View Full Version : Stim Pack Poll
Shadowdragon
08-03-2007, 09:21 PM
I heard a rumor that the stim pack time had been "adjusted". Lacking any more info than that, I decided to make this poll. Do you want a change in duration?
Personally, I hope they add two or three more seconds. Maybe the additional time could even be an upgrade. I would hope people would prefer that over a 10 hp boost...
LJYLJ
08-03-2007, 10:58 PM
hmm, i would like to see a stimpack with side effects, etc first u fire 50% faster for 10sec then u shoot 50% slower for the next..
maybe alittle ajustment and it would be nice huh? 8)
DontHate
08-03-2007, 11:04 PM
it's good as it is, but it does cost quite a lot of hp, so a little more time would be nice.
capthavic
08-03-2007, 11:39 PM
I think the same length is fine.
TerranTemplar
08-04-2007, 12:02 AM
I think it needs more time, because as was said, 10 hp is a bit costly, but with medics it is kinda a moot point, But if you took away the slash at hp and did what LYJYL said, then i could also go for that too.
Lemmy
08-04-2007, 12:35 AM
MArines should start vomiting blood after they have used them too much. j/k
Fenix
08-04-2007, 01:33 AM
Why fix what ain't broke?
Sir_Wezlo
08-04-2007, 04:37 AM
The only time I use Stim Packs are for the marines and firebats in the bunkers, outside of that I rather have my army at full health. It's still useful but I'm mixed on wanting it either more or to stay the same.
Skylark
08-04-2007, 04:49 AM
...How exactly would you stim-pack marines/firebats in bunkers? The only way you could do that would be to take them out of the bunkers during battle (which, call me crazy, sounds like a generally bad idea).
I think it should stay the same. Stim-packs are extraordinarily useful in a pinch, and even without medics, the cost of health is more than worth the effects. It's fine the way it is.
Sir_Wezlo
08-04-2007, 04:58 AM
Use it on them then put them in the bunkers, hell no I wouldn't do that during battle! Why in the hell would I do that during battle.
Skylark
08-04-2007, 05:01 AM
But...it only lasts a short time (like, a few seconds). So, if you were to just use stim-packs and put them into bunkers, it would wear off way before enemies showed up, and you'd have effectively reduced the hp of your units and nothing else.
PancakeChef
08-04-2007, 05:32 AM
The effects of stimpacks on marines, taken from the Blizzard Offical website.
"Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration"
Fenix
08-04-2007, 07:54 AM
Insomnia lol....Like you're gonna sleep anyways when a Zerg force could be over the next hill....
Still, the best one is the Priest's pissed line in WC3
Sir_Wezlo
08-04-2007, 11:43 AM
Well you learn something new everyday... gonna go read that manual again to see what else I missed...
AdmiralAckbar
08-04-2007, 07:06 PM
Stimpacks are fine how they are, with medics the health is immediatly replenished. The movement speed boost could have added duration though as that aspect of it doesnt seem that useful. you could stimpack at your base heal with medics run really quickly to the enamies base and stimpack again for rof increase
Indigent
08-04-2007, 08:07 PM
I think the medic will have a slower heal rate and the stimpacks should last longer. Like the other guy said 10 health is alot for a marine... I don't get why the marines have faster firing rate though. Why don't they just hold down the trigger??
Fenix
08-04-2007, 09:45 PM
Why don't they just hold down the trigger??
To preserve ammunition usage and minimize power requirements, the rifle uses a capacitor system to fire in short, controlled bursts.
That's why. Even holding it down would apparently engage the capacitor....Which is odd, cause you watch the BW opening vid, the guy it just pumping out the shells.
burkid
08-04-2007, 10:20 PM
maybe he was stimmed ;)
well does that mean the capacitator automatically disables when a stim pack is used?
edit: wow i didnt realize how many posts ive had becaue of blizzcon. i completely missed 1234 and leet and didnt even notice.
Fenix
08-04-2007, 10:38 PM
Na, he's saying it should....It currently doesn't.
Although, realistically, I'm sure they would have found out a way to disable the capacitor. Maybe that dude did.
Warsaw
08-04-2007, 11:38 PM
why should stims even take away hp from marines/firebats. you pay to research it and then you pay again to use it in the form of marines hp? cmon now. I take ritalin and concerta and my hp doesnt go down by 10 and also, it makes me super concentrated all day long not just a few second :thumbup:
Fenix
08-04-2007, 11:41 PM
Ritalin doesn't cause Cerebral Hemorrhaging....
:thumbup:
These inbuilt chemical delivery systems dose marines with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration.
Ritalin isn't Adrenaline.
Shadowdragon
08-05-2007, 06:01 AM
Ah yes, the guy shooting like crazy in the opening of brood war...of course, than he ran out of ammo. Maybe he had an older model of the gun, or hacked it, or it broke. Hey, come to think of it, he looked a lot like the marine in Fenix's banner. Maybe he survived the zerg attack by pretending to be a tree. You go terran dude, you go.
Indigent
08-05-2007, 06:23 AM
Tre-ehh....? What? What banner? Why are we talking about Fenix?
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