Auras Healing Station...


(xdc) #21

This is how it was before, it was annoying to play Aura on Attacker since you always had to move the healing station for the team. A merc that works best on defensive only is a bad design imo

Healing stations health shouldn’t renew to 100 when it is replanted, but repair overtime, or have an engineer repair it, if anything. The 3 second cooldown to replant seemed sufficient enough to not make her more useless on attacker.

What I would suggest:

A higher-quality animation to show teammates/enemies where the healing station is (sphere-like animation) which would cause enemies to be more aware of wher the HS is, then will therefore nade, etc it. You don’t know where the healing station is when they are at a height above you. Most players seem to be unaware there is even a HS around…

and slightly lower the healing rates for medic/teammates


(Spencley) #22

No fix needed, it is a pwerful ability yes. But it is also very easily counted. 1 cooker fragger grenade gets you plenty of kills from people hugging the station.

Not every Merc can deal with every Merc. Each have there weakness and counters. You never face aura ina 1v1 unless you have an explosion on your side.

This is were the game is let down currently, There is no diversity in mercs. Everyone takes Aura, Fragger, Skyhammer or Proxy. They are very good picks. As time goes on and people learn to deal with different mercs Aura will not be as great.

Remember Fragger + nade = multi kill

[QUOTE=xdc;519320]This is how it was before, it was annoying to play Aura on Attacker since you always had to move the healing station for the team. A merc that works best on defensive only is a bad design imo
[/QUOTE]

Er what… The whole game is based around mercs being offensive or defensive. Yes some can do both averagely but others excel at being defensive or offensive. Proxy and Aura are prime defenders and there abilities reflect this.

Mercs should not be able to do both well especially when they have very powerful abilities.


(Glottis-3D) #23

have a star Spencley!


(Nail) #24

and have a couple more from me

not bad for first post


(Erkin31) #25

Mercs should not be able to do both well especially when they have very powerful abilities.

Why not ?
What I have always liked in ETQW, is to be on an equal footing with other classes.
I’m not a big fan of the rock paper scissors for a FPS, this always ends up by giving duels where the result is know before any shot is fired

Actually, if the only response available with the ability of aura is to switch to a specific class, it’s for me the flagrant example that there is a problem of balancing.


(meat) #26

Wait until Nader gets back in the line up and the health station will have another easy way to be handled. Of course then people will start complaining about the Nade spam.

For every mercs special ability there should be another merc or mercs who can counter it
this should make for diverse lineup and a demand for more mercs in your lineup.


(streepe) #27

I don’t see health station as an issue. If there was anything I would like to see changed is a rez having a cooldown. So many times I’ve seen a whole group get killed just to all get immediatly back in action because a single medic was around.
Just today I was playing as an engineer putting mines around, 1 of the enemy come around I shot him, he get rezed, come charging at me, triped a mine, got rezed, got shot again, got rezed, then hit my second mine, got rezed once again. Manage somehow to kill him again while his buddies come charging as well. They finally managed to kill me after a 7 kills streak. Body count on their side ? 0…
The issue here is not me not dealing with the medic, it was quite easy in fact for him to hide behind walls or his (invincible) ally getting rezed.
Anyway… enough ranting.
Back to subject, even if I don’t see med station as unfair I do think the class is a little too strong. If med station must really be the one to be changed I’d suggest :

  • make it easier to destroy.
  • make it less effective the more people there is around, even if full HP.
  • be effective only on immobile targets or greatly reduced effect on mobile targets.
  • effectiveness split between med stations. Wouldnt prevent direct power of med stations but would prevent team stacking that class.

(Chris Mullins) #28

I agree with this. Also when talking about the HP station that when its damaged, picked up and put down has full health. It would be cool if it regens over time rather than just magically back to full awesome health. There is a thread similar to this that Pixel started which you can find here and a lot of it makes sense.

I’ll pass these on and see what the devs think. I still want t osee the healing station explode either immediately or after a short delay if destroyed. That’d be cool.


(Chux) #29

Better still, leave it damaged and have an option for an engi to fix it to full health. I’d rather see it lose it healrate over health.


(neg0ne) #30

I see it as a hide-and-recover device rather than the in-your-face-powershield which it currently is.

this.
so totally agree with OP.


(Glottis-3D) #31

great idea.
damaged Heal station heals much less!
-you cannot spam in midfight so ridiculously
-you hide it more carefully
-Engies can help


(Zenity) #32

I know the obvious thing to think is to make the healing station more passive, so you can not use it in the middle of combat. But I would be careful with that.

Aura is probably the merc I have played with least so far, because I don’t find her particularly interesting. Remove her “combat station drop” and I see absolutely nothing appealing about her any more.

On the other hand, I actually really enjoy playing against her. Taking out the station rapidly is a nice challenge (and it requires quick thinking when the best option is to sacrifice one’s life to take out the station). Sometimes it’s impossible to do it fast enough, but then I know the position exactly and it won’t happen again. Unless the Aura keeps moving the station around smartly, which also requires some skill. In any case I simply haven’t seen or encountered a situation yet in which Aura consistently locked down a part of the map. It always seems to be a short term measure, that only lasts until the other team wisens up to it, so I don’t think the design is inherently flawed.

The most frustrating situation for me is probably when I am in a duel with Aura and she plops down a station just in time to heal her back up to full health. But this manoeuvre doesn’t work often, and it’s still possible to take the Aura out with flawless aim.

All of this adds interesting dynamics to the game. If you nerf the station to not be effective during combat any more, then you take away all of these dynamics and Aura simply remains as a fast moving flyweight that can revive and support from the backlines.

I think the current design fits the fast paced and aggressive design of the game very well, so if changes are needed, I would be in favour of small stat tweaks (like the recent health reduction to the station), rather than a radical redesign of how the station works.

I understand that this may well be a minority viewpoint, so just take this as another perspective on it.


(Szakalot) #33

Ill reiterate my points from Nexon forums:

  • station works almost fine
  • station selfheal rate for Auras should be dropped a bit (~75% of present selfheal)
  • this will reduce Auras 1on1 potential (but keep the station a dangerous deployable)
    . it will limit stations mobility at present effectiveness (harder to coordinate with teammates).

The only real concern imo is for station allowing Aura to become a rambo medic. Similarly to how sawbonez was rambo before his selfheal was nerfed.