Standard gimmicks.

Ultimate badasses.
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Jroinc1
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Standard gimmicks.

Post by Jroinc1 » 28 Jun 2017, 22:41

List your PFC gimmicks here, I'll go first-

Designated first aid-

Pick up a first-aid belt, first-aid kit, and medhud from your medic in prep.
Stock as follows-

First-aid belt- 2x Advanced trauma kits/gauze, 1x Advanced burn kit/ointment, 1x splints, 2x QC (not for you), 8x tricord injectors.
First-aid kit- 7x tricord injectors, put the analyzer in one of your pockets.

There's an injector box in medbay for 7 of these, and you can raid nanomeds (but leave one injector there for others).

You're now heading planetside with some basic medical supplies, and FIFTEEN tricord autoinjectors.

You aren't a medic. You're not fully trained, in fact you're barely trained. But you have an amazing amount of healing power.
Your one job is to use your medhud to find injured people, scan them, stop bleeding, and if they don't have tricord in them, hit them up with one.
Know when to splint chests and heads, but leave most other splints to the medic.

You need to work on those cases your medic wouldn't commonly deal with, when that guy's dealing with 3 flashing-red people at his feet, you gotta find the other 3 guys clustered around him in yellow to light green, and hit each of them up.

Your medic'll probably welcome the help, as you're taking the burden of mass-healing off of him and saving him to defib people, give perdiox, and use his specialist chems. If you see him treating someone, toss a tricord injector next to him. If he doesn't use it, that's fine, pick it up after. Also, once the medic's treated some people, prob 10-20 min into the drop, toss him your QC.

Additionally, feel free to hit his guys up if they don't got tricord in them. Most medics run out real fast groundside, as it's uncommon to carry large quantities of tricord injectors, and besides, you need 2 to OD.

The most important thing of this build is it's inherent renewability. Every time you use an injector, place it back in the belt or kit. Hit up the nearest nanomed (usually every time the DS comes down), and re-stock all of them. THAT's the reason this build's so handy. You have unlimited amounts of tricord if you do it right.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Challenger
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Re: Standard gimmicks.

Post by Challenger » 29 Jun 2017, 00:04

Don't need to interact with the medics for that gimmick, you can just use the contents of a hacked WYmed, bonus points for switching your belt with the white medibelt, stores 14 slots in which I would probably store a ratio of 5:3:2 trauma kits:burn kits:splints.

I do have some other gimmicks/playstyles to suggest.

Minipyromaniac

Grab a welder(s), crowbar, and welding mask/goggles and just weld all the doors closed that you're not gonna be using. Weld vents if you're aware of this being necessary.

Designated driver

Grab a roller bed, a ton of body bags, a few gauzes and ointments, and very preferably a medHUD. Run around the front lines constantly moving the wounded back to the medic lines in roller beds. If there's an area with multiple wounded and it's sparsely defended, place the wounded into body bags to hide them from the enemy and make for easy dragging, especially useful if their weapon is on the same tile so it drags with them. You're basically moving people to the medics, so that the medics don't have to.

Sandman

Steal a shovel and bunch of sandbags (no one's gonna miss them), fight at the front lines like you usually do but if there's a lull quickly dig and fill five sandbags and put up a barricade. Once you have two or three of them, start moving them forward or backward as needed, one at a time, by using your shovel on the barricades.

Pogue

Strip dead people, organize all their ammo into one bag, all their food into another, etc, and place those into the middle of the FOB while bodybagging deads and placing them into corners and unused areas. Pick up trash and throw it away. Flatten empty mineboxes and flareboxes. Load pistols and revolvers with ammo then hand these out to marines missing hands.
(outdated) guides to: squaddie | medic loadouts | FOB design | macros.

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WinterClould
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Re: Standard gimmicks.

Post by WinterClould » 29 Jun 2017, 02:58

I enjoy mixing first aid, transporting wounded, and looting the dead. Its good work, real helpful probably. Saving your fellow marines is nice but the best part is you get first cut of the loot like weapon attachments and other gear.
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
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Re: Standard gimmicks.

Post by Nick123q23 » 29 Jun 2017, 07:47

Yell at your SL to use the incinerator unit he's got.

Become the flammenwerfer.
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Tidomann
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Re: Standard gimmicks.

Post by Tidomann » 29 Jun 2017, 08:44

Table Fort King

Get a wrench. Ask RO for the extra table parts they have laying around.

Build a fort like non-have seen before. Make it a forward FOB, where both the marines and aliens will be confused. Bonus points for finding a ton of racks everywhere and adding it to your fort.

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Casany
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Re: Standard gimmicks.

Post by Casany » 29 Jun 2017, 16:13

Tidomann wrote:Table Fort King

Get a wrench. Ask RO for the extra table parts they have laying around.

Build a fort like non-have seen before. Make it a forward FOB, where both the marines and aliens will be confused. Bonus points for finding a ton of racks everywhere and adding it to your fort.
Can't anymore, tables and racks were nerfed
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Tidomann
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Re: Standard gimmicks.

Post by Tidomann » 29 Jun 2017, 17:46

Casany wrote:Can't anymore, tables and racks were nerfed
It's not that you can't do it anymore. It's just that it's even more of a gimmick.

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Renomaki
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Re: Standard gimmicks.

Post by Renomaki » 29 Jun 2017, 22:47

Huh, strange, I am not the only one who thought of the "Combat Nurse".

However, when I go for the Combat Nurse gimmick, I normally only pack gauze, cream, tricord and sometimes splints if I can. I feel using advanced kits is kinda a bit powergamey. You don't want to be TOO effective, after all.

Hell, I don't think you are allowed to use most other types of injectors or pills, let alone medical huds. You'll have to use a scanner and your own basic medical know-how to figure out who is wounded and who is dead.
Sometimes, bravery comes from the most unlikely sources.

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Challenger
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Re: Standard gimmicks.

Post by Challenger » 29 Jun 2017, 22:55

I can agree about feeling powergamey, I get more "into" my role when I use shitty gauze and ointment, at the same time the clarification is pretty clear on ATKs and ABKs beig usable. In addition medical HUDs are something the staff repeatedly rules a-ok, especially with how many of them we saw use those against zombies in the zombie gamemode yesterday. Plus honestly medHUDs give you less information than HF2 scanners, it makes more sense to remove scanners from grunt knowledge than HUDs.

Also HUDs are great for determining "do I loot this guy or do I haul ass and drag him to a medic for revival?"
(outdated) guides to: squaddie | medic loadouts | FOB design | macros.

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Renomaki
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Re: Standard gimmicks.

Post by Renomaki » 29 Jun 2017, 23:08

Challenger wrote:I can agree about feeling powergamey, I get more "into" my role when I use shitty gauze and ointment, at the same time the clarification is pretty clear on ATKs and ABKs beig usable. In addition medical HUDs are something the staff repeatedly rules a-ok, especially with how many of them we saw use those against zombies in the zombie gamemode yesterday. Plus honestly medHUDs give you less information than HF2 scanners, it makes more sense to remove scanners from grunt knowledge than HUDs.

Also HUDs are great for determining "do I loot this guy or do I haul ass and drag him to a medic for revival?"
You know, on Paradise, they have this thing where the scanner on its own is very basic, not giving a whole lot of information until you slap on a scanner upgrade, which brings it to full power.

It would make sense if medical staff had access to higher quality portable scanners, and all those wall-mounted medical vendors had access to a lower quality basic model. But thus a mere thought.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

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Re: Standard gimmicks.

Post by Mobius_None » 30 Jun 2017, 01:15

Noah Skirata - Squad Engineer, Specialists, and Squad Leader.

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WinterClould
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Re: Standard gimmicks.

Post by WinterClould » 30 Jun 2017, 03:37

When I'm any class other then a medic I always start off with ointment and gauze, but the moment I find advanced kits I start using them. I feel like if I'm not using the best thing I can to heal someone, so long as I stay within my classes knowledge, then I'm robbing someone of the healing they need.

When someones got 30 damage on three limbs I don't want to band aid that shit and do so little to help when I could use the advanced kits I see three feet that way that I know how to use. I just really feel like I'm doing a disservice to that person not getting back in the game quicker at that point.
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
Not everyone who lost their life on Space Nam' died there. Not everyone who came home from Space Nam' ever left there.
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Re: Standard gimmicks.

Post by Heckenshutze » 03 Jul 2017, 11:48

Play as standard all the time, know more stuff than your entire doctor and engineer crew.
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Re: Standard gimmicks.

Post by Fritigern » 04 Jul 2017, 09:33

You forgot the classics.

Cowboy!
Revolvers, nothing but revolvers.

Knife Guy!
SO MANY THROWING KNIVES!

And, of course, my favourite: The Drunk!
Being able to stand just means you're able to get shot, too.

But honestly when I'm playing standard I lean towards the engineer side of things. Engineers are usually crap and like to leave a million doors open and holes in walls, so if I can scrounge some eye protection and a welder/crowbar I'll go around welding side passages as appropriate. Tables are useless as barricades now so I'll get a wrench and salvage as many as I can for their delicious metal and put up few basic barricades where needed.

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sicktrigger
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Re: Standard gimmicks.

Post by sicktrigger » 07 Jul 2017, 14:37

Challenger wrote: Pogue

Strip dead people, organize all their ammo into one bag, all their food into another, etc, and place those into the middle of the FOB while bodybagging deads and placing them into corners and unused areas. Pick up trash and throw it away. Flatten empty mineboxes and flareboxes. Load pistols and revolvers with ammo then hand these out to marines missing hands.
recommended. farting about the front lines playing battlefield janitor while chaos erupts around you is a spiritual experience.
So this is what cluwning feels like?

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