HELLDIVERS™ 2

HELLDIVERS™ 2

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Bedelguese Apr 26, 2024 @ 1:12pm
Seriously, fix being knocked out of healing.
I see the animation, I HEAR the animation, but no, no healing all because a bot landed a lucky shot in the last second.
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Showing 1-8 of 8 comments
Floppy Apr 26, 2024 @ 1:25pm 
Yeah stimming should not be interruptible. There are already instances where you can´t stim at all (while being rag dolled for example) and that´s fine.

As is now, you hear the audio cue, you think you got a heal but you didn´t. If the audio cue only played if the heal got through it´d be euqally unsatisfactory because it would just make people think the heal was unresponsive.
Ryzilynt Apr 26, 2024 @ 1:25pm 
Working as intended.

Dry those tears helldiver , and get back out there.
Malidictus Apr 26, 2024 @ 1:27pm 
Agreed. Using Stims in this game can be so frustrating. Anything can interrupt it. Getting knocked down or incapacitated, sure. Random chip damage? No. Stepping off a small ledge that just so happens to trigger the "falling" animation? Definitely not.

And while we're at it, let me stim at full health, please.
Doragor Apr 26, 2024 @ 1:29pm 
I disagree with the fix, but I agree with the issue.
Being interrupted while healing should discard your stimpack and not give you the healing, players need to get punished for healing while under fire.
Malidictus Apr 26, 2024 @ 1:32pm 
Originally posted by Doragor:
players need to get punished for healing while under fire.

As opposed to when? If you don't heal under fire, you die and get a free heal anyway. Losing stims from being interrupted would make them borderline useless for anything more than travelling long distance.

*edit*
It should tell you something that Stims impart a 2-second continuous heal which is itself not interrupted by damage. It should also tell you something that the Medic line of armour perks extend this duration to 4 seconds. That tells me that stims were entirely intended to be used while under fire.
Last edited by Malidictus; Apr 26, 2024 @ 1:33pm
Wiawyr Apr 26, 2024 @ 1:34pm 
The whole injection animation always struck me as especially stupid and unimaginative. We're wearing rigid armor that at the very least has some environmental seals and health monitoring; why doesn't it start missions with an IV port already present instead of jabbing a needle through the softer material protecting the neck every time you need to inject something? Press a button, meds dispense in a measured and consistent amount extremely quickly without needing further user input or action, and there's no animation to interrupt.
My problem is not only to I *hear* and *see* the stim happening... I see my health start to go up and I get hit by something small like a scavenger and I see my health stop going up and drop to below where it was before. The actual stim is in my neck and healing and it gets canceled... how long have people been ♥♥♥♥♥♥♥♥ about this and they can't be bothered to fix it?
once the needle is in and the sound plays it needs to heal you
+1
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