I won’t go on a rant here about how I feel about the health station in general. However, especially with Rhino in the free rotation, I feel as if everyone can relate as to how a health station hidden behind a wall or object with a Rhino on it is virtually unstoppable due to the lack of delay for healing with the health station and the inability to destroy said health station. Some kind of balancing is needed here IMO, perhaps something along the lines of decreased health regeneration speed, adding a delay when taking damage, or even just stopping the healing affect while being shot at. Even if this was applied only to Rhino, I wouldn’t mind the lack of delay on lower health characters. Because with 200 health AND a constant regenerative affect a single clip of ammo will not kill a Rhino, you either need ranged explosive ordinance, multiple players shooing at him at once, or you need to get multiple consecutive head shots, which is easier said than done.
Rhino + Aura needs balance.
An thats the point of this action.
Rhino is a close quarters combat unit, main focus --> defending critical Areas.
Yes, you need more than 1 Person to flush him out, which is the point.
Dirty Bomb has no character who can outstanding beaten up all other characters in all areas.
(Iam not mentioning good/bad players with that)
i think its fine, you just need to add a merc with explosives with indoor use in your squad such as nader, fletcher, fragger
One good Fragger player can throw the first nade, which blows up the health station and heavily damages the Rhino (and possibly kill the Aura if she’s close by, which she often is). Then the Rhino becomes very vulnerable, since Aura can’t quickly re-heal people (even she instantly redeploys the station it takes a little bit for the healing to start). THAT’s when you rush them OR throw another nade in.
I laugh at Rhino’s and heal stations. The heal station is already a “nade here” marker but then you get a bad Rhino player sitting in one spot and constantly spinning up their minigun and he might as well have a giant Vegas-style sign pointing at his location (which makes him easy to kill or avoid).
I remember trolling 4 players at a health station (including Rhino + Aura) with 2 mines using Proxy. Laughed so hard, I couldn’t play for 2 mins.
All you need is 2 sticky bombs to rhino’s face and you are done. If the aura is close she dies as well, otherwise just stick the last sticky bomb on her face. Nader and fragger work good too, even skyhammer could work sometimes.
complaning you have a disadvantage in a 1v2 when you attack into them, fanni boi
The problem might be he is not using a Merc with explosives. Without explosions Rhino is disgustingly hard to take down while he’s on a Turret Heal Station. Hell, the handful of times I’ve done it, it was because I got lucky and hit him with a half charge REVIVR to the head enough times.
EDIT: Bad typo.
@Grave_Knight taking down the health first works too, just make sure the aura is also dead because she might already have a new station waiting. But I agree its hard to take him head on, but I dont think this combo is overpowered. I think its more like good teamwork and it is counterable so not OP in my opinion, it just requires some attention. like a secondary objective, phantom kind of works in the same way. If I play a match and there is a phantom on the enemy team I always hear my teammates call out where he is or was last seen.
This is why Fragger and Nader exist. They eat up that boring merc and his healing station.