Question on marine stim packs

Discussion in 'General StarCraft 2 Discussion' started by Slapaho, Jun 9, 2010.

Question on marine stim packs

Discussion in 'General StarCraft 2 Discussion' started by Slapaho, Jun 9, 2010.

  1. Slapaho

    Slapaho Guest

    When you have marines and marauders, and they have been trained for stim packs, and they enter a battle, and you are microing them around, and you want to use stim packs, are they already always in stim mode, or do you have to click the stim pack icon in the box (at bottom right of the screen) when you have marines selected on your screen?
     
  2. FFenix

    FFenix New Member

    Joined:
    Jun 16, 2009
    Messages:
    123
    Likes received:
    1
    Trophy points:
    0
    Press it to activate
     
  3. lurkers_lurk

    lurkers_lurk New Member

    Joined:
    Sep 20, 2007
    Messages:
    1,233
    Likes received:
    3
    Trophy points:
    0
    From:
    Red Bluff, CA
    Stim mode must be activated. Once activated it immediately takes 10hp of a Marine and 25(maybe 20)hp of a Marauder, while it also increase their movement and attack speed which only lasts 5 to 10 seconds(I'm not sure about the how long it lasts, but I can quickly look it up for you). If you want to continue to use Marines and Marauders late into the game then you might want to bring along Medivacs which would heal the damage caused by using stim.

    You can activate it more than once at the same time but the none of the effects stacks except for the health loss.(At least this was true in SC1 not sure about SC2)
     
  4. kuvasz

    kuvasz Corrections Officer

    Joined:
    Jul 26, 2007
    Messages:
    5,143
    Likes received:
    15
    Trophy points:
    38
    From:
    Hungary
    [ot]
    This is a completely honest question in case you are not a troll: did coming here, registering, and creating a thread take less effort than... you know, clicking the icon in-game and checking if it does anything? Don't get me wrong, I'm all for asking help on a forum and such, it's just that this particular case is very weird.
    [/ot]

    One thing I'd like to add to the above is that your opponent can very well use fast units to attack you and then back off once you stimmed (and effectively damaged) all your infantry, so although it's tempting to use stim just before the battle to get the bonus right from the beginning, it's also risky in case the battle doesn't actually start.
     
  5. Slapaho

    Slapaho Guest

    Training for the combat shield from the Marauder tech lab does add 10 hp, thereby offsetting the hp loss from stimming, but I think having medivacs around would be a good idea.

    Now that I think about it, I've entered MANY battles without even thinking of bring medivacs along.
     
  6. cHowziLLa

    cHowziLLa New Member

    Joined:
    Jun 2, 2010
    Messages:
    409
    Likes received:
    1
    Trophy points:
    0
    From:
    Montreal
    im surprised that you haven't tried clicking on the icon and not noticing a difference in the first place :/

    stim pack is very powerful, you can hit and run and kill many units , you can chase down units, or simply plow through an army if you have medivacs. the only thing that can stop MMM (marine, marauder, medivacs) with stimpack in a even army match is aoe damage (colosus, high templar storm, inferstors, ultralisk, tanks) or sentry force fields to split the army and guardian shield.