Stimm cooldown immediate on Stimm Supply but delayed on self-use. Intended?

Let’s say that your stimm has a 60 second cooldown. When activating the Stimm Supply ability the cooldown for your stimm begins immediately, so you have 60 seconds before it comes back assuming Sample Collector is ignored. However, when using the stimm on yourself the cooldown only activates once the duration of the stimm’s active effect ends, so if your stimm lasts the base 15 seconds you’re waiting 75 seconds from its activation or 80 seconds if it’s extended by Long Lasting.

Is this intended as an incentive for Stimm Supply over self-use? The discrepancy seems strange and it makes the Maxed Out Chems modifier particularly difficult to work with without Stimm Supply. Is it possible that the cooldown could be adjusted for self-use such that the cooldown begins when the stimm is applied?

It’s been this way for awhile. If I am running stim supply I just do my best to stimm first then use the ability. You can use the ability even if your stim is on cool down (unless something changed in patch notes).

I think the stimm cooldown normally waits until the effect ends so you can’t have 100% stimm uptime through cooldown reduction. This is the same logic for Desperado and Rampage abilities not starting their cooldown until the effect ends.

With Stimm Supply, it does start the stimm cooldown immediately. It’s inconsistent, but I think it’s probably better this way to make that ability more attractive. You would effectively be adding 15 seconds to this ability’s cooldown if it worked like manual stimm use.

You both seem to misunderstand the stimm, the ability, and the intent behind asking for a change.

Stimm cooldown isn’t modified at all by cooldown reduction, only via Sample Collector. The idea that 100% stimm uptime is intentionally prevented is also untrue if you take 3 viscosity for a 21 second cooldown along with Stimm Supply and Practiced Deployment to immediately trigger its cooldown, though the stimm will obviously be pretty weak if you build this way and I consider that reason enough not to bother.

As for stimming first and then using the ability after, I’m really not sure why you would. Your stimm’s effect does NOT apply while it’s on cooldown so you have a longer cooldown on the stimm because it’s starting after the duration and your Stimm Supply crate isn’t distributing the stimm’s effects, only the corruption cleanse. The only reason I can think of is that you want to use Booby Trap offensively, which seems a waste when you could be providing the team buff.

What the existing implementation does do is limit stimm effectiveness alongside the Maxed Out Chems modifier for the Chemical Dependency keystone such that your cooldown must be low enough to start stacking, and that’s fine, but I would like clarification on whether or not the discrepancy is intended and for what reasons.

Sorry but that’s literally a skill issue. Or playing on such a low difficulty that there isn’t enough stuff to kill so you can’t get your stimm back quickly enough.

2 stacks of dependency before you leave the spawn door, and stagger your stimm recharge so that you can easily hit 4 stacks within like the first minute of the game.

It’s because the crate is meant to synergise better with the dependency. Like I pointed out above you can easily get to 4 stacks within the first minute of leaving the spawn door using the crate. Combine that with the toxin on crit and that’s meant to give you faster regen to sustain your stimm and therefore crate. The crate also replaces your active ability, so spamming it like crazy brings your class and damage up to normal levels, where being able to constantly spam your stimm with rampage or desperado would make the class even more overpowered. It’s actually really good that you can’t constantly out damage 3 team mates at a time on scum. Only 2.