So recently we saw a nerf to the healing station that added around 3 seconds setup time before healing would begin. The goal of this was to negate the “jump into the middle of a battle and drop a station” strat that was causing havoc in public servers. Basically this would mean Aura would have an effective HP of 170 if you was to kill the healing station then focus the Aura. However, smart Auras would strafe in front of their station to protect it meaning it could increase the effective HP much higher then that. Sure, a few well placed headshots would negate this but I believe due to the limits of human reaction times 95% of players rely on prediction of movement rather then direct movement when fighting vs Proxy and Auras. This means getting that multiple headshot streak was coming partly down to either luck or low skilled players not making the most of Auras movement…
Anyway, yes, the nerf did address this issue and it did so fairly well to be honest. The problem I have with it is its simply made Aura less fun to play and less viable in competitive play. It seems right now that Splash Damage are determined to keep the healing station close to where it is now when it comes to strength. They seem to want it where standing on it means you should win the fight. I myself am not so convinced by this, especially if it makes Aura clunky and stationary.
Before saying what I am about to say I need to make it clear that I understand why Aura is a light merc, its because if she was a heavy merc with 150 hp and she had a healing station she would be outright broken. With that said however, the current healing station mechanics really clash with her speed and build. As she is now she can quickly get to fallen team mates but would have to charge up the defibs removing any speed advantage she had due to no quick heal ability. Naturally she will get to the front line first due to her speed but then have to wait for the team to push in order to have a chance of setting up a good healing station.
Due to the way falloff damage on explosives is currently, Aura would have to be around DOUBLE the distance away from the blast when compared to a Sawbones if she wants to survive. This in competitive especially drops her viability massively.
Obviously we also have between 10-15 fairly bad bugs at the moment that also reduce her effectiveness so all in all the healing station is really ****ing cool but really ****ing broken.
Now…
I would like to see the healing stations setup time halved.
I would like to see Auras health slightly increase.
I would like to see Auras speed match Proxy
I would like to see the healing station be limited in healing players taking damage.
I would like to see the healing station do a little friendly fire damage on explosion.
One suggestion I had with the healing station would be to have it Pulse every Y/60 and have each pulse heal upto X amount of hp (Have to work out the current heal rate and then divide by Y/60) this would reduce performance hit compared to doing volume traces every tick, handle the problem of near invincibility at range and still allow her to quick pick up and heal.
I also feel that her healing station cooldown could do with a small reduction… maybe know 1/4 off… Currently the explosive spam is causing it to be taking down far to easily.
Just wanted to mention for those that like the idea, its not really a simple change…
The healing station behaviour would be almost completely re-written, Animation tweaked to match setup time, additional audio for pulse and much more.
no offense but it’s a lot of it, makes it look like a ranting kid rather than good points even if some of them are good points.