HELLDIVERS™ 2

HELLDIVERS™ 2

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c33tz Jul 2, 2024 @ 8:13am
Suggestion: Med-kit actually... medic?
Probably going to get lost in the wavea of posts here (don't know where else to make a suggestion - directions welcomed!)...

But I've also been wondering why the Medic sets, were so selfish in the end as the extra syringes+buff helps one stay alive, but seems to provide little to no value to teamplay if you wanted to do so... why? Because one is almsot never near enough a teammate to jab them with a stim!


My suggestion is to make that kit include a "syringe gun" which basically just increases the targeting range signficiantly to allies in your corsair to provide a stim, basically "firing a dart" into them.

Several times i am trying to stim a Rambo ally at 1hp but he's constantly running away and I can't get close enough to save their life -- having extra range on the stim lock-on (pkus the 2 extra stims) make this irrelevant as long as your "close enough" and aiming towards them you can still boost them.

Would be a great combo with the experimental stims modifier as well buffing your team as you move to an objective (without having to play "tag")

Comment if you agree, or not! More discussion means more change the suggestion is seen!

Cheers.
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Showing 1-15 of 43 comments
Rampant Razza Jul 2, 2024 @ 8:25am 
i would fully welcome some kind of ranged healing ability, whether that be through gun, nade, or stratagem.
Squirt Games Jul 2, 2024 @ 8:42am 
helldivers 1 had a full on gun called the rep-80 that shot a healing beam; they need to add it to this game so people who want to play supports have a means of healing that does not involve having to sprint to an ally and jabbing them
The Pollie Jul 2, 2024 @ 8:44am 
The biggest problem with healing teammates isn't that you often aren't close enough to do so, it's that most of the time when someone needs healing, they need it NOW. Not the, best case, five seconds it takes for you to run a few steps and hit a button to do it for them.

When you're sitting at 10 health with a bunch of bugs rushing you, you can't wait that long. When you catch fire, you can't wait that long. The only time I've ever stimmed someone was either by accident when trying to resupply them or when they were outright out of stims in the first place.
Twisted_Mentat Jul 2, 2024 @ 9:19am 
i'd prefer full resupply from a single interact over the +2 stims/nades that then need 3 supply to fully refill.

with 4-5 enemies stim-taxing non-stop (and others able to combo-kill in 2-3 hits with near-zero counter play) it's efficiency that matters not simply having more when you hog all the supply.

as to healing others, it's already possible but as you MUST be at 95-100% at all times (see above) then the only time you need heals are when something is already chunking away your HP so what they need is cover fire not an extension of the time spent taking massive amounts of inbound damage.
Helldivers have the HP of a wet paper towel, even the lowliest of enemies only take 5-9 hits to delete you (depending on armour value), haling others simply isn't viable in the 0.5-3 second window they have between being totally fine and the next helldiver being called in from orbit.
fnLandShark Jul 2, 2024 @ 9:32am 
Stim gun would be super cool. Playing medic in KF2 was one of my favorite classes and getting that clutch heal on someone tanking a fleshpound was always satisfying
Koala 4peace Jul 2, 2024 @ 9:35am 
Yeah, would be nice to have something like team medics.
c33tz Jul 2, 2024 @ 10:09am 
Originally posted by Super Earth's silliest Trooper:
helldivers 1 had a full on gun called the rep-80 that shot a healing beam; they need to add it to this game so people who want to play supports have a means of healing that does not involve having to sprint to an ally and jabbing them

Totally forgot about that gun! Cheers.

Yes this is exactly what I mean, a couple of support options along these lines would be great as well.

The comment about urgency (when a diver needs healing they need it immediately) is definitely true and noted as well, and a long-range stim dart (make it auto-hit for reliability.. though hitting a bug and healing/stimming ti would be kind of funny too XD) still helps in a pinch and with the latest poll, seems like they are considering stimming at full HP now too, so this is a great way to buff teammates just before diving and objective or a big wave of enemies about to hit.

Either way, seems like comments so far are in agreement more support & a ranges stim option would be of interest, thanks for the feedback so far all! Good thoughts & ideas all around
Vitus MM Jul 2, 2024 @ 10:16am 
if ppl want to be healed in this game maybe they run towards the healer not the healer chasing them.... just a thought. if ppl with no stims left dont seek help they are dead weight anyway. Reinforcing after dropping dead is not the answer, that is a limited resource.
vectorViridian Jul 2, 2024 @ 10:17am 
Great idea, I'm all for this.
Mother Heffer Jul 2, 2024 @ 10:34am 
Originally posted by The Pollie:
The biggest problem with healing teammates isn't that you often aren't close enough to do so, it's that most of the time when someone needs healing, they need it NOW. Not the, best case, five seconds it takes for you to run a few steps and hit a button to do it for them.

When you're sitting at 10 health with a bunch of bugs rushing you, you can't wait that long. When you catch fire, you can't wait that long. The only time I've ever stimmed someone was either by accident when trying to resupply them or when they were outright out of stims in the first place.


Bingo.

Any kind of healer role in this game would need yet non-existent mechanics to really work. Like ultra vision, shooting through terrain, and auto-targetting allies.

Buffing allies to tank or resist damage would probably make more sense in this game.
ItzPress Jul 2, 2024 @ 10:45am 
Not like we can do this with resupplying. Rather, I think it's helpful for allies to know that you do give out a voiceline for lacking stims if you try to use it while on 0. That can cue an ally to then stim you; I did this some time ago actually.

Improving voice command variety/cycle can help too.
Mosey Jul 2, 2024 @ 11:39am 
Thing is, it would have to be some kind of instant-heal because everyone has their own medpacks and they will always be faster than you at hitting them unless they are either out of packs or you have a beam that's already healing them.

I suspect they will add something like that since HD1 had it, but you never know.

If memory serves, in HD1 there was a beam healing gun that was pretty much the same thing as TF2's healing beam, and I think it could heal multiple people at the same time but I might be wrong there.

To be perfectly honest though, it isn't really needed. There are tons of medpack refills and resupply drops so it would be a rare day when anyone would actually need someone else to heal them. It would still be a nice option to add, but it's far from mandatory or anything like that.
Spoonalot Jul 2, 2024 @ 12:14pm 
While one of my biggest gripes with the game is the 'threshold' of health that a fellow Helldiver needs to be to stim them, there are still ways around this problem.
If your teammate is truly the epitome of 'hold W head empty' and charging at his problems head first with half his health and no stims, right past the re-supply then the most logical solution is to throw a stun grenade at said teammate to assist with closing the gap.

if you wish to inject a teammate at a fair distance who has most of their health? Shoot them in the leg with a peacemaker or redeemer and pray for a leg break, in all due likelyhood they will stim themselves and take issue, but the fact of the matter is your are simply looking out for their safety with your sidearms love taps.

In the event that you lack all of the options above? Simply advance on your teammate when they are not immediately imperiled by sodomite, saucy terrain or stratagem and simply beat their health bar into submission with a rifle butt, it allows you to force your teammates into prime stim position (if they are not instantly claimed by a combination of cirrhosis and gravity).

Unfortunately I cannot really recommend the supply pack for medic mains as context sensitivity turns your attempts to heal your fellow diver into (inferior) stim supply's because they share a button (curse you generic 'interact' button you louse everything up!)

Seriously though Arrowhead I beseech you, render upon us the Rep-80MK3 please I beg of you, I don't care if its powered by stims, ammo or the lost souls of children just give me my keep-jimmies-alive beam.
Last edited by Spoonalot; Jul 2, 2024 @ 12:16pm
Mulqueeny Jul 2, 2024 @ 12:23pm 
We need a Guard Dog that heals nearby team mates.
Shy Jul 2, 2024 @ 12:24pm 
+1 for angel drone
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Date Posted: Jul 2, 2024 @ 8:13am
Posts: 43