This is a pretty basic topic, but if you look at Stimpacks, they are drugs, probably similar to PCP or steriods. Now the question is, Why do they make you shoot faster?
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This is a pretty basic topic, but if you look at Stimpacks, they are drugs, probably similar to PCP or steriods. Now the question is, Why do they make you shoot faster?
Stimulants, amphetamines, adrenaline, endorphins, psychotropic aggression enhancers. These will naturally make you hyper, tense, jittery, mentally instable, and trigger-happy. They increase your reflexes, but also deteriorate your brain... and everything else.
Thus decreasing the hp of the unit.
The bonus is kind of ridiculous for a drug, but gameplay > lore in the game.
In lore, the drugs make you less tired (so no hit point damage), are addictive, mess up your judgement, etc. (That's just Heaven's Devils.) In Liberty's Crusade they're used to relieve stress!
My theory is the suit also lets you shoot faster when it injects a stim pack. It's all about saving ammo.
Maybe it's burst not only to conserve ammo, but to keep them aim steady. Even if you have almost infinite ammo, if you hold down the trigger, you're not going to hit much.
Stimpacks may give them a temporary mental and reflexive boost allowing them better response to recoil. Thus they are more able to shoot faster, without detriment to your aim.
A lot of guns have different fire settings for auto and bursts. As we've seen in cinematics, the gauss rifle can fire continuously, though that drastically spends the ammunition.
Firing faster is synonymous with faster reflexes. Seeing a target while on stim increases the likelyhood of shooting first, and shooting faster.
Also... people on stim probably have impaired judgment, so they'll be more likely to spray-and-pray than someone off it.
The game is just a simplification. In lore, their effectivity and aggresivity will raise, so: more damage dealed.
In real life, you don't keep the trigger pressed continuously. You acquire targets. That's what determines the shooting rate, not the fire rate of the weapon, which is a LOT faster.
Most weapons will break after some seconds of continuous shooting anyways, save for things like autocannons/gatling guns.
Also, in lore they wouldn't receive damage instantly after applying it, otherwise it would cause lots of pain and impair efficiency. It has long-term effects, but saves your ass in the short term. Die now, or live less? It's the lesser of two evils.
My theory is you're more accurate, thus more hits connect with the target, translating in game as a "faster" firing rate, if only bullets that hit are fired in the game because none miss.
Damage isn't from the Stimpack, but a decreased sense of self preservation in closed ranged combat.
The manual itself states stim users experience physical damage from its use, though I don't doubt that self-preservation becomes less important while using it, too.
Guys, it's all very obvious. The manual states it injects drugs into you, so that your reaction times are increased.
The only reason why in game they shoot faster and run faster is just a justification for their increased reaction times and fighting capabilities (more damage output, they're more effective soldiers). That's all it is.
Uhm, why? Like I've already said once, there's no need for these lame "it's just a simplification in the game" excuses when we already know that gauss rifles have ammo-saving features that let them fire in controlled bursts, which could easily be modified by the suit to compensate for the increased reflexes that stim packs provide, in theory.
Exactly what's so lame about them? All of the above explanations you've quoted actually make a lot of sense and are quite simple (occam's razor anyone?). Also nothing you've said (as regards your own take on the stimpack's effect) really contradicts what they've stated, so exactly what point are you arguing?Quote:
Uhm, why? Like I've already said once, there's no need for these lame "it's just a simplification in the game" excuses when we already know that gauss rifles have ammo-saving features that let them fire in controlled bursts, which could easily be modified by the suit to compensate for the increased reflexes that stim packs provide, in theory.
It's not Occam's razor or "simple" if you attribute the damage they take to an unknown factor instead of the actual cause (that being the stim pack). I think it's pretty clear that my point is that the damage increase and HP damage comes from the stim pack itself, not gameplay approximations.
The damage is explained by the SC1 manual - a side effect of stim packs is tissue damage.
If you don't agree with the lock, you can se it this way.
Ordinary a soldier is trained to save the ammo in order to survive for a long time. (Like the baneling story where zerglings keept coming, I don't really remember if they had guass rifles... but just as an example) But when they are in very intense and/or almost unavoidable death they use the stimpacks and they can fire all the ammo they can are still going to die.
Hidden Content:
because while stimmed you reload faster
Yes, it's called a "fire mode selector" and can be turned at any time you want in assault rifles made today. Burst mode is generally used, as the rifle will fire another burst every time you press the trigger. The weapon itself doesn't acquire targets, so the shooting speed depends entirely on the shooter, and isn't a fixed time between attacks, nor every shot reaches it's target (it's FAR from it). That's a gameplay simplification.
If you receive tissue damage instantly that will kill you after 4 doses, it seems to me that the guy won't be able to continue fighting after using that piece of crap drug. He will fall to the ground and twist in horrible pain for some time. Hardly combat-effective.
Not only that, but:
Quote:
Originally Posted by starcraft2.com
Also, ONLY allowing you to shoot faster when using stim packs to disable the cap on the weapon is plain silly. What if you run out of stims? You gonna burst fire your way out of a crowd? It doesn't take a skilled soldier to full auto into a crowd of Zerg without missing, it doesn't take drugs to do it either.
Don't really see tissue damage in those long term effects list, but fair enough. Lame gameplay approximation it is. :p
It really did seem like Blizzard intended the in-game damage to actually be from the stims though, with their comment that tissue damage may result. Sounds like a half-assed explanation for a nonsensical gameplay mechanic in retrospect.
Yeah, but gameplay doesn't needs to follow lore exactly. They cannot show you a Marine running into addiction and slowly running into a series of physical and psychological effects maybe even leading into death after several years and hundreths of Stimpack uses in a 30 minute game :p
Yes, and stimpacks are quite addicting so this could explain the use. But in terms for in game effect it acts as a give and take. You give 10 hitpoints to do more damage. The drug effect could be for a heightening of senses and speed in relation to a modern injection of adrenaline.
The enemies are moving. Which means some of the downtime is readjusting the aim. When you're adrenalized (:D) you can readjust your aim faster and, thus, continue with the next short burst.
Stim packs give marines a boost of adrenaline. the affect this has on the body are as followed:
increased reaction time.
Decreased mental functionality.
increased fatigue and
increase in strength.
Simple: Irregular increase in pain stimulants / pain killers cause a temporary boast in alertness and a blocked pain response from nerves. Pain killers often can drastically throw off chemical balances in body which can cause organ failure, or rapid cellular degeneration. While this is going on tho the individual can still function extra alert bc of overload of endomorphins.