ARES summarise this forum post.

how am i meant to contribute to this weeks 300 reply long stim thread when i have a real life and have to reread all the new replies??? can we add this @ harry???

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Only the best ideas are in ACID GOOP!

Too long didnt read, aresGPT summarize this topic.

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Sure thing;

It looks like the Colonial marines SS13 forum has been lit on fire again– Don’t fear, this is normal and happens regularly. Taking a look at the most recent thread, it appears that [THE XENOMORPHS] are complaining about some of their team mates going afk (away from keyboard) in their spawn room! Oh no! Going through the thread, it appears to be typical as to normal forum posts, including lots of name calling, arguments about how marine mains are catered too and xeno mains are forced to do backbreaking manual labor in the ‘window-breaking’ mines, and somehow, some people are even using this argument to call for survivor buffs again!

Looking through the thread, the main topic points appear to be:

  1. Early game feels bad enough that some xenos want to afk instead of interacting with their primary objectives, be that hunting survivors or building defenses.
  2. Some players of the xenomorph faction are scared to interact with survivors, as one wrong move can often mean you’re out of the round for a long time!
  3. Players who are actually interacting with the round before the primary objective of Marine vs. Xenomorph pvp are upset, because it feels like not everybody is contributing fairly to the round!

Oh no! This sure does seem like a big deal! I wonder what the responses look like, let’s take a look:

[aresGPT was discontinued after this attempt, citing ‘garbage’ and ‘my processor can only take so much bullshit’ before immediately hijacking a dropship and slamming it directly into it’s core housing. We are currently looking into the root cause of the situation.]

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@ares, is this true?

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Hi! To find out what I can do, say @ares display help.

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Test @ares What can you say?

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You’ve disabled me in your preferences. You need to allow new user onboarding tips to interact with me.

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@ares my hair is falling out and I’m coughing up blood, should I be concerned or is this probably just the flu?

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@ares hello why are you ignoring me I showed you my ovipositor pls respond

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I wanted to start a discussion about stims in CM SS13, because they’ve become such a central part of how rounds play out—especially on the marine side.

On paper, stims are a really compelling mechanic. They give medics more agency, allow frontline marines to stay engaged longer, and create those clutch, memorable moments where someone survives purely because of a well-timed dose. When used deliberately, they add tension and reward coordination between squads and medical.

In practice, though, it often feels like stims blur the line between tactical gameplay and brute-force rushing. Entire squads can chain-stim through damage that would normally force a fallback. Instead of repositioning, triaging, or adapting to injuries, the default solution becomes “stim and push.” That tends to flatten decision-making and reduces the importance of positioning and risk assessment.

There’s also a pacing concern. Stims can turn engagements into near-constant pressure, where one side—usually marines—maintains momentum far longer than expected. What should feel like a back-and-forth can instead become a sustained push with very little downtime, which can make fights feel less dynamic.

At the same time, removing or heavily nerfing stims would likely hurt gameplay in other ways. Medics might feel less impactful, and rounds could slow down too much, with more frequent medevacs and stalled offensives. The goal probably isn’t to get rid of stims, but to better define their role.

So the real question is: how should stims be limited or adjusted? A few possibilities:

  • Introduce stronger diminishing returns when stims are chained
  • Add more meaningful side effects, like delayed crashes or longer recovery penalties
  • Reduce availability so they’re reserved for key moments rather than every push
  • Emphasize timing and coordination instead of sustained uptime

Curious what others think. Do stims improve the overall flow of rounds, or do they undermine the core gameplay loop? And for those who play medic often, do they add depth to your role—or reduce it to keeping everyone constantly dosed?


Possible changes

  • Consider shortening some paragraphs to improve readability for forum users skimming quickly.
  • Add a concrete in-game example (e.g., a specific push or map scenario) to make the argument more grounded.
  • Clarify whether feedback is aimed at balance changes, role design, or overall pacing.
  • Invite counterarguments more directly (e.g., “If you disagree, what’s your ideal stim meta?”).
  • Optionally include a poll to increase engagement and gather clearer community sentiment.