Bald medic questions

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CuredHam
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Bald medic questions

Post by CuredHam » 11 Sep 2017, 07:49

So I have played medic for about four rounds now and i'm starting to get the hang of it but there are somethings that still confuse me

When I have addressed all problems with trauma/burn kit/splints and then follow up with tramadol I notice that while the DMG is slowly decreasing I am failing to get the marine back on his feet. How do I get him up faster?

Usually I focus on health analyser results and when forcing my marine to guzzle pills I cant see the dose I am giving him which occasionally leads to OD. Sorry if I OD'd you. I hope you had a nice trip :) so how big is the dose per pill/auto injector?

Can someone post some medic macros such as "grab health analyzer" "take pill out of bottle" "grab trauma kit/burn kit/splint/gauze" and any other useful macros

Please help me with my baldness

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Re: Bald medic questions

Post by Skysoldier » 11 Sep 2017, 08:28

With the failing to get them up part, try shaking them or use a stronger painkiller, like oxycodone.

After giving marine a pill or two, analyse them check the doses because other bald medics or the patients themselves can inject some random shit.

Also wiki/Chem_Guide Shows all the OD amount.
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Re: Bald medic questions

Post by Tidomann » 11 Sep 2017, 12:10

As skysoldier said- make sure you are shaking the marine up if he is already in paincrit after giving him tramadol.

For dosing, learn the Chem guide doses. Realize the sizes of pills l/injectors you have. Try not to work with other medics to avoid OD, and don't let medics work on your patient unless you need help.

I just click, and don't use macros.

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Re: Bald medic questions

Post by CuredHam » 11 Sep 2017, 12:24

Tidomann wrote:
11 Sep 2017, 12:10
As skysoldier said- make sure you are shaking the marine up if he is already in paincrit after giving him tramadol.

For dosing, learn the Chem guide doses. Realize the sizes of pills l/injectors you have. Try not to work with other medics to avoid OD, and don't let medics work on your patient unless you need help.

I just click, and don't use macros.
Say you've got someone with 200 brute damage. You use the trauma kit and splint and notice the damage is falling but its still pretty high. Shall I use pills/autoinjectors to speed up that recovery

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Re: Bald medic questions

Post by Tidomann » 11 Sep 2017, 15:01

CuredHam wrote:
11 Sep 2017, 12:24
Say you've got someone with 200 brute damage. You use the trauma kit and splint and notice the damage is falling but its still pretty high. Shall I use pills/autoinjectors to speed up that recovery
200 brute generally means that marine is dead.

If he is alive, yes- use bicardine (and maybe tricord depending on ) to help reduce that damage over time. I would also recommend a tramadol as generally that amount of brute damage will contribute to a possible paincrit.

If the marine is dead (and revivable) you have two options.

Option 1. Do the same as above, but use defibrillator to help reduce the damage to below the death threshold (200wiki/Guide_to_Medicine#Defibrillator_Usage). Note this threshold includes all damage type: oxygen, burn, brute, toxin (and used to be affected by genetic damage from stasis bags). Generally meds won't be metabolised if the target is in the dead state.

If the target is at 200 brute exact then you generally can hit them with some kits, medicine them up, and receive them and let the medicine do its job.

Option 2. Say the damage is centralized (ie 150 brute to hand 150 brute to arm), then you have the option of field amputating to make the marine revivable. This is a niche option, since removing the limb will cause the overall brute damage to drop. However, most marines will think you are psycho so make your intentions known. This also won't work if the damage is not on a limb.

Note this option isn't needed if the marine is at 200 exact, since you can easily bring him back to the revive range

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Re: Bald medic questions

Post by Stripetail » 12 Sep 2017, 02:46

Hi there, welcome to the forums and it's great to see others interested in improving their medic game.

I'll state first that I don't use any medic macros, as I find that if you set your gear up properly you will never need a macro to improve your ability to save a life.

Honestly there's many tips and tricks, a lot of them will be learned over time, but there's a lot of really top medics lurking these forums who will let you know some tricks of the trade, as such I suggest visiting the thread "Miserable Medics Sharing Tips" It's loaded with information that will jumpstart you.

Tidomann's explained quite well how to deal with people over 200 brute damage. It's important to remember that field amputation is something you should only do if you feel you can't revive the patient otherwise. Just please don't amputate a head, we can't put it back on. *joking*

Now onto my steps:


1. ) Revive patient with Defib if you're able to and didn't see when they died. If inapplicable skip to step 2.
2. ) Scan patient, memorize areas with damage about 35 and over, most likely those limbs will need splints.

3. ) Treat internal bleeding with quick clot.
4. ) If patient died moments before you started treating them, stuff a pill of Inaprovaline into them before reviving. If not, revive with defib then insert it.

5. ) Treat external bleeding with Trauma Kits. Splint broken bones.
6. ) Administer Bicardine for brute, Kelotane for Burns. If you have Tric on hand and the patient has massive damage. (over 100 total) Give them tric to rappidly decrease their damage.

7. ) Administer Pain treatment.

Bonus: If you see a patient with increasing Oxygen damage, they have organ damage. Lucky you! Give them Dex+ To keep them from dying instantly, then shove a pill of Dexalin in their mouth and haul them to the dropship if they can't walk.

If you see a patient with a very small amount of toxin damage, they likely have organ damage. Give them Peri if you have it and splint whatever bone the previous medic missed if they did. Send them up to the Almayer for surgery.

If a patient complains of a headache, it's likely eye damage. If they complain of a sharp pain in their chest, heart damage is likely.

If a patient has increasing health damage and no physical injuries, no burns, no organ damage. They're low blood, your scanner will tell you this and you should have noticed it the first time you silly billy. Get them blood and quickly or they're going to die. You can delay their death with Dexalin.


These steps are just a general, and obviously you'll swap your own out into them as you learn it. However if you do them in this order, then your patient should be walking unless they have organ damage. Even with 0 Brute and Burn organ damage can stop a patient from walking if it's too high.

Inaprovaline is both one of the most powerful drugs a medic can bring on the field, and a lot of new medics never use it. A single pill of inaprovaline can keep a marine alive and even walking when combined with tramadol.
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Re: Bald medic questions

Post by Whiteflicker » 12 Sep 2017, 06:53

Dear padawan,

If you are unable to bring a marine back up to his feet immediately, this probably means he is in too much pain to stand. This is usually caused by unsplinted broken bones, burns, and or overwhelming physical damage. Mostly burns - If you see a marine with a burn damage of about 25, you should treat him with painkillers and either burn kits of kelotane. Because it hurts A LOT and will eventually put him/her in paincrit, making them unable to move.

Paincrit is a CONDITION that can very easily be cured. The painkillers that you can use are Inaprovaline, Tramadol, Oxycodone, and Paracetamol (be careful when using Paracetamol and Tramadol, together they react and produce toxins which will do more harm than good).

Inaprovalineis the weakest painkiller. It will however try to stabilize the patient's oxygen damage, usually preventing them from dying on you unless their condition is HORRIBLE.

Tramadol is your standard issue painkiller. It is labelled as relatively weak, but it will usually pull people out of paincrit and allow them to walk again unless in they are VERY beat to shit. In which case, you should give them inaprovaline and tramadol together. It will probably be enough for them to limp to safety or to the dropship. If not, well, they are fucked, and you need to carry them away ASAP.

OxycodoneIs your STRONGEST painkiller. It will reduce the patient's pain threshold to 0 allowing them to not be affected by pain NO MATTER WHAT YOU BEAT THEM WITH. However, Oxycodone is addictive, and has a OD threshold of 20. If you need YOURSELF out of a bad situation, stab yourself with the oxycodone and then run for it. Take off your armor and run.

ParacelamolIs another weak painkiller, and also non-standard because only medical can make it. Slightly weaker than Tramadol but stronger than Inaprovaline. it will metabolize VERY SLOWLY while still affecting the marine. Meaning, that large doses will remain in your system for a very long time and has a OD threshold of 60 units. You can inject someone with 50 units of paracelamol and they will have it for 90% of the round, from start to finish, guaranteed. Do not use Tramadol with Paracelamol, because tramadol and paracelamol together produce TOXINS.


It is always VERY nice if you try to administer painkillers to burn victims or critical patients. The pain is the most crippling effect in the game. You can cure all their wounds, but the pain is just going to keep them down anyways no matter what.

Remember when splinting the bones of a injured marine: A brute damage level of at least 30 to the chest, groin, or head, will almost always mean that it received a hairline fracture if its broken, even if the analyzer wont tell you exactly what is broken. Its something you just have to eyeball.

There are a few types of fractures which will weight on whether or not they need to be evacuated.

Hairline fractures will not cause much organ damage, if any, so they can get back in the fight. If the damage is low, but the section is still being shown as broken on the scanner, just splint it. It still hurts a lot however.

Fractures is where it starts getting bad. The bone is dangerously cracked and or slightly bent out of shape; this will cause some organ damage to the affected section WHENEVER THE MARINE MOVES OR IS MOVED WITHOUT A ROLLERBED. You can usually assume there is a fracture when the damage is above 50 brute.

Broken bones are when you want to get that marine out of dodge and prevent him to ramming himself into anymore aliens. Broken bones have been shattered and or bent very out of position, and are stabbing into the internal organs. This will cause significant organ damage whenever the marine is moved or moves on his own; they will puncture their own lungs in under a minute if unattended. You can assume a section is BROKEN when the damage is above 70 or so brute.

You DO NOT want a marine with broken bones to wander off again with just a splint. A spitter can shoot him and melt the splint, killing the marine VERY quickly at the worst and needing another splint ASAP at the least. Acid MELTS splints when it hits that particular position.

Before i finish it off, heres a few more PROTIPS for being a GOOD medic.
  • 1
Grab a medical pouch and a medkit pouch, put an advanced first aid kit in the medkit pouch and your analyzer, as well as your go-to medicines or a brute and burn kit, in the medical pouch. Ignore the mag pouch - give it to someone else, like a standard marine. They need it more than you will.
  • 2
Save up on inventory space! Ditch the bandages and ointments, ditch the dylovenine, bicaridine, and kelotane injectors. They're useless to you. You have pill bottles of the stuff, and the bandages and ointments will do VERY LITTLE to improve the condition of the marine when you have better pieces of kit at your disposal. Grab more useful injectors, like tricord, quick clot, inaprovaline, and oxycodone. Or more brute and burn kits!
  • 3
There is a good way to have a lot of uses on your quick clot.

Step 1: Grab a normal first aid kit from your vendor, empty it, and take the syringe case.
Step 2: inject yourself with 20 units of the spacecillin to make space, then grab 20 units of inaprovaline from the other bottle and inject them in the spacecillin bottle. Again, to make space.
Step 3: Vend the quick clot injectors, use the syringe to take out the contents and inject 20 units of quick clot into the inaprovaline bottle. Make sure you re-stock the injectors to refill them by click-dragging them back on the vendor.

You now have around 15 more uses of quick clot. Congralutations. You can do the same on a hypospray.
  • 4
Steal Find some cable coils and a welding tool Blowtorch, and try to fit those into your kit. Such as your armor slots. If you are determined, try to get a hold of some welding goggles. You will need these to repair robo-limbs, since they will cause a LOT of pain on the marine otherwise without you being able to do much about it, and the engineers are usually too busy doing better things than actually helping people out like that. People will love you for it.
  • 5
Empty out a standard first aid kit of its contents, then fill it up with pill bottles instead. You will be able to carry a LOT more supplies that way. Carry more tramadol, more bicaridine, and more kelotane, as well as some dexalin.
  • 6
CARRY A STASIS BAG. Its REALLY small, it'll fit, and you can save infected marine and or internally bleeding marine lives that way. The stasis bag doesn't cause cloning damage anymore, so go nuts.
  • 7
.click Macros to take out objects don't exist. You have to be quicker on the draw with your mouse and keyboard. Additionally, you can see the dosage of a pill when you examine the pill itself.

Now go, padawan, and become the best medic there ever was. You have the knowledge. The rest, you must learn.
Last edited by Whiteflicker on 13 Sep 2017, 09:14, edited 1 time in total.
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Re: Bald medic questions

Post by Bronimin » 12 Sep 2017, 07:16

Do not use Tramadol with Paracelamol, because tramadol adds up to its OD threshold, meaning that if you were to inject 15 units of tram, you will OD the marine.

I don't play medic very often, but this is incorrect. You don't mix tramadol and paracetamol because together they make toxin, which inflicts toxin damage at about 2:1 damage/unit. It's a balancing mechanic, same as with peridaxon and hyperzine (which also mixes to make toxin), so that you can't use the two weak painkillers at once.

This is also what makes paracetamol difficult to manufacture in bulk, because if there is any tramadol left in the beaker after you add sugar and water then your paracetamol will react with it instantly and produce toxins, impacting on your yield.

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Re: Bald medic questions

Post by CuredHam » 12 Sep 2017, 14:14

JKincaid wrote:
12 Sep 2017, 02:46
Bonus: If you see a patient with increasing Oxygen damage, they have organ damage. Lucky you! Give them Dex+ To keep them from dying instantly, then shove a pill of Dexalin in their mouth and haul them to the dropship if they can't walk.

If you see a patient with a very small amount of toxin damage, they likely have organ damage. Give them Peri if you have it and splint whatever bone the previous medic missed if they did. Send them up to the Almayer for surgery.

Thanks you so much to everyone who posted. I can already feel the hair bursting from my scalp

Awesome. I couldn't figure out what I was doing wrong when a marine had increasing oxygen damage and nothing else.

so these things warrant evac:

increasing oxygen damage with no other visible cause
toxin damage
Brute damage to any body part over 90

Also whats the most efficient way to bring blood with me. I didnt bring it before because i didnt have space.

With the syringe cases is there any way of labeling them so i can stuff one case with a particular medicine. They should give medics stickers for their medkits+syringe cases to remember because i hate wasting so much time rummaging through my bag like its a purse

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Re: Bald medic questions

Post by Stripetail » 12 Sep 2017, 20:29

CuredHam wrote:
12 Sep 2017, 14:14
so these things warrant evac:

increasing oxygen damage with no other visible cause
toxin damage
Brute damage to any body part over 90

Also whats the most efficient way to bring blood with me. I didnt bring it before because i didnt have space.

With the syringe cases is there any way of labeling them so i can stuff one case with a particular medicine. They should give medics stickers for their medkits+syringe cases to remember because i hate wasting so much time rummaging through my bag like its a purse
Brute damage over 90 on a single bodypart just means that limb will be broken, they will need surgery. Any broken bones at all should be recommended to the almayer surgeons. However many marines will continue fighting, and medics will continue medic'ing with broken hands or feet. Even I'm guilty of this.

There is absolutely no efficient way of bringing blood with you to the battlefield, many medics try various things. I've seen medics take O- blood bags down and the likes but you're honestly wasting your own space for something that should really be looked at on the almayer. If a patient is critically low on blood your job as a medic is to keep them alive until they get up to the ship, not fill them back up to full as much as you'd like to. My honest and secret tip for this is simple. Keep an empty syringe in your kit and find a cadaver (dead marine) of the same blood type as your patient. Drain the marine that cannot be brought back and give the blood to the dying man. This is only going to give them 15u of blood at a time but it is better than nothing.

You may also request Iron/Sugar pills from the Chemist, often called "Blood Pills". These are your absolute best bet at dealing with low blood patients, but the problem arises that you do not always have access to them and most doctors don't focus on making them by default. A bottle of these pills can save 14 lives. The syringe can save infinite. So it's all in personal preference... Honestly though it's better just to put inaprovaline in them, dexalin, and ship them to the almayer. If they got beat to so much shit that they're out of blood they deserve a break and R&R.

There is a hand labeler in chemistry at medbay. If you ask nicely the Chemist might let you label your stuff, but most times you'll just have to go by memory.

I personally separate my gear in a way that I find memorable. For example:

Left pocket = Health Scanner
Right pocket = Medical Pouch - Hypo-Tram-Peri
Life Saver Belt = Trauma Kits - Burn Kits - Dex Plus Auto's - Kelotane - Bicardine - Inaprovaline.
Medic Satchel = Advanced Medkit - Defib (paddles off) - Roller Bed - Syringe Case - Dylo
Armor = Blood Pills if I have them, Dexalin
Webbing = Sekret Dokuments.
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Re: Bald medic questions

Post by Whiteflicker » 13 Sep 2017, 09:16

CuredHam wrote:
12 Sep 2017, 14:14
Also whats the most efficient way to bring blood with me. I didnt bring it before because i didnt have space.
Iron and sugar pills. Sugar produces nutriment, which restores some blood, and iron also restores some blood on its own.

Don't carry a blood bag and IV, you want to be mobile! Use a pill bottle with a mix of sugar and iron so you can feed someone it then go to someone else.
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Re: Bald medic questions

Post by Solarmare » 14 Sep 2017, 00:58

Something that may help which I haven't quite verified myself, is using both an advanced brute kit and an advanced burn kit on a limb that's heavily damaged. Place both on one body part with 60 brute or so and the advanced burn kit might contribute a bit, but someone else needs to verify this for me since it's something I only saw someone else say and I'm not sure myself yet.
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Re: Bald medic questions

Post by Stripetail » 14 Sep 2017, 01:42

Shit I forgot to put in the most common and important thing I think I could in this.

If you have a patient that has an infected wound, you do not cure this by giving them antibiotics!

use an advanced trauma kit or advanced burn kit on the marine to remove the infection. Infections are caused by open wounds and burns. Antibiotics do nothing for them, only stage 3 infections should ever be given antibiotics.
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Re: Bald medic questions

Post by Whiteflicker » 14 Sep 2017, 07:10

Solarmare wrote:
14 Sep 2017, 00:58
Something that may help which I haven't quite verified myself, is using both an advanced brute kit and an advanced burn kit on a limb that's heavily damaged. Place both on one body part with 60 brute or so and the advanced burn kit might contribute a bit, but someone else needs to verify this for me since it's something I only saw someone else say and I'm not sure myself yet.

As far as i know, the advanced brute kit is the only one that works in terms of healing heavily brute damaged limbs. It doesn't make a lot of sense in my head, but I'll try it next round i go medic and see if it works that way.

One thing's for sure, however! If you see a limb with over a 100 damage on it and its preventing you from reviving the guy, just grab your bayonette and hack it until it cuts loose. You will shave off the 100 damage and allow him to be revived.
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Re: Bald medic questions

Post by Tidomann » 14 Sep 2017, 10:18

Solarmare wrote:
14 Sep 2017, 00:58
Something that may help which I haven't quite verified myself, is using both an advanced brute kit and an advanced burn kit on a limb that's heavily damaged. Place both on one body part with 60 brute or so and the advanced burn kit might contribute a bit, but someone else needs to verify this for me since it's something I only saw someone else say and I'm not sure myself yet.
Ointment and advanced burn kits on brute damage is only useful for preventing mild infections.

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Re: Bald medic questions

Post by Solarmare » 14 Sep 2017, 13:25

Yeah, it probably does nothing for you but I thought it would be interesting if whatever they had said was true. And uh, besides that never give dylovene and inaprovaline if you're dealing with someone who's died of toxin damage from overdose or a busted liver. That's how you get someone even deader, best you use a mix of dexalin, dylovene, the advanced kits for other damage, and bicardine or dermaline and kelotane to deal with all the damage and not accidentally kill them of a tricord overdose. Granted actual toxin damage is pretty rare but it's worth having one bottle of dylo in an emptied medkit to deal with such a case.
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Re: Bald medic questions

Post by Hulkamania » 14 Sep 2017, 14:29

Interesting to note, and it may well be a bug or not work at all, but I believe you can get some extra healing off a limb with a little trickery:

If someone is heavily damaged in one area and internally bleeding, when you use quick clot on them the bleeding will externalize in that spot.

So normally you can only use a brute kit on a spot that hasn't been treated already, so you apply it to say the chest. If you then quick clot them, the chest will be bleeding which means you can apply the brute kit AGAIN. If it works the way I think it does it'll reduce the damage even farther, but I could be pretty wrong about this.
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Re: Bald medic questions

Post by Tidomann » 14 Sep 2017, 15:04

Hulkamania wrote:
14 Sep 2017, 14:29
Interesting to note, and it may well be a bug or not work at all, but I believe you can get some extra healing off a limb with a little trickery:

If someone is heavily damaged in one area and internally bleeding, when you use quick clot on them the bleeding will externalize in that spot.

So normally you can only use a brute kit on a spot that hasn't been treated already, so you apply it to say the chest. If you then quick clot them, the chest will be bleeding which means you can apply the brute kit AGAIN. If it works the way I think it does it'll reduce the damage even farther, but I could be pretty wrong about this.
This is correct. It's a balance between a quick burst of healing vs limited supplies.

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Re: Bald medic questions

Post by HR171 » 23 Oct 2017, 17:07

remind me to never play medic as this shits too complex for me
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Re: Bald medic questions

Post by alekfenrir » 26 Oct 2017, 14:46

This thread makes me happy.
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Re: Bald medic questions

Post by Feeltheburnandslams » 05 Nov 2017, 11:16

Play some music, it's a stressful job take a load off.

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Re: Bald medic questions

Post by PerfectDeath » 06 Nov 2017, 04:50

Inventory is pretty important as medic in order to become a Robust Medic.

Everyone develops their own compartments for memorizing what goes where.
For example, here's how JKincaid does it:
Left pocket = Health Scanner
Right pocket = Medical Pouch - Hypo-Tram-Peri
Life Saver Belt = Trauma Kits - Burn Kits - Dex Plus Auto's - Kelotane - Bicardine - Inaprovaline.
Medic Satchel = Advanced Medkit - Defib (paddles off) - Roller Bed - Syringe Case - Dylo
Armor = Blood Pills if I have them, Dexalin
Webbing = Sekret Dokuments.

In comparison I usually do the following:
Left Pocket = Medkit Pouch - Advanced Medical Kit (I remove the trico Injector and Splint to add more trauma kits)
Right Pocket = Medical Pouch - Bicardine - Kelotane - Tramadol Pills (my three most commonly used chems)
Medic Backpack = 2 Defibs - Stasis Bag(s) - Medkit (empty this and fill with mostly splints) - Roller Bed - Flask (my special chem blend) - various other things I find, its the medic backpack with tonnes of space with a bit target on it!
Life Saver Belt = 1 Trauma Kit & 1 Burn Kit (replenish from the adv. medkit) - 1 Splint (replenish from Splint filled Medkit) - Syringe - Spare Kelo, Bica, Tram bottles - Inaprovaline Pills - Dexalin Pills - Dylo Pills - Peri?
Armour = Spare Ammo
Helmet = Protein Bars (feed to people with low blood since food helps replenish blood)
Webbing = Health Analyzer - Syringe Case (with 3 spare QC injectors) - Hypospray (with my special blend)

So, what's in the special blend?
I vend 2 QC injectors and draw out the 3u of Quick Clot, then vend 3 Dex + injectors to draw the 1u from each, and I follow up by drawing out 6u of Inaprovaline from either the inap bottle or from an inap injector from the vendor. This makes a 2u QC, 1u Dex+, and 2u Inap ratio per 5u of chem. I save a lot of space without as many QC and Dex+ injectors.
Since both the syringe and hypospray do 5u shots the QC dose is low enough to avoid OD even if another medic gives a 3u injection, the Dex+ is nice, and the small dose of Inaprovaline as filler can help to stabilize until I dig out the pills.

It takes a while to fill a 60u Flask AND a 30u Hypospray like this (if you can get one from medical before they are all gone), the 60u alone is going to last a LONG time. You can always use the syringe to refill the hypospray or just administer the chems with the syringe.

Comparing the two loadouts we hold a lot of the same stuff (I have more stuff with a big backpack) but things are in different places.

If you want to really compress your inventory you can store spare pills in medical kits and get some insane juggling going on. Get used to pressing Z and X.

misto
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Byond: Megamisto

Re: Bald medic questions

Post by misto » 24 Nov 2017, 01:51

i tried playing a medical related role for the second time ever today and i think i may have accidentally killed a guy with an overdose. golly. what a shameless newbie trap. or well, more of a trap for whoever is unfortunate enough to be getting medic'd by someone new to it.

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alekfenrir
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Re: Bald medic questions

Post by alekfenrir » 24 Nov 2017, 10:37

It happens. Just make sure you learn from it, and I think everyone has done that at least once. I wrote out a quick little post it note with everything's OD limits and the ones nor to mix until I remembered then off the top of my head.

Learning is always good, and even if I'm snarling at someone for doing it, I'd rather they scan son, see the od and call for help than do what other have: drag them to the LZ and leave them there.
Athena 'Needle' Aggley -Medic by choice, Marine by mistake.
Wear the Purple

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