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wolfblood
06-16-2007, 04:24 PM
Think Stim pack still will be availible?

Cause in BW aint much stopped em when you had an medic along.

Well im aint counting nuke or massive reaver attack :P

Dxun
06-18-2007, 04:17 AM
i don't recall them using it in the demos but i wouldn't be surprised if it returned it made the marines very deadly in large groups.

UchihaItachi0129
06-18-2007, 04:32 AM
Think Stim pack still will be availible?

Cause in BW aint much stopped em when you had an medic along.

Well im aint counting nuke or massive reaver attack :P




... there is a WHOLE LOT MORE things that can kill it even WITH a medic. ultras ... reavers ... science vessel's irridiate ... lurkers ... come to think of it A LOT of things can kill it. even if it's a mass of weak units like zerglings just micro it.

wolfblood
06-18-2007, 11:51 AM
Ultras, as in ultralisks?

They die far to fast in the orginal game, tohu in brood war with uppgraded carpaces, thet do pretty fine.

Nikzad
06-21-2007, 03:26 PM
holy crap i just realized...unlimited unit selection+stim packs+marines+medics = pwnage

[LightMare]
06-21-2007, 03:35 PM
but there will SURELY be better counters for that. but i haven't yet seen medics in the demos. they are coming back fo shizzle right?

Nikzad
06-21-2007, 04:40 PM
I would think so...it's not like a combat unit that would necessarily not fit due to the omission or addition of a unit from SC1

unless the shields will replace them, in which case...ghey

mc2
06-23-2007, 01:04 AM
holy crap i just realized...unlimited unit selection+stim packs+marines+medics = pwnage


If you stimed all your marines all the once in the battlefield, then the medics probably won't be able to heal all of them in time, so half of the marines might probably ended up quickly. Or otherwise you'll prolly need a 4:3 marine to medic ratio to sustain their health quick enough.

Lord David
06-23-2007, 07:58 PM
Yep yer probably right about the Medic to Marine ratio...

Stims may return... how knows? As for Medics, I'm doubtful, the story about Terrans is probably gonna focus more on The Terran Dominion than the UED, So I guess you'll probably won't see Medics make a comeback, maybe not until a sequel? :good:

paragon
06-23-2007, 08:55 PM
Lots of things could kill stimed marines with medics around to heal them. Like siege tanks, firebats, lots of zealots, lots of dragoons, psi storm, lots of hydras, plague, spider mines, etc...
I'm sure they will still have medics. It's not like they'll say, "Well, those were useful. Goodbye."

Itsmyship
06-23-2007, 09:08 PM
Why wouldn't they bring medics back in? Just cuz they're not UED anymore? Hell, i was surpirsed they didn't have em in the 1st one. Its not like there's a meeting in blizzard going: "Hey dude, we definitely gotta bring back medics." "F**k no! They came with the UED!" "But dude, they're one of the best units the Terrans have." "NO! Medics came from Earth, and we can't give the Dominion any medics!" "Your mom..."

ImaGiNe.
06-24-2007, 11:04 PM
Yep yer probably right about the Medic to Marine ratio...

Stims may return... how knows? As for Medics, I'm doubtful, the story about Terrans is probably gonna focus more on The Terran Dominion than the UED, So I guess you'll probably won't see Medics make a comeback, maybe not until a sequel? :good:

Wasn't the Terran Dominion obliterated by the UED? I'm sure Medics will make a comeback as they are now a pivotal part of StarCraft history.

paragon
06-24-2007, 11:28 PM
The Dominion was obliterated by the UED and the Zerg.
But they ran away.

[LightMare]
06-25-2007, 12:25 AM
*tssss* ahhhhhh yeah!!!

paragon
06-25-2007, 12:35 AM
The one in the center has stim overdosed:

FlyingTiger
06-25-2007, 02:30 PM
Wasn't the Terran Dominion obliterated by the UED? I'm sure Medics will make a comeback as they are now a pivotal part of StarCraft history.


I don't really think Medics were a pivotal part of SC history. They were there for a short period of time when the UED came. Stim packs; however, should be back cause marines need their shot of stim and its been there forever and its pretty unique too.

I think medics will be back also but definetly a bit modified from the UED medics. I mean terrans adapt somewhat too, eh? Those damn conservative terrans.

shirija
06-26-2007, 01:50 AM
Uhh I hope not... Marine was the only unit versatile enough to be useful against zerg the entiiiiire game. I really want to see something a bit more different than zergling/ultras or lurkers backed up by swarm just to kill a group of marines.

Nikzad
06-26-2007, 05:28 PM
oh jeez remind me to transcribe the description of stim packs from the manual when I get home, it's hilarious

paragon
06-26-2007, 10:42 PM
you mean... this?

"Used by Marines and Firebats. Stim Packs are a concentrated dose of synthetic adrenalin and painkillers that allow Firebats and Marines to move faster and fire at a faster rate. The drawback is that using a Stim Pack causes an immediate 10 points of damage to the unit that cannot be prevented. Using multiple Stim Packs does not give any additional bonus, but will cause the unit to take more damage. Stim Packs are not a permanent effect. They last for a few seconds, then the Marine or Firebat reverts back to its normal state. Wait until the first one wears off before using another. Once the Marine or Firebat's hit points are 10 or below, they cannot use another Stim Pack as it would kill them."

Nikzad
06-27-2007, 05:43 PM
no, i forgot to do it yesterday, I'll email myself as a reminder and post later tonight




EDIT: Side effects including insomnia, weight loss, tremors, grand mal seizures, mania/hypomania, paranoiac hallucinations, severe internal hemorrhaging and cerebral deterioration have all been declared nominal and well within Confederate acceptable safety margins.


;D

marinepower
07-14-2007, 11:17 PM
Yeah stimpack is here to stay. With all these upgrades to the marine, there is no doubt that stim, and in light of this the medic is here to stay. If they took out stim, it would almost be pointless to build firebats for early game scenarios other than defense in bunkers.

Nikzad
07-16-2007, 06:52 PM
that reminds me...if you had marines and firebats outside an empty bunker, then stimmed them all to near-death, then put them in the bunker, would they still have the increased attack speed?

Frost
07-16-2007, 07:50 PM
Stim will more then likely be back, and so will medics. The reason they even brought them into the game was because marines were basically useless if they were damaged in the first Starcraft and the only thing you could do was through them into a bunker for some use. That and the lack of any healing ability at all since the Protoss had shields and the Zerg naturally regenerated

UchihaItachi0129
07-16-2007, 11:32 PM
that reminds me...if you had marines and firebats outside an empty bunker, then stimmed them all to near-death, then put them in the bunker, would they still have the increased attack speed?

no. after all if you cloak a ghost put him in a bunk. kill the bunk he is uncloaked.

Dreadnought
07-16-2007, 11:36 PM
To be realistic Stim Packs wouldn't really work considering the Marines are in power armor.
However the theme of a bunch of drugged up convicts ROX! Also stimpacks were good for balance and made marines very deadly against zealots, zerglings, and hydras. Lurkers still ate em up though.

UchihaItachi0129
07-16-2007, 11:41 PM
yup lurkers were godly against terran infantry.


Edited out quotes. Please read the forum rules and refrain from quoting unnecessarily.




The one in the center has stim overdosed:



hahahaha nice

lol i didnt even see that until terrangod posted the quote and i went back to find it. XD you dont have to be on stim to move that fast... but it helps ;)

TerranGod
07-17-2007, 04:28 AM
stims are awesome!
mostly when you just wanna get rid of your marine/firebat

UchihaItachi0129
07-17-2007, 05:01 PM
lol or you just let them charge into you opponents base and do some scouting

Remy
07-17-2007, 09:17 PM
that reminds me...if you had marines and firebats outside an empty bunker, then stimmed them all to near-death, then put them in the bunker, would they still have the increased attack speed?

no. after all if you cloak a ghost put him in a bunk. kill the bunk he is uncloaked.


Actually, the answer is yes.  You can stim rines and bats then stick them in a bunker, they will still have the stim effect.

And medics are confirmed btw if anyone didn't know.

DontHate
07-17-2007, 09:31 PM
cool i never knew that. And cool i never knew that medics were confirmed either. SWEEEET!

Peter.Hong
07-20-2007, 07:01 PM
I believe stim packs will make a return in SCII and it should be even more advantageous now that the marines can gain extra hp from an upgrade (i think i read that somewhere in unit upgrades but it may have been for another unit correct me if im wrong). Think about it...a 15hp upgrade means that now instead of using stim pack 4 times its increased to six times. quite a leap if you ask me.

Remy
07-20-2007, 07:14 PM
Stim pack has been confirmed to be in SC2, and you are right about the 15 HP upgrade for marines.

i2new@aol.com
07-31-2007, 11:59 PM
Hay. what happens id the reapers have Stim. there ganna be insain all over the freakin place

brc9210
08-07-2007, 05:56 AM
Apparently they can if you read their unit info on sc2 site. I think reapers on stim puts stalkers blink to shame.

Smokiehunter
08-11-2007, 08:17 PM
yes stim packs are back you just have to watch the movie when he clicks the reaserch senter attached to the barracks there was the stim pack icon. it is also as brc has mention mentioning of it on the official site. reavers will also be able to use them.

Darkmer
08-12-2007, 09:08 PM
Blizzard confirmed stimpacks!

Read the Reaver unit bio and they mention reavers make liberal use of stimpacks due to the long term negatives not affecting them and their short life. If they mention a new unit uses it then they MUST be including it in the game.

Arachanox
08-12-2007, 09:09 PM
I've heard two people say 'Reavers'. Reavers aren't in the game at all. Now, if you mean 'Reapers', that's different.

Lol, a stimpacked reaver.

Itsmyship
08-12-2007, 09:10 PM
Hehehe...super Scarabs!!! They would blow up you're whole army in 2 scarabs :P

LJYLJ
08-25-2007, 05:05 PM
that reminds me...if you had marines and firebats outside an empty bunker, then stimmed them all to near-death, then put them in the bunker, would they still have the increased attack speed?

no. after all if you cloak a ghost put him in a bunk. kill the bunk he is uncloaked.



they do keep their stim effects, been comfirmed alot of times, just tested it myself, works

Unentschieden
08-26-2007, 05:16 PM
Isn“t it somehow strange that carrying a shield increases their drug tolerance?

Hunter
08-26-2007, 05:24 PM
holy crap i just realized...unlimited unit selection+stim packs+marines+medics = pwnage

And a BC with laser torpedos against them?