Med-Stimms and Stimm Supply

I tried using the Stimm Supply without the Stimm Lab-concoction and it is pretty problematic.

You have a skill that looks like you’re throwing out a med kit.
The voice line often says that there are meds.
People don’t really play with 0 points in Stimm Lab → so there are no meds. Only stimms.
Since people don’t play with 0 points in Stimm Lab → people take the med stimms, that Hive Scum usually can’t pick up.

People are basically taught the hive scum “meds” are NOT meds. Some Hive Scum players also avoid picking up med kits so as not to confuse team mates.

The rest of the skill tree works rather poorly with the “no points in Stimm Lab-build”.
Your main skill - the stimm supply - is often nearly useless.
If you go for a fast stimm with lingering effect, your team mates often miss the heal.
If you go for the explosion, it takes ages for it to go off.
If you go for the “always ready” it can be a good thing, but quite often you will go a whole mission without it being useful since your team doesn’t know about the skill being able to heal, so they don’t think about med stimms unless you actively tell them. And still, finding 2 and using them quickly is not always an option anyway. Gas missions are better though.
Trying to heal player’s corruption is even more of a chore.

But it doesn’t end there.
The keystones are now bad.

You don’t have the melee skill for the melee keystone, you don’t have the shooty skill for the shooty keystone and you do not have the stimms* for the stimmy keystone.

*Yes, technically you have stimms in that that you pick them up, but this is not a reliable way to play with a skill that wants you to keep it up every 60-90 seconds or what ever it is.

There are nodes that will give you something more valuable, but it feels like a shame to just avoid them.

I also have questions about how the stimms from Stimm Supply are meant to work with team mates and things like “killing enemies while stimms are active heal corruption” and the “+5 seconds of stimm time”.

I have visual ideas for how to clarify the stimm supply, med kit and ammo pack along with the normal stimms, but it is too late to work on that right now.

A few ideas is that you could perhaps always pick up the med stimm as a special stimm, have multiple slots or have slots based on viscosity/points spent in stimm lab.

That is it for now, thanks for reading.

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You almost realised that you just have to play and build around those weaknesses.

I have a no stimm Toxin build I enjoy with my HiveScum, it works well on Auric maelstroms. Maybe not meta but it works for me so far:

I use the Needle Pistol and Bonesaw.
You can also receive other teammates stimms in to your inventory.
So with a communicative team everyone can just hold stimms for the HS and he can keep popping them for the whole team. A quick “hey, hold any medic stimms for me and I can heal us all please :slight_smile:” might work. ymmv :sweat_smile:

For me the melee keystone seems to work ok and Im not exactly using the meta knives or crowbar everyone seems to love. Once you get used to the Bonesaw its really good but I can see why ppl dont initially like it.
The ranged keystone doesnt seem to work well with the needle but if you used any other ranged I dont see why it wouldnt work either.
Can you say why you dont think the melee or ranged keystones are good with stimmless HS?

The stimm keystone is ofc not good for a stimmless Scum build and I agree with you on that but thats the tradeoff right?

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The med pack line is confusing, I agree, but stim pack with only 1 point in the lab is insane, makes you immune to corruption while also acting like a free, small chem tox nade.
It single handedly counters any corruption based mechanic/modifier.
With a full stimm lab it’s still not bad because now it also stacks Chemical Dependency so you will sit on high cooldown reduction all the time while buffing your team and you can still reach Pickpocket, which takes the already insane Needle Pistol to next level.

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I have my test build heavily leaning into the chem-side as well with the small nades + toxin, still experimenting with the weapons, I think I’ve used knives and needler/bolt pistol. Might try the bonesaw again, haven’t tried it for that build, felt so slow after using knives last time.

While Stimm Supply works for both melee and ranged, the other keystones lack overlap with melee/ranged and work quite a lot like a pair with the above abilities (enchanced desperado / rampage).
Since you want to stack the benefits, having stimm dependency not doing much anymore, it feels like you are left with halfbaked options.

But is it a good trade? To me it isn’t and I would like to see that part changed and explored more.

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Yes, but the point is that I am not using any stimm lab-points. 0.
I ran the grenade thing with the toughness node, it is probably my go-to build.

My main point is that I want to heal. So if I set the stimm supply up for the fast explosion and lingering effect it will result in a very short window my team mates can react and use the heal in.

If I on the other hand have the explosion without the 5 s explosion (so my team mates have a greater chance to get to it), it takes 20 s before the stimm supply explodes.

I feel like the trade off is worth it for me because the extra power I get from the toxin along with being able to heal/buff the whole team is pretty big and Im only running it in pubs where its like trying to herd cats, so I often just try and pick my moment where we are all together or place it in a choke we are all heading towards, often without success.
I can imagine with an organised communicative team its rather overpowered if everyone is just feeling the scum stimms, especially if other Scum do have the Hive Stimms on and are constantly buffing everyone elses toughness, attack speed etc.

Im unsure of the medikit explosion though, I also think it takes too long and is maybe not all that good.

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Well, I’m just going on my own experience, also pubs. It can possibly (probably) be used better than what I have managed to do. I do however feel like the keystones/abilities are to black and white and could offer more to enable more builds.

It is likely as you say, highly dependent on you communication, something I don’t do all that much of running pubs.

I haven’t tried enough yet to know how “heal corruption while stimmed” works with other players, and how the +5 s stimm duration works for the standard stimms/team mates.

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Yeah communication in pubs is pretty non existent and tbh, thats how I like it as too much typing means less time killing and I often find voice comms distracts from vitally important in-game noise cues.

So Iv found the corruption heal works really well if you dont take the Fast Acting Stimms node but only if people stay in the area which often they dont (hearding cats again :joy_cat:)

By +5 stimm duration do you mean the Fast Acting Stimms node? Because it actually reduces the stimm crates duration to 5 seconds but makes effects linger after leaving for 15 seconds, which I much prefer, it also seems to make health stimms just apply the whole thing instantly meaning people only need to touch the crate aoe to remove a wound. The downside is this node doesnt work with heal corruption but I dont use the crate for healing corruption, again because getting people to stay in the aoe is almost impossible rn.

Maybe a year down the line when most people are used to it, idk. But most people dont expect a stimmless Scum, they probably never see it I would guess.

I mean at this point an actual healing class wouldn’t even matter, so why not lol…..as long as they cannot cleanse wounds (downs).

If people go for auric or high havoc I understand that you might have coms, but just casual pubs I don’t get on voice all that much.

Yeah, the “normal” version seems to work best. But it is often something people just run through, or you get them in a choke or if you’re lucky one of those places where you make a stand. And then you usually have medicae nearby/after.

There is a node called “long lasting” right above “enhanced desperado” that gives you 5 more seconds of stimm time.

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you could possibly have temporary health if you go “full” healer. But for now the stimms seemed like a niche that had potential. We’ll see. It is mostly the confusing part that needs to be fixed. That is the main issue.

Ah yeah I see it, I wonder if that makes fast acting stimms stay for 10 seconds or last for 20 seconds on leaving. I will test it. Not something I would take with this build currently but more of a curiosity.

Edit: Doesnt seem to do either while Im in the Meat Grinder. Taking a stimless scum does seem to shut you out of a great many options, especially one with a needler since using the vultures mark keystone doesnt proc on toxin dot kills.

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The amount of times I’ve almost started the lash out at my pub wasting medikit only to realize it’s the bloody supply only.

The voiceline needs to change.

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Disagree. People seem to pay attention to the medpack line and not the stimms lines.

Huh?

What stimms lines?

But the problem is its not a medipack, its kinda misleading when a scum drops their pack and its anything but medi.

only affects stims you inject yourself, pairs very nicely with the lingering bug thats going on and lets you stack your stim effect 2-3 times :laughing: , but im sure thatll get fixed next patch or the one after

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