Is the only effect and increase in speed? That hardly compensates for the
amount of damage they take. Anyone have any insights?
//graeme (nor...@kestrel.is.und.ac.za)
- http://kestrel.is.und.ac.za/~norval
If God didn't want me to be paranoid
He wouldn't have given me such a vivid imagination
: Is the only effect and increase in speed? That hardly compensates for the
: amount of damage they take. Anyone have any insights?
Everything is faster; they move faster and fire faster. If you don't think
that the stimpack is useful, try a simple experiment. Fire up Terran
mission 2 or three (either works well) and build up maybe twelve marines.
Save the game and see how far the marines get just on their own. Now
re-load the game and, as soon as the marines get into trouble (like being
attacked by more than two hydralisks, or setting foot in the enemy base),
use the stims (on all of them) and watch what happens. The stimmed marines
will tear apart anything in their path. I saw a command center go down to
a dozen marines in about 6 seconds hyped on stim. I don't know if stimming
them twice has twice the effect or not. If you are using your marines for
defense, stim isn't good for a whole lot (unless you're outnumbered and
doomed), but on suicide runs, stimpacks pack a lot of punch.
(Jim Raynor hyped on stimpacks - in the indoor-type mission - is insane)
>Anyone found a use for stimpack on Terran marines and firebats?
>
>Is the only effect and increase in speed? That hardly compensates for the
>amount of damage they take. Anyone have any insights?
don't kid yourself <g> stimming helps tremendously. Terrans turn into savage
beasts while "under the influence"...
>Anyone found a use for stimpack on Terran marines and firebats?
>
>Is the only effect and increase in speed? That hardly compensates for the
>amount of damage they take. Anyone have any insights?
They move faster and they also shoot faster, so they do more damage in
less time.
The stimpack is best used when they are going on the offensive.
They're the leathernecks, the first ones in, and they're going to die
anyway. Stim 'em and send 'em.
Mark Asher
Stimpacks rule. They are usually one of the first upgrades I try and
grab for the infantry. When I get it, I go through each of my bunkers,
eject all of the marines and get them to take 3 stims. This puts them into
the red zone in a serious manner, but who cares, they are going straight back
into the bunker. If the bunker gets destroyed, then it is likely that I would
have lost those 4 marines anyway, so I'd rather take the massive increase in
firing speed I get from 3 stimpacks.
>
>//graeme (nor...@kestrel.is.und.ac.za)
> - http://kestrel.is.und.ac.za/~norval
>
> If God didn't want me to be paranoid
> He wouldn't have given me such a vivid imagination
----
Andrew Griffin andrew_...@bigfoot.com
http://www.geocities.com/TimesSquare/5458
Unofficial Total Annihilation Strategy FAQ v2.02
: into the bunker. If the bunker gets destroyed, then it is likely that I would
: have lost those 4 marines anyway, so I'd rather take the massive increase in
: firing speed I get from 3 stimpacks.
I didn't think that the marines stayed stimmed; I thought it was a
short-term thing. If they stay that way, then it seems a little
unbalancing (although perhaps not).
Yes I was wondering this. Is the effect of a Stim permanent? It not,
how long does it last?
If it is permanent, I don't see it as unbalancing (you're basically
saying it'll take 1 or 2 less hits to destroy from another grunt
unit).
: Yes I was wondering this. Is the effect of a Stim permanent? It not,
: how long does it last?
"Official" word on battle.net says it lasts about 20 seconds.
: If it is permanent, I don't see it as unbalancing (you're basically
: saying it'll take 1 or 2 less hits to destroy from another grunt
: unit).
If they were permanent then stimmed marine-manned bunkers would be far too
powerful (bunkers are good enough as they are).
(I mean, c'mon, 300 minerals for super-fast firing bunker full of marines?
Yeesh....)
I thought Stimpacks only lasted for 30 seconds.
CJD
Ah, thanks for the correction. I had thought that it was permanent.
As it is not the case, putting stimmed marines into a bunker isn't
such a great idea after all :)
>Herring (n...@mfltd.co.uk) wrote:
>
>: Yes I was wondering this. Is the effect of a Stim permanent? It not,
>: how long does it last?
>
>"Official" word on battle.net says it lasts about 20 seconds.
>
>: If it is permanent, I don't see it as unbalancing (you're basically
>: saying it'll take 1 or 2 less hits to destroy from another grunt
>: unit).
>
>If they were permanent then stimmed marine-manned bunkers would be far too
>powerful (bunkers are good enough as they are).
>
>(I mean, c'mon, 300 minerals for super-fast firing bunker full of marines?
> Yeesh....)
Yeah, I suppose so. Maybe they could have balanced it by having the
bunkers become damaged while the soldiers are stimmed, a kinda
drug-induced frenzy of vandalism. Or maybe I've watched Trainspotting
one time too many ...