HELLDIVERS™ 2

HELLDIVERS™ 2

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Galahad Sep 22, 2024 @ 4:43am
Stim Pistol Thoughts?
I was using it just now and it seemed to have a cap on its range? Despite the projectile looking like it goes far... are the stims deflecting off beyond a certain range? I can swear I'm seeing the projectile hit my teammates but they're just not getting the heals sometimes.

Other than that, I enjoyed using it. I told the team that I would try to top them off if I saw them with a bit of health missing, to help save using a stim just to heal a bit and they played along most of the time.

There was one instance where I managed to heal a teammate who had just been ragdolled by an impaler tentacle and for a moment I felt like I was playing an MMO.... until he desynced and teleported a few feet away of course xD

But trying to get an ally who is in trouble didn't go well... it was much better to just try to kill what is on them in those cases as the stim heal is so small.

Not sure if I'm gonna keep using it over the utlity of the grenade pistol, but the team did seem to enjoy having someone there looking over them, however ineffectively lol
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Showing 1-15 of 52 comments
Inardesco Sep 22, 2024 @ 4:49am 
Its crap.

You basically have to shoot someone with it before he gets damaged.
Galahad Sep 22, 2024 @ 5:06am 
Originally posted by Inardesco:
Its crap.

You basically have to shoot someone with it before he gets damaged.

Does it trigger the stim booster effect? Or restore stamina? Could be useful for when the team are running from point to point, particularly in heavy armour.
NotReallyMyName Sep 22, 2024 @ 5:08am 
They are not deflected beyond a certain range, they either pass through the diver or are deflected off some equipment, bet it is former though, unless you are using ballistic shield, which will deflect stim darts. Although good luck hitting anything 50 meters away or further. 60 meters seems like the only distance where you can still somewhat reliably hit the player model.

The use case of topping off divers is good, not going to lie about it, and more than that, divers recover their stamina if hit by the stim dart. However I find it to be a niche use and not worth the secondary slot (grenade pistol, portable flamethrower or revolver). However when you manage to heal a teammate during ragdolling animation it feels so damn satisfying. But saving a guy from being overrun by hunters is nearly impossible, you will hit hunters more than your fellow diver, so it is best just to shoot the hunters or throw a stun grenade.

Love the stim pistol, but it needs a hefty buff to be worth considering as a replacement fror the current secondaries. Smart rounds, or a way to lock on to fellow helldivers with the pistol will do wonders for this weapon. Shooting yourself with it will help too.
NotReallyMyName Sep 22, 2024 @ 5:08am 
Originally posted by Midnight Prince:
Originally posted by Inardesco:
Its crap.

You basically have to shoot someone with it before he gets damaged.

Does it trigger the stim booster effect? Or restore stamina? Could be useful for when the team are running from point to point, particularly in heavy armour.
It restores stamina and seems to at least add the 50% damage reduction if the booster is active.
Roy Sep 22, 2024 @ 5:20am 
I love it when teammates use it, but it does take up your pistol slot and it requires some accuracy to even guarantee a stim.

I was running heavy armor vs bugs with a machine gun and some guy was using it to stim me when we were moving far distances too, it really helped.
Hand's Hermit Permit Sep 22, 2024 @ 5:25am 
It's a good tool. Tons of ammo, applies stim booster, stretches the stim economy of your team.

The only problem with it is the hit detection on it sucks. Sometimes it feels like you're dead on and it does nothing. It has drop like a crossbow, so you have to deal with that, and you'll almost never hit a longer range shot because there's no feedback on where your shot even went. You're just emptying your mag healing thin air.

The hitboxes need to be fixed. Also it would help if it had some sort of particle trail so we could tell where it's going, and also people can see that a teammate is trying to heal them.
Footman Sep 22, 2024 @ 5:30am 
Most times it says that whoever uses it is a team player.
i could see myself trying to use it with a ballistic shield setup as option to keep my teammates topped off in case they get some tickle damage, since i would mostly use SMG for killing instead

but that would be for bot front only, since as far i know, ballistic shield is useless against bugs
Galahad Sep 22, 2024 @ 5:41am 
Originally posted by NotReallyMyName:
They are not deflected beyond a certain range, they either pass through the diver or are deflected off some equipment, bet it is former though, unless you are using ballistic shield, which will deflect stim darts. Although good luck hitting anything 50 meters away or further. 60 meters seems like the only distance where you can still somewhat reliably hit the player model.

The use case of topping off divers is good, not going to lie about it, and more than that, divers recover their stamina if hit by the stim dart. However I find it to be a niche use and not worth the secondary slot (grenade pistol, portable flamethrower or revolver). However when you manage to heal a teammate during ragdolling animation it feels so damn satisfying. But saving a guy from being overrun by hunters is nearly impossible, you will hit hunters more than your fellow diver, so it is best just to shoot the hunters or throw a stun grenade.

Love the stim pistol, but it needs a hefty buff to be worth considering as a replacement fror the current secondaries. Smart rounds, or a way to lock on to fellow helldivers with the pistol will do wonders for this weapon. Shooting yourself with it will help too.

Yeah bro first thing I tried to do with it is shoot it in the air and land it on myself lol
Foxtrot39 Sep 22, 2024 @ 6:05am 
Ballistic and energy shield block it even if you get a hitmarker

I managed to land a shot about 25m away, it currently has issue with dart sometime phasing trough target and overall ♥♥♥♥♥♥♥ accuracy when not prone

Due to non parralax aiming it may miss even when dead on target so you're better off using first person view

Pilsedt himself said its way too bad implying a buff in handling/accuracy is planned
Last edited by Foxtrot39; Sep 22, 2024 @ 6:14am
NotReallyMyName Sep 22, 2024 @ 8:33am 
Originally posted by Hand's Hermit Permit:
It's a good tool. Tons of ammo, applies stim booster, stretches the stim economy of your team.

The only problem with it is the hit detection on it sucks. Sometimes it feels like you're dead on and it does nothing. It has drop like a crossbow, so you have to deal with that, and you'll almost never hit a longer range shot because there's no feedback on where your shot even went. You're just emptying your mag healing thin air.

The hitboxes need to be fixed. Also it would help if it had some sort of particle trail so we could tell where it's going, and also people can see that a teammate is trying to heal them.
The only way to see if you hit something alive is the hit marker, but it will light up regardless of whether you hit your fellow helldiver, a bot or a bug.
Dex Sep 22, 2024 @ 8:42am 
Underwhelming healing and trying to aim and actually hit someone with it is a massive pain in the ass. My suggested changes would be:

1. One stim projectile heals 40% HP. If a player that is already at full health gets shot with one then they will get a temporary overheal effect instead.
2. Increase the projectile speed, tone down the aiming sway, and either increase the hitbox of divers for the stim projectile or give the pistol a homing ability similar to the spear but for teammates only.
3. Give stim projectiles a blue tracer effect so it's less likely another player will think you're trying to hurt/kill them when you're shooting the stim pistol in their direction.
Last edited by Dex; Sep 22, 2024 @ 8:46am
Botji Sep 22, 2024 @ 9:10am 
It needs a few things to really be wort using.

1. Projectile speed increase and less drop/gravity.
2. Lock-on function with some projectile tracking.
3. Hitting someone at full health should apply it as a buff, next time that player takes damage the buff activates and they start healing as if hit by the bullet.
4. Point down at your feet to shoot yourself.

Not all of these are needed but even if all of them were added the stim pistol would still not be "OP" or anything like that and a grenade pistol/pocket SMG would still be better 9/10 times.... but it would let people that wants to play a bit more support actually do that.
Cadwell Sep 22, 2024 @ 9:29am 
It's a niche, novelty item, but it has some use.

The way i make it work, it's by keepign Helldivers topped with their health.

It's usueful out of a conflict when healing minor injuries from jumps or environmental damage, or getting hit once in a while.

When ♥♥♥♥ it's the fan, i usually manage by hanging in the back, guarding the rear and STIMMING my companions when they get hurt.

Aim is jank, and it doesn't always hit precisely, so needs some rework and buff IMO.
Yukito For Ever Sep 22, 2024 @ 9:32am 
From what I heard, it's a nice idea to heal your teammates but some things to be fixed, the syringes are super slow and have a drop effect, feels like a crossbow. But the worst is the hitboxes, many times you shot to your teammate but nothing happens, not healing him.

An improvement would be good too, like to compensate somehow the fact that you basically waste a secondary slot for a weapon which has no other task that healing only on specific situations. There should be an improvement to that.
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Date Posted: Sep 22, 2024 @ 4:43am
Posts: 52