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Healing Mortar Suggestion

Discussion in 'Suggestions & Ideas' started by StillOP, 27 Mar 2018.

  1. StillOP

    StillOP Member

    Joined:
    19 Nov 2017
    Messages:
    49
    To start, the repair pulse is the only 2 cost healing item. Because fixers have 5 slots at a certain point. This suggests to achieve full potential you have to use 2 pulses. The healing mortar would be a medium range healing item. I think it should have 2/3 the size of napalm. It would stay for 8 seconds at standard without perks (it could be upgraded with + time perks). And when you upgrade this, it upgrades healing. The middle gives much more healing than if you were on the edges. Just like a regular mortar. This will make fixers want to put the mortar in a spot safe from mortars. Since more healing is in the middle, the easier it is for mortars to hit, and it won't be too powerfull to stay dead in the middle for the entire duration. Thank you for reading and if you are a player that supports this, say in the comments anything that should be added.
     

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