Is Aura Health Station imbalanced ?


(Someordinaryguy) #1

As the title says. At the moment it heals constantly at Sawbonez medbag rate with 20s cooldown after deploying and can withstand 2 shotgun shots at point blank range. IMHO that’s a little too good. My dream changes would be:
-Increase cooldown time to 40s (promotes smart placement and reclaiming [plus Extra Supplies perk is more viable])
-Decrease health rate to 75% of it’s current rate (it will still be good but not as tanky)
-Decrease “HP” of the station (destroyed after 1 shotgun blast at point blank range, 1 sniper shot etc. Will further promote smart placement)

Idea by @Watsyurdeal : Cooldown kicks in after the station is destroyed


(watsyurdeal) #2

My problem has always been how much health the station has. I can put up with it only needing a 1 second windup and healing anyone within it’s radius, but it needs to be easier to destroy so you can actually punish people for bad placement.

Also, I feel like while it’s deployed, you don’t recharge, you only start recharging for the healing station once it’s destroyed, I feel the same way with the turrets and ammo stations as well.


(Someordinaryguy) #3

[quote=“Watsyurdeal;99221”]My problem has always been how much health the station has. I can put up with it only needing a 1 second windup and healing anyone within it’s radius, but it needs to be easier to destroy so you can actually punish people for bad placement.

Also, I feel like while it’s deployed, you don’t recharge, you only start recharging for the healing station once it’s destroyed, I feel the same way with the turrets and ammo stations as well.[/quote]

@Watsyurdeal Pick the anwser please so it’s easier for me to make a graph later 'kay ?


(Sir_Slam) #4

I think its fine, although theres a really weird phenomenon where explosives will ignore walls and destroy it. Ive seen it happen on Terminal the most.


(sentimentalDime) #5

The fact that it has 50% more health is just… Weird… The health should be nerfed a little IMO, not a lot, just maybe 10 or 20 HP.


(Canucck) #6

Explosive dmg should stay the same, but damage from direct fire should be increased.


(Dawnlazy) #7

Aura is already too much of a situational merc.


(jazevec) #8

Aura is fragile as hell, and has lots of trouble healing people at will. If you destroy her station right after placement, she can’t heal at all for 15 seconds.

Sawbonez has his perks. He can throw medpacks up or down, to heal otherwise unreachable people on another level. One medpack heals completely, so he’s very good at hearing fat mercs (and Thunder is not yet released). He’s the toughest medic, the only one who survives a sticky bomb. He can drop medpacks in advance. He can heal several separate people. For example Sawbonez on the objective roof on Underground can distribute medpacks left and right, he can even throw one at the sniper balcony.


(retief) #9

Aura’s station is most of her kit, and it is pretty useless when attacking. It had better be strong on defense. Also, a few explosives will clear it out pretty fast. In practice, she is a strong situational pick without overshadowing any other merc. That’s exactly the niche she should fill.


(ostmustis) #10

imbalanced because its not good enough yeah


(Szakalot) #11

[quote=“Watsyurdeal;99221”]My problem has always been how much health the station has. I can put up with it only needing a 1 second windup and healing anyone within it’s radius, but it needs to be easier to destroy so you can actually punish people for bad placement.

Also, I feel like while it’s deployed, you don’t recharge, you only start recharging for the healing station once it’s destroyed, I feel the same way with the turrets and ammo stations as well.[/quote]

indeed it would be nice if aura station had a vulnerable spot that you can focus fire and take it out quicker.


(impeccableBloke) #12

For me the problem is that the station is permanent.
If it auto-destroy after 20 second it will be great.


(LifeupOmega) #13

I got this cool thing called a molotov now. Prior to that we had cool things called grenades and bombs.

Outside of defence Aura is pretty useless anyway.


(Grave_Knight) #14

My biggest problem is the constant healing players receive making it nearly impossible to kill, say a Rhino, while unloading an entire magazine into their face.

Then again there is a reason while I’ll target healing stations first.

[quote=“LifeupOmega;102471”]I got this cool thing called a molotov now. Prior to that we had cool things called grenades and bombs.

Outside of defence Aura is pretty useless anyway.[/quote]

Actually the Healing Stations seem to be glitched around the molotov (all deployables really). The fires don’t have to be anywhere near it and it’ll blow up.


(Samniss_Arandeen) #15

Reduce cooldown to 10 seconds, reduce its hitpoints so a single shotgun blast can take it down, ta-da!