Turrets should take two hits to break

Easy balance fix to Xeno being largely unaffected by turrets since you can walk into one and M1 it down without losing power and without addons.

Keeping power or destroying a turret should be a tradeoff, either automatically with the addon or by having to lose power to send it to turret heaven.

Survivors already have a repair/reload ability that could function with two charges instead of one.

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