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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.
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.
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.
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.
but that would be for bot front only, since as far i know, ballistic shield is useless against bugs
Yeah bro first thing I tried to do with it is shoot it in the air and land it on myself lol
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
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.
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.
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.
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.