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Yeah, if they add this, it would be useful. Right now, it loses out in utility to nade pistol by a lot.
The problem is if they did this, it would be literally the only secondary anyone uses, and no one would ever use it for anyone but themselves.
I'm pretty sure the stim needle collides with guns and weapons on the helldiver, because you have to hit them in the arms to get a consistent heal off. Also anti-synergy with shield packs.
I'm happy with it though. It doesn't need self shooting or it would be the new baby bubble. Just people spamming stims on themselves at the cost of only a secondary. No thanks.
This would only work on premades that stick together or split into 2-2.
Imagine having someone in heavy armor tanking a bot drop because someone with the medic gun is supporting them. That would be tons of fun.
I just did it on a PUG with 1 single person I friended randomly whos game I joined. Every single person in the lobby knew what was up and would hold off healing their chip damage, and in some cases walk right at me to get the free heal.
Seems to work pretty well to me.
Yeah I don't know, I seem to have trouble getting people to open the vault with me so stim pistol coordination seems like a hopelessly far fetched idea.
Should function like a grenade pistol that fires smoke grenades which explode into stim steam, healing and regenerating stamina rapidly. Or it explodes into stim particles which coat you and give you gradual health regen and temporary stamina drain rate reduction for like 30 seconds.
It will wouldn't be useful, but I mean, it'd be more useful than it currently is. At least with that you could partner it with a shield generator strategem and heal and protect your friends.
Personally I just wanted the stim gun from War Rock, where you can stim yourself and your allies, so it was like bringing extra stims. However even something like that I have trouble justifying using, actually.
Maybe make into a morphine gun so it just provides damage reduction over a long period of time. Sort of like the effect when you stim, only a little less powerful, stretched over a longer duration. Or maybe one guaranteed use of that ability that triggers 50% of the time and stops you dying, I dunno. Or maybe it immunises you from injuries for 5 minutes.
Hmm...but I can't see why I'd use that. I've been getting along just fine without a damage resistance buff too. lol.
I guess it's just some cool content, it doesn't need to be useful or meta best pick, just...something to use.
Kinda wish it was part of a big Medic themed warbond now, though.
They could have totally released this thing with the Medical Mayhem warbond and included a MedHUD helmet that also had the effect of making the stimgun gain smart tracking bullets to make it that much more powerful when combined with the equipment in the set. As well as armour that boosted how many stims you had with you.
Could have also shipped with medical themed skins, medical themed capes and backgrounds, some medical themed emotes and mission poses, plus things like an Exosuit Medic Sentinel that can deploy an AoE field that grants everyone that 50% chance to not die ability...or whatever. Even nanite grenades which cure injuries in a large cloud. JUST STUFF.
If you're gonna play Doctor, Democracy Style, then you want to go all-in on it, right?
I used it with Light Medic armor, a Supply Pack and the Experimental stims booster with mixed results. I figured this way I could stim myself to catch up to teammates and stim them, which does work ok if you can land your shot. Landing that dart is pretty rough though, especially when I've played 600 hours of this game vs opponents who move in a 100% less random way.
A lot of times, I found myself failing to hit with the dart repeatedly and just running up to stim them manually. And of course, the energy shield blocks darts, which is annoying as well.
Overall, it's probably still more useful to just kill the things that are attacking your teammate instead of trying to heal them out of danger. I'm going to keep trying it out though.