So it would render Aura useless as an attacker. I like to run up to my enemies or flank them and use my station upclose to get an advantage over multiple enemies. With your suggestion only one of them on my station will make me an 80 HP merc against multiple enemies. No, thanks.


(extraordinaryEmperor) #8

@Jostabeere In reponse to your nanites thing, then why shouldn’t ammo station just give to teammates, it could be DNA locked or w/e for lore reasons?

[quote=“Jostabeere;170176”]

So it would render Aura useless as an attacker. I like to run up to my enemies or flank them and use my station upclose to get an advantage over multiple enemies. With your suggestion only one of them on my station will make me an 80 HP merc against multiple enemies. No, thanks.[/quote]

If that’s the case, why doesn’t sawbones’s med packs just continously heal you until you’re full hp, even if you’re shot at? And why does his medpacks give such a low amount of healing to the medic class?

Aura has way too much pros and only a few cons. While the other medics have a balanced kit and playstyle.


(solace_) #9

Phoenix pulses don’t heal enemies either, so I don’t think Aura’s should. If Phoenix’s actually did heal enemies, he would be such a junk merc.


(ClemClem7) #10

Phoenix heal is just a pulse, aura’s one is a continuous heal. The right way to balance aura’s station is to lower its Hp. Then you must to place it right, because actually, it has more Hp than most of the merc. When you face an aura with her station, you must shoot 1/2 to entire clip before you take it down.


(extraordinaryEmperor) #11

TBH it’d be an interesting mechanic though, as Phoenix would have the ask himself whether he should heal both ally and foe and then try to win the fight afterward, or to just fight and save the healing for later when the enemy’s dead/gone. Kinda like being behind enemy lines and throwing lots of ammo packs around or leaving an ammo station, both of which could greatly assist your enemies.


(xRotting) #12

Why not let Turrets be converted to ally status if they can be reached from behind also then, having like an objective bar… Nah. Don’t like the idea, station if the only thing Aura has to offer. And when u are on offense it’s half as strong or less.


(extraordinaryEmperor) #13

Kind of like how bushwhacker works no? He’s not as good when he’s on the offensive as when he’s on the defence.

And the turret analogy is wrong. You can’t convert mines or sticky bombs if you get close enough to them. Not to mention the fact we’re strictly talking about support objects, so you’re striking the wrong field altogether.

The aura station shouldn’t serve as a massive AOE sawbones medpack that continuously heals while damaged, albeit can be destroyed. It should be something tactically placed to give yourself and teammates a safe place to retreat so you can quickly go back and fight. Right now, it’s serving like an hp booster.


(xRotting) #14

[quote=“extraordinaryEmperor;170203”]
Kind of like how bushwhacker works no? He’s not as good when he’s on the offensive as when he’s on the defence. [/quote]

I was kidding there :smile:

For me Turret serves as a support feature as does air strike and station. Different roles but it’s support in general. On the other hand they can tune down the healing of the station a bit, this has been discussed in the past also.


(extraordinaryEmperor) #15

[quote=“Rotting;170205”][quote=“extraordinaryEmperor;170203”]
Kind of like how bushwhacker works no? He’s not as good when he’s on the offensive as when he’s on the defence. [/quote]

I was kidding there :smile:

For me Turret serves as a support feature as does air strike and station. Different roles but it’s support in general. On the other hand they can tune down the healing of the station a bit, this has been discussed in the past also.

[/quote]

I think a simple solution would just have players being unable to be healed by an aura station if they’ve been damaged in the last x seconds.


(Jesus) #16

Then it should be used in a very defensive spot. It’s like having mines being immune to explosives because it makes them easy and random to detonate.[/quote]

So it would render Aura useless as an attacker. I like to run up to my enemies or flank them and use my station upclose to get an advantage over multiple enemies. With your suggestion only one of them on my station will make me an 80 HP merc against multiple enemies. No, thanks.[/quote]

it wouldnt be a bad thing a stationary continous heal like that imo is more of a defense thing just like ill prefer ammo pack on attack rather than ammo station. The offensive power aura doesnt feel right right


(Jostabeere) #17

[quote=“extraordinaryEmperor;170188”]@Jostabeere In reponse to your nanites thing, then why shouldn’t ammo station just give to teammates, it could be DNA locked or w/e for lore reasons?

[quote=“Jostabeere;170176”]

So it would render Aura useless as an attacker. I like to run up to my enemies or flank them and use my station upclose to get an advantage over multiple enemies. With your suggestion only one of them on my station will make me an 80 HP merc against multiple enemies. No, thanks.[/quote]

If that’s the case, why doesn’t sawbones’s med packs just continously heal you until you’re full hp, even if you’re shot at? And why does his medpacks give such a low amount of healing to the medic class?

Aura has way too much pros and only a few cons. While the other medics have a balanced kit and playstyle. [/quote]

Why? Because lore and gameplay together are more important than lore or gameplay alone.
And if you say Aura has way too much pros and only a few cons, can you name them?


(Feley) #18

I would do something like this: When Aura is on healing station, healing rate is 100%, when there is another teammate with Aura healing falls to 85%, when there are 3 or more, healing rate is 70%, and when there is an enemy standing on it, healing rate falls to 50% (not healing enemy)


(KattiValk) #19

Aura is already a sort of average choice for comp games. She’s really strong in pubs because people don’t use explosives enough and she effectively has a better healing ability because there’s more people there and more guns defending it. It’s definitely one of the more challenging things to do to remove several players from a station without explosives, but I don’t think it’s too hard to do. Ranked/comp balance ought to come first I think and Aura is fine there.

[quote=“ClemClem7;170192”]Phoenix heal is just a pulse, aura’s one is a continuous heal. The right way to balance aura’s station is to lower its Hp. Then you must to place it right, because actually, it has more Hp than most of the merc. When you face an aura with her station, you must shoot 1/2 to entire clip before you take it down.[/quote]Doesn’t the station have 80HP?


(Jostabeere) #20

[quote=“Incoming;170257”]Aura is already a sort of average choice for comp games. She’s really strong in pubs because people don’t use explosives enough and she effectively has a better healing ability because there’s more people there and more guns defending it. It’s definitely one of the more challenging things to do to remove several players from a station without explosives, but I don’t think it’s too hard to do. Ranked/comp balance ought to come first I think and Aura is fine there.

It’s 100 or 120. But that shouldn’t be an argument because the station does not move. Killing a stationary target is quite easy.