Aura's Healing Station Still As Broken As Ever


(bubblesKeyboard) #1

I’m surprised you haven’t nerfed it or done something to compensate for the fact that standing on top of the healing station makes you invincible. Aura is one of the most OP classes in the game because of this. Her ability to run around the corner and put one down during a firefight makes her a better slayer than Skyhammer. The only things so far that I’ve seen being able to take me out when I’m on one is either a shotgun or a head shot from a sniper. I also have the perk that gives 30% more health, so it’s pretty ridiculous.


(bubblesKeyboard) #2

To capture the first objective in that underground station all you have to do is put 2 to 3 stations down in the corners and shoot from the inside out


(Eox) #3

I have to agree that Aura’s health dispenser thingy is way too powerful. Health just replenish way too fast (especially when you compare it to Sawbonez : his Health Pack regen seems sooooooo slow), and clearing the path when the same dispenser is guarded by a lot more players is really not easy at all. This is even harder since a lot of Auras oftenly team up, and due to her fast speed, she can very quickly catch up downed targets : when one of those is down she’s almost always and instantly brough back. Slow down health regeneration a bit, and make a system to prevent recently damaged players to insta-heal from it (something like -75% health regen if damaged within the last three or four seconds). Also, an “overloading” system may be interesting to implement (if too much players stays at the health station, it will give health slower, or something).


(bubblesKeyboard) #4

Possible fixes:
[] Make it so you can’t be healed while being damaged. So if you take damage the healing stops and won’t start again until you have been undamaged for x amount of time. (maybe works like that now? but seems very quick to restart the healing)
[
] Have the healing occur in pulses so that you hopefully have time to kill someone in between pulses
[*] Just reduce the high speed of healing

Copied from someone else somewhere on this forums*

Sawbonez health regen is slow to himself, but fast to his teammates WHICH IS FINE because his healing isn’t INFINITE


(Eox) #5

I didn’t know that. That’s definitely nice to know. Thanks. :slight_smile:


(bubblesKeyboard) #6

Anytime. This goes for all mercs; you support your team better than you support yourself. Ie. you give your team more ammo than you can give yourself


(sleeepy) #7

This isn’t a balance test. Aura’s station becomes much less powerful when Nader, Stoker and Fletcher are added back in the game. As for right now just try your best :slight_smile:


(bubblesKeyboard) #8

Nader = Fragger?
Its easy to take out if you have fragger but if no one on your team runs Sky or Arty then Fragger will run out of bullets fast. Which is usually the case since everyone runs AURA


(sleeepy) #9

Nader is a medium HP merc with a grenade launcher that works like the Demoman in TF2.


(bubblesKeyboard) #10

Kind of off topic but what are they testing?


(sleeepy) #11

My guess is simply the matchmaking system. How fair the matches are, how long they take to find, how many people crash, how quick they earn credits, etc. Right now we’re playing like 30% of the game if you count the maps and mercs we don’t have access to.


(Reddeadcap) #12

I have to be honest here, normally I’d say just use Fragger’s grenade ability or Nader but Aura’s healing station is just too quick when it comes to healing, maybe giving it healing pulses rather than a constant endless stream of health for anyone nearby, this would not only make dropping a healing station more of a preplanned defensive ability if its an audible pulse enemy and friendly players will easily find it. I swear I’ve played two objective mode matches and saw an entire team made up of players as aura except for a Sawbonez or Airhammer to supply the Auras with ammo. It was more effective than expected, along with that a health station takes tons of punishment alone, not even sure if a Fragger’s grenade destroys it, it’ll kill people around it sure but not destroy a small knee height health station. Finally I believe enemy and friendly health stations’ aoe effect should be color coded, red for enemy and blue for friendly along with the fixing of a bug that leaves healing stations effects even if its gone.


(bubblesKeyboard) #13

That’s my only gripe. I understand that taking them out is harder than they should be atm but they shouldn’t be able to be used offensively


(Eox) #14

Actually, health stations are aleady color coded, but it’s not the most visible thing in the world. Enemy health stations appears to have reddish tones upon closer inspection, while friendly health stations have more greenish tones. However, making the difference between enemy health station and friendly health station more visible would be very welcomed.

The pulse idea could be a good one, as long as it’s regeneration over time pulses (make it kinda fast), and not burst regeneration pulses. It has to be stoppable in process in my opinion.


(Szakalot) #15

[quote=“Redcap;5849”]
It was more effective than expected, along with that a health station takes tons of punishment alone, not even sure if a Fragger’s grenade destroys it, it’ll kill people around it sure but not destroy a small knee height health station. Finally I believe enemy and friendly health stations’ aoe effect should be color coded, red for enemy and blue for friendly along with the fixing of a bug that leaves healing stations effects even if its gone.[/quote]

I’ve experienced the station not dying from Fragger’s nades exploding in proximity as well. Definitely something is wonky about splash damage weapons and deployables, back in January test Nader’s grenades would also work inconsistently. On the other hand, Skyhammer or Arty explode the station even if its not really in the blast zone.

As far as distinguishing friendly/enemy stations, a good idea was to change the color of the healing wave on the ground to red for enemy stations.


(Morty) #16

I agree with healthstation needing fixing. Healing rate should be a lot lower or should stop when damaged. Or maybe heal with pulses, so you would have timewindow for a kill. Just thinking how badly current healthstation would be abused in competitive games.


(rapidEgg) #17

I haven’t come across this problem myself, or if I have I didn’t notice, but something that could be done to help out is increase the deployment time of the heath stations and only allow them to be active for a short period of time, say 30-60 seconds maybe. This way the health station is more of a quick group heal instead of a long standing dispenser.

Personally, I like that the station heals quick since I means I don’t have to stand in one place for all that long just to heal. I can definitely see it’s camping potential though. Also, maybe set it up so that dispensers can’t be placed within the radius of another dispenser so multiple Aura’s can’t spam the exact same location.