Defib and ammo pack side effects


(SirSwag) #1

I’ve heard that there is a way to use defibrillators to overcharge someone’s hp to a higher maximum level. I’ve also heard that ammo packs can reduce cool down on abilities. Are these just ramblings by tin hat Bushwackers, or is there truth to these claims?


(bontsa) #2

I could imagine the thing you’ve heard from defibs, is that the longer medic charges them, more higher % (or does it give number-wise more hp points instead of percentage? Anyone got more detail on this?) of revived players health is given to them when they get up. So it is not putting their hp “to a higher maximum level” exactly, but does have benefits.

And yup, ammo packs, when direct hitting a target who has abilities on cooldown, does get slight reduction on them.


(Jostabeere) #3

Charging defibs to the max. gives 100HP without the perk. With the perk, more. Mercs that only have 80-130, don’t get more max. HP.
There was such a thing, when ammo packs reduced the cooldown of abilities. Don’t know if they patched it.


(SirSwag) #4

What perk is this exactly? The one that gives 30 percent more health on revive? So a merc like Phoenix could overcharge his hp from 100 to 130?
Also how much time do ammo packs reduce the cool down?


(PleasantWheat) #5

The perk is called “get up” and there is NO overcharge health mechanic in DB, fully charged defibs only revive for 100hp, get up is good for reviving bigger mercs because they have more than 100hp eg; without get up a fully charged defib will only heal rhino to 100hp, half his total hp pool, whilst with get up you give him 130hp. Reviving a merc with less than 100hp on a full charge just fully heals them to the max their health pool will allow. The ammo packs give between 5%-10% cooldown reduction per pack, to my knowledge no one has really tested it in detail.


(Haki) #6

I would argue that get up is good even for reviving squishy mercs, since it’s not gonna take you as long to charge your defibs up to an 80hp revive :slight_smile:


(PleasantWheat) #7

It is, it’s really useful for tap revives and giving people a better chance at surviving a revive whilst under fire, I was just stating its more obvious usage as being able to get up more mercs with full health


(Reddeadcap) #8

Sawbonez health packs on direct hit give a bit of health and regenerate health faster.

Sparks health packs give more health on direct hit.

Ammo packs on direct hit reduce they cooldown of merc abilities.

Defibrillators give more health/damage the more they’re charged when used on your downed ally/that red bastard over there.