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Thread: The Stimpack Effect?

  1. #11

    Default Re: The Stimpack Effect?

    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.
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  2. #12
    Pandonetho's Avatar SC:L Addict
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    Default Re: The Stimpack Effect?

    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.

  3. #13
    Gradius's Avatar SC:L Addict
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    Default Re: The Stimpack Effect?

    Quote Originally Posted by Norfindel View Post
    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.
    Quote Originally Posted by Pandonetho View Post
    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.
    Quote Originally Posted by newcomplex View Post
    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.
    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.

  4. #14

    Default Re: The Stimpack Effect?

    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?

  5. #15

    Default Re: The Stimpack Effect?

    Quote Originally Posted by Gradius View Post
    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.
    Because that doesn't explain the damage stimpacks do to marines.

  6. #16
    Gradius's Avatar SC:L Addict
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    Default Re: The Stimpack Effect?

    Quote Originally Posted by phazonjunkie View Post
    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?
    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.

    Quote Originally Posted by newcomplex View Post
    Because that doesn't explain the damage stimpacks do to marines.
    The damage is explained by the SC1 manual - a side effect of stim packs is tissue damage.

  7. #17

    Default Re: The Stimpack Effect?

    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:
    This could also explain why they can't attack on the ground to fire at dark templars, it would waste ammo . . . . . .

  8. #18

    Default Re: The Stimpack Effect?

    Quote Originally Posted by Gradius View Post
    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.
    I misunderstood you then. I thought you were referring solely to the increased rate of fire/movement speed.

  9. #19

    Default Re: The Stimpack Effect?

    because while stimmed you reload faster

  10. #20

    Default Re: The Stimpack Effect?

    Quote Originally Posted by Gradius View Post
    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.
    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
    If the practice of using resocialized marines has remained controversial, the use of stimpacks is even more of a hot-button subject. 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. Nonetheless, both commanders and the marines themselves stand by the use of stims as essential to their continued survival and effectiveness on the battlefield.

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