HELLDIVERS™ 2

HELLDIVERS™ 2

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Current thoughts on P-11 Stim Pistol
It is fun to use, but not a good or consistent tool/secondary.

Reasoning:
From my somewhat short tests I found that the pistol heals approximately 50% of player health, restores stamina and provides the buff (at least damage reduction seems to be applied), the shots stack and each lasts about 4 seconds or so, with 3 shots allowing helldiver in any armor to survive standing in fire or gas without much issues, though needs another shot to regenerate health and not just counteract the effects.
On the other hand, the pistol has a bullet dropoff similar to crossbow, has trouble hitting player models even when standing still, can just shoot through the diver sometimes, and hitting a moving target can get trickier than one might expect, even if they are running straight at you. Most of the time you will hit bugs when trying to save diver, or will hit terrain wasting ammo.
Reload time and firing rate seem fine, you pick up 9 rounds from ammo crate or 18 from supply crate, start with 18, 6 roudns in magazine/drum. Your shots are blocked by energy shields, personal or stationary, so you won't be able to heal anyone wearing a shield backpack. Won't deal any damage to bugs or bots, but also won't heal them. Shots from stim pistol won't trigger hellbombs. Can't shoot yourself to get healing effect.

The best solution to make the p-11 viable is to add 'smart rounds' to it, allowing it to lock onto friendlies and hit them, and a way to shoot yourself in the leg, arm or stomach. Not sure if it not passing shields a bug or a feature, but I think it should be kept as is, since it makes sense, unless shields can let the low velocity projectiles to pass through.

At this this moment the only viable way to use it is with a 'tank' build, but since armors aren't strong at this moment, it is more of a gimmick option.
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Showing 1-15 of 42 comments
Silly frog Sep 20, 2024 @ 3:09pm 
Just add shooting yourself. Simple as that.
no shooting self?
Anticitizen 1 Sep 20, 2024 @ 3:44pm 
Originally posted by Silly frog:
Just add shooting yourself. Simple as that.

Yeah, if they add this, it would be useful. Right now, it loses out in utility to nade pistol by a lot.
Midas Sep 20, 2024 @ 3:56pm 
Originally posted by Silly frog:
Just add shooting yourself. Simple as that.

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 like it because it stretches the stim economy of the team while only really costing a secondary slot. It gives you so many stims too so it's very generous.

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.
Anticitizen 1 Sep 20, 2024 @ 4:02pm 
Originally posted by Hand's Hermit Permit:
I like it because it stretches the stim economy of the team while only really costing a secondary slot. It gives you so many stims too so it's very generous.
.

This would only work on premades that stick together or split into 2-2.
Mr. Clean Sep 20, 2024 @ 4:02pm 
Make it a beam/gas healing weapon, so you can constantly keep healing a fellow diver while it's active.
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.
Originally posted by Anticitizen 1:
Originally posted by Hand's Hermit Permit:
I like it because it stretches the stim economy of the team while only really costing a secondary slot. It gives you so many stims too so it's very generous.
.

This would only work on premades that stick together or split into 2-2.

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.
Anticitizen 1 Sep 20, 2024 @ 4:31pm 
Originally posted by Hand's Hermit Permit:
Originally posted by Anticitizen 1:

This would only work on premades that stick together or split into 2-2.

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.
Zanklev™ Sep 20, 2024 @ 4:43pm 
They need to make it work like the smart pistol from titalfall, basically give it aimbot directed at teammates so you can just quickly heal your teammate without having to struggle to aim at them. Would make it much more viable for everyone to use instead of just the marksman who can aim incredibly well.
NotReallyMyName Sep 20, 2024 @ 4:49pm 
Originally posted by Mr. Clean:
Make it a beam/gas healing weapon, so you can constantly keep healing a fellow diver while it's active.
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.
In HD1 there was a support weapon that healed/repaired everything on helldiver side. Would be nice to get repair gun back, especially if we could just plant 4 tesla turrets and repair them from most trash mobs, while up to 3 other teammates dealt with the heavies. (Tesla turrets have infinite ammo from what I observed).
TheAlpacka Sep 26, 2024 @ 4:48am 
Originally posted by Midas:
Originally posted by Silly frog:
Just add shooting yourself. Simple as that.

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.
true
TheAlpacka Sep 26, 2024 @ 4:49am 
Originally posted by Hand's Hermit Permit:
I like it because it stretches the stim economy of the team while only really costing a secondary slot. It gives you so many stims too so it's very generous.

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.
Yuh
Greb Sep 26, 2024 @ 5:04am 
My friend has been trying to use it lately and it just seems to suck. He's not fond of it.

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.
Originally posted by NotReallyMyName:
The best solution to make the p-11 viable is to add 'smart rounds' to it, allowing it to lock onto friendlies and hit them, and a way to shoot yourself in the leg, arm or stomach. Not sure if it not passing shields a bug or a feature, but I think it should be kept as is, since it makes sense, unless shields can let the low velocity projectiles to pass through.
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?
Last edited by Greb; Sep 26, 2024 @ 5:08am
MagikarpMagi Sep 26, 2024 @ 8:46am 
I just unlocked it and I'm trying, but it needs some work.

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.
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Date Posted: Sep 20, 2024 @ 3:07pm
Posts: 42