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To Stim, or Not to Stim? - Page 2

Forum Index > SC2 General
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Vindicare605
Profile Blog Joined August 2011
United States16071 Posts
September 27 2014 19:37 GMT
#21
On September 28 2014 01:50 lichter wrote:
you should show this to flash, he apparently thinks stimming twice makes his marines stronger


You never miss an opportunity to take cheap jabs do you? Cheers Lichter.
aka: KTVindicare the Geeky Bartender
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
September 27 2014 20:29 GMT
#22
Not very practical data since a large part of stimming is the mobility boost, plus it's not taking into account potential kiting. But I guess if you like maths it's fun?
ProgamerAustralian alcohol user follow @iaguzSC2
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
September 27 2014 20:45 GMT
#23
On September 28 2014 05:29 ROOTiaguz wrote:
Not very practical data since a large part of stimming is the mobility boost, plus it's not taking into account potential kiting. But I guess if you like maths it's fun?

But once an engagement is about to happen where you don't want to kite, you have the choice to activate Stim, or not, don't you. I guess you know it better, but I think it can be applied to some situations. And anyway, I like maths, so it is fun.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
November 03 2014 22:39 GMT
#24
On September 28 2014 05:45 Sholip wrote:
Show nested quote +
On September 28 2014 05:29 ROOTiaguz wrote:
Not very practical data since a large part of stimming is the mobility boost, plus it's not taking into account potential kiting. But I guess if you like maths it's fun?

But once an engagement is about to happen where you don't want to kite, you have the choice to activate Stim, or not, don't you. I guess you know it better, but I think it can be applied to some situations. And anyway, I like maths, so it is fun.

Yeah, the way to use this information is to look for places where it is useful, not look for places where it isn't
To ease another's heartache is to forget one's own - Lincoln
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-11-03 22:45:25
November 03 2014 22:44 GMT
#25
On November 04 2014 07:39 phantomfive wrote:
Show nested quote +
On September 28 2014 05:45 Sholip wrote:
On September 28 2014 05:29 ROOTiaguz wrote:
Not very practical data since a large part of stimming is the mobility boost, plus it's not taking into account potential kiting. But I guess if you like maths it's fun?

But once an engagement is about to happen where you don't want to kite, you have the choice to activate Stim, or not, don't you. I guess you know it better, but I think it can be applied to some situations. And anyway, I like maths, so it is fun.

Yeah, the way to use this information is to look for places where it is useful, not look for places where it isn't


Agreed. Knowing this information will never heard anyone.

Although the second post in this thread is really funny

On September 28 2014 01:30 TheBloodyDwarf wrote:
Terrans you heard it. DONT STIM

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
November 04 2014 11:58 GMT
#26
Don't know if this has already been said or if it has been taken into account but I'm thinking that the big reason that stim is "always" better is the range of marines and marauders.

Many times against both toss and zerg bio can attack in a bigger number faster. Vs Z that is because Z is mostly melee and vs P that is mostly because bio is much more compact that most protoss armies. Archons and stalkers for example really fatens the army up.

Not thinking mano a mano so to speak but army vs army I think stiming is basically always better.

Imagine marines fighting stalkers for example, the ball of marines stims and runs close to the P army. Not all of the stalkers will reach to shoot and those that do will many times overkill the closes marines. There are many reasons for why stimming is better.
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
propagare
Profile Joined April 2013
Germany93 Posts
July 23 2016 22:33 GMT
#27
Could I may ask politely for an update for LotV?
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
Last Edited: 2016-07-23 23:11:42
July 23 2016 23:10 GMT
#28
Ops edited =P
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
July 23 2016 23:16 GMT
#29
On July 24 2016 07:33 propagare wrote:
Could I may ask politely for an update for LotV?

Keep holding that t.
People are imbeciles, lucky thing god made cats.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 23 2016 23:53 GMT
#30
--- Nuked ---
imp42
Profile Blog Joined November 2010
398 Posts
July 24 2016 00:01 GMT
#31
On July 24 2016 07:33 propagare wrote:
Could I may ask politely for an update for LotV?


why would you want an update for LOTV? the calculations are purely theoretical and of no practical use.
The reason being the formula holding only for very large armies.

In the standard scenario encountered in a game you will find x<20 marines against 1 banshee or 2, not 10'000 marines against 100 banshees. Therefore, mechanisms come into play that are not considered in the calculation. E.g. stim might make the banshee get only 1 shot off instead of 2 which obviously makes a huge difference.

(the fact that increased movement speed, to close the distance to the banshee, is not considered has been pointed out by others already)

50 pts Copper League
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 24 2016 00:06 GMT
#32
Old thread, but let me comment anyway....

This calculation ignores:

1) difference in range. Stim allows you to shot down lings before they can close distance, making the lost HP less important. Also the fact that marines can close distance faster vs longer ranged units.

2) Healing. marines have medivacs over them in almost all situations where you have stim. Which obviously makes stimming much more valuable, as medivacs get more targets to heal earlier.

3) micro advantage: splits vs banes, stutter step in to get all your marines to shoot, hunt down units, everything.

Seeing how these three are huuuge effects, it is nothing short of ridiculous how you present the number with 5 digits accuracy, as if that's how precise your model is. I mean... you pick a model that essentially doesn't describe any battle in sc2, and then it doesn't matter how much maths you do, your results will still be nonsensical. The calculations are cute, but please don't claim that they have any applications in a real game.

It's a reason other people don't bother with this kind of calculations. Because they don't give you anything of value. To be able to apply them to a real game, you need to take all the relevant factors into account, which is incredibly messy.
Charoisaur
Profile Joined August 2014
Germany15972 Posts
July 24 2016 00:31 GMT
#33
there are definitely scenarios in which you don't want to stim especially during smaller skirmishes but when both main armies clash you should ALWAYS stim.
Many of the coolest moments in sc2 happen due to worker harassment
Xialos
Profile Blog Joined August 2011
Canada508 Posts
July 24 2016 02:17 GMT
#34
As a protoss, i'd recommend you to not research stimpack. It's not very good most of the time, just forget it (well I mean, you can use it against zergs, but just dont use it when you're against a toss, it would be considered bad manners).
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