[Medic] Advanced Med Hud

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Swagile
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[Medic] Advanced Med Hud

Post by Swagile » 27 May 2017, 12:15

Summary (a quick, 2-3 sentence summary): A medhud that can now be ordered in the Medical section of Cargo. Comes with two of these in each crate. It can flip through medical mode, which is normal health bar view, and weld mode which allows you to weld without hurting your eyes. That or it protects your eyes from welding by default.

Benefits (How this will benefit the server and game as a whole): Quality of life improvement for medics later into the game. Prosthetics are a dime a dozen due to delimbings at the 1 hour mark and onwards, which leads to prosthetics. Unless Engineers have nothing to do, or you want to waste inventory spaces (that you need for extra medkits this far in) to hold a welding helmet that you probably stole from Medbay, you won't be able to heal prosthetic users.

Details (Description of how you think this would work, the benefits, etc): Read above.

Implementation (Optional, if you have an idea how to implement it): Coding, spriting(?).
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Ping
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Re: [Medic] Advanced Med Hud

Post by Ping » 27 May 2017, 14:53

On one hand, I'm not sure medics were ever intended to heal robotic limbs.

On the other hand, welders are pretty damn easy to get Planet-side (On all three maps) that a medic can always realistically have them.

Back to the first hand, this allows medics to weld vents easier, which would be a pretty big buff.

Back to the other hand, they could always have done that if they went to cargo anyways since they can ask for a normal welding mask. This HUD is coming from cargo as well.

Back to th-I don't knooooooow.

It would be nice to have, but it also just doesn't really... make sense. Neutral.
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Garrison
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Re: [Medic] Advanced Med Hud

Post by Garrison » 27 May 2017, 23:08

I was about to say Doctors should get this.. but then I remembered they get welding masks.

Neutral. While I have great respect for Medics that want to fully heal their patients, no matter what conditions they have. I personally feel that healing robotic limbs on the field is a Squad Engineers job.
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Ikmalmn
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Re: [Medic] Advanced Med Hud

Post by Ikmalmn » 28 May 2017, 06:08

I would disagree on making the Adv Medical HUD only be able to be acquired only via cargo. Simply because it's too much of a hassle just for two of them. Not even including the assumed high price when you can buy other much more useful supplies.

I would preferably make it already in-built into the standard Medical HUD instead.

Though there are some concerns on whether or not a medic should even remotely be able to fix cybernetics, I say they should. Simply because you could literally be on the edge of the 200 cap for the defib to be successful and then the patient has a cybernetic limb that you could've​ fix to be able to revive him back but then you have to grab the patient, find a engineer who's probably hiding in his autism fort and scream at him to fix the guy. Wasting valuable time to revive him. Also, I would assume welding a cybernetic is like doing cautery, which, isn't really that hard that I think even a baldie can do it (In real life).

Another also, at least in Aliens 2. They fucking weld ed the doors without fucking using any protection and no one was even aching on the pain. Which was a big surprise and seeing that, I don't think this suggestion seems too terribly crazy or far fetched.

So at least from me, it's a +1
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xeno366
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Re: [Medic] Advanced Med Hud

Post by xeno366 » 28 May 2017, 06:23

1- why would a medic need welding protection ?
and its the doctors job to fix robo limbs.

+its enginieering job to weld stuff.
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Kwin_Original
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Re: [Medic] Advanced Med Hud

Post by Kwin_Original » 28 May 2017, 06:52

More or less neutral because of the previous listed reasons.
But it would be nice, if the damaged cybernetic limbs wouldn't affect the overall health status as much as a biological one. They are still just mechanical, aren't they?
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Re: [Medic] Advanced Med Hud

Post by Nick123q23 » 30 May 2017, 04:24

Just find a squad engineer to fix your cybernetic limbs. -1
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