Auras Healing Station...


(PixelTwitch) #1

So obviously there is the talk right now about how strong it is and bla bla bla.

I have tried thinking of many ways to balance it out while keeping it strong in certain circumstances. I think the best one I can come up with is changing it to a pulse. Every 1 Second it instantly restores 5hp + Starts the healing process. This means going 1vs1 is going to give an advantage but a much smaller one than currently. This would also prevent people from needing to stay on the station allowing them to run on and off again to heal like its a health pack. This works better for attackers on certain maps and objectives while remaining functional for defenders also. This would prevent you from healing though damage and requiring the next pulse to kick off your healing again.


(INF3RN0) #2

Agreed, though I don’t mind it nearly as much as nader.


(spookify) #3

I have hardly ever died to a nader… After the first 6 shot spam it take a long time to get back up to 2 or 3 rapid fire shots… Naders are an easy target…

Back to Aura:

Her heal station is a little OP and something like Pix suggests might work.

What I would suggest: Lower the heal rate slightly and thats all… The next patch we are going to get is going to have balance tweaks to the guns. I feel that recoil might come back down a little and or some type of recoil recovers… The more accurate the gun the easier it will be to straight up wreck her heal station… 7 - 10 Stocker bullets into the Heal Station and then move on to Aura… Right now 7-10 Stoker bullets feels like you are holding onto a canon and shooting a little HP station at mid range makes me feel sea sick…

Yes the heal station pumps out a ton of HP… BUT it is also a little box on the ground.

The bigger question is when will the gun recoil, ROF and Damage be right to Destroy the heal station and then how much HP do you give the heal station its self… Sort of feels like Fall off damage can have a part in this…

Have you have tried to shoot a turret that is long distance with or with out iron sight? SMG’s you put the entire clip into it and stoker are you pressing and tapping and stoping and a little more then half a clip in and it finally goes down… Its like that was a lot harder then it should have been…

Same goes for Aura’s heal station… OK maybe a half a clip at far range is right… Seems excessive but lets use that for now… Close range could be 3 to 5? OR the amount of HS it takes to kill a 100 HP merc?

Its all about balance… Imagine if the heal station got knocked out with 3 bullets like above… People would QQ! They would say this merc is useless… Just blow on the heal station and it falls over…

  • I have suggested that the turret, ammo and heal station have an eye, power-supply or a target on them that acts like a HS… Something on the station that the person needs to aim for to knock it out… Outside the target it would be like a body shot… This would make people aim and also give awareness that **** they knocked out my heal station fast with perfect aim…

Conclusion:
#1) Lower HP out put just a little!
#2) Create a Target, eye or Power Supply that acts like a HS
#3) Balance

Close Range AR (Target 5 Bullets)
Close Range AR (Non Target 10 Bullets)

Close Range SMP (Target 10 Bullets)
Close Range SMP (Non Target 20 Bullets)
(Works out to half a clip on some guns)

With the Fast ROF this isnt actually that much…

You get the drift?


(INF3RN0) #4

[QUOTE=spookify;516292]I have hardly ever died to a nader… After the first 6 shot spam it take a long time to get back up to 2 or 3 rapid fire shots… Naders are an easy target…
[/QUOTE]

You don’t have to die to still take stupid damage from badly aimed nade spam.


(spookify) #5

Is it badly aimed if you are taking stupid damage? I’m joking, but yes having 3 naders on a team is dumb but one feels right.

Check out this post in Aura’s heal station


(Violator) #6

I would go as far as to have it cancel its healing effects (for x seconds perhaps) when a player takes damage, return it to healing enemies (not great), or reduce its HP (sticking plaster). Currently the only option is to shoot it to remove the powershield effect, and by the time that is done you are dead.

Currently the heal rate is so high you can stream headshots into the enemy and they take virtually no damage. I see it as a hide-and-recover device rather than the in-your-face-powershield which it currently is.


(xdc) #7

healing station is just a bad design taken from brink. Reducing the rates, etc would just make the merc useless again. Redo the idea of healing station or remove the merc


(Szakalot) #8

Healing stopped after taking hits seems like the way to go. The easiest way to implement is, is pulse-based like in OP.

Another way to try to address the ‘powershield’ effect would be to slow down the setup of the station (takes longer before it starts healing), so Aura can’t drop it in the middle of a firefight and hope to survive based on that alone


(Kl3ppy) #9

I would like to try this solution. It could help to make the healing station like a stationary med pack.


(xdc) #10

Problem is for most players is that Aura’s healing station needs to be taken out first, instead players aren’t shooting at the station but the enemy instead. If healing station gets nerfed, I can guarantee she will be a useless merc again.


(Glottis-3D) #11

agree with this.


(Alchemy) #12

My idea to balance it would be to increase explosion dmg to the station it’s self to promote putting AoE on little nest people create. Atm, most people do not actively target it and or toss nades/mollys at it.


(Scarhand) #13

Since when do people NOT hide the healing station where it is impossible to destroy before you die trying to get to it?

It is a healing station, not a shield. If it is supposed to be a shield, replace it with that and make Aura not a medic.


(xdc) #14

So lower the healing station HP?

sometimes ican’t even tell if there is a healing station or not, since the animation shows on the floor only, and you see little '+'s above enemies head when they are getting healed. If the animation didn’t just show on the floor, players would know to throw grenades, etc at the area.


(prophett) #15

Interrupting the healing process for a brief moment while taking damage should be an acceptable nerf (no need to mess with rates).


(Glottis-3D) #16

i think heal station sould be OP.
and when you fight Aura - you have to first kill the station, then kill Aura. ANd not waste 100 bullets on her only to die in agony and see how she is still 100% of HP.

If Aura wins vs 3 enemies. That only means those 3 are stupid enough to forget about the station, and so they actually deserved to die =)))

Rates and Station HP - can be tweaked. but overal the mechanics is good. it is OP in a good way.
You are not fighting vs Stoker, standing on a molotov?
You are not fighting vs Bushwacker, while being shot with his turret?
So do not fight Aura, while she still has her station on.


(Szakalot) #17

Except molotov and turrets only block out a certain area.

HP station can be picked up and relocated as fast as Aura’s keybinds allow. I think limiting the mobility of the station itself (longer setup/longer reclaim/punishment in cooldown for replacing the station from spot to spot) would be the easiest way to address the OPness.


(Glottis-3D) #18

[QUOTE=Szakalot;519229]
HP station can be picked up and relocated as fast as Aura’s keybinds allow. I think limiting the mobility of the station itself (longer setup/longer reclaim/punishment in cooldown for replacing the station from spot to spot) would be the easiest way to address the OPness.[/QUOTE]

this!
longer setup and punishment for recplacing (not sure about long reclaim)

and also the HP from 100 to, lets say, 80 HP.


(Szakalot) #19

I like punishment for replacing the most. Not unlike skyhammer’s indoor nade: if you want to relocate your HP station, you will have to pick it up and still regenerate 15-25% of the remaining cooldown (could be additive with how much you have regenerated already - so a station that has been in one spot for a long time cna be relocated immediately, but if you want to spam the station left and right, you’ll get punished).


(BioSnark) #20

What I’d like to see: (including repetition of previous suggestions)

[ul]
[li]stop healing aura for X seconds if station takes damage.[/li][li]stop healing aura effect on player for X second[s] after player takes damage.[/li][li]lower station hp significantly (but possibly AoE resistance). If this is in sight, it should be dead, in my opinion.[/li][li]alternatively, make it significantly weaker to AoE and leave the high hp.[/li][li]reduce cooldown to compensate and make Aura [merc] less static.[/li][/ul]