Field Medic & Doctor Guide

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Infernus
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Field Medic & Doctor Guide

Post by Infernus » 30 Dec 2014, 14:13

This guide will show you the most efficient way to gear up, save lives, stabilize patients and keep them that way. First part of this guide will cover Field Medics and stabilization, while the second part covers doctors and useful tips. In order to become the best doctor/medic ever, read both parts.


Field Medic
Field Medic/Combat Medic's job is to stabilize his patients and transport them to medbay. Their job is not to fully heal them, unless their wounds are minor and can still engage in combat. Wasting medicine on your patient that is stable, will stay that way and is being transported to medbay is not recommended, since doctors will take care of him anyway and you can save more people with those remaining meds.

Gear:
Knowing your gear and chemicals is a fundamental part when healing your patient. Using expensive meds on minor wounds such as bruises is counterproductive as you can always run out of them when you need it. This guide will show you how to efficiently use meds, chemicals and other equipment.
  • Bruise pack:
    • The most common and simple medicine you can find. Bruise packs or bandages will stop any minor bleeding and will speed up the self healing process of the wounds. Bandaging wounds also stops infections from developing if you do it as soon as it opened. Using bruise packs on massive wounds wont help as the wound will open very quickly again.
    Ointment:
    • Ointment or burn patch is used to speed up the healing process of minor burns. Kelotane is good since it heals burns on every part of the body, so you can save some ointment for later.
    Advanced trauma kit:
    • Advanced version of bruise pack. This once will make wounds heal much faster and will disinfect the wound instantly. They are used when the brute damage exceeds 40 on any limb, since it lasts much longer without needing to re-patch it again.
    Advanced burn patch:
    • Advanced version of ointment. This once will make burn wounds heal much faster. They are used when the burn damage exceeds 40 on any limb.
    Splints:
    • Splints are used on broken limbs. Once the broken limb is splinted, it halves the pain caused by broken bone and makes you run a little faster. If your patient has many broken bones, it is required that you splint them so he can withstand more pain.
    Inaprovaline:
    • Most common and know chemical in SS-13 universe. Inaprovaline is used to stabilize patients in hard critical condition, major blood loss or organ damage. It slowly metabolizes so it lasts for long time. Recommended to combine with dexalin just in case. OD at 60
    Dexalin:
    • Similar use as inaprovaline. Instead of stabilizing, it heals oxygen damage. Use when inaprovaline isn't sufficient. OD at 30.
    Spaceacilin/Antibiotics:
    • Spaceacilin is used to heal already developed infections. It doesn't heal infected wounds tho. OD at 30.
    Tricorazine:
    • This chemical is an universal healing unit. It heals all visible types of damage and is often used by field medics to drop the high brute damage, so the wounds can heal by themselves. Can't OD on it.
    Tramadol:
    • Most common painkiller. It allows patients to stand up if they are in too much pain and makes them move a little bit faster. OD at 30.
    Antitoxin:
    • Used to heal toxin damage. Often used by medics to stabilize overdoses that some moron caused, but they still need to go to medbay. Can't OD on it.
    Kelotane:
    • Used to heal massive burn damage. It can save you an entire stack of ointment if your patient has a lot of burn damage all over his body. OD at 30.
    Quick clot auto-injector:
    • This little thing can save lives. It instantly stops internal bleeding, and you should carry at least 2 or more of them at all time.
    Dexalin plus auto-injector:
    • Even though it only holds 1 dexalin+ unit, it instantly heals all oxygen damage. Very useful when someone has 150 oxygen damage.
    Tricorazine auto-injector:
    • It holds 15 units and is only used when your patient is in critical condition, as it heals all types of damage and speeds up wound regeneration when they drop below 50 damage.
    Stasis bag:
    • This bag stops all kinds of damage. It stops external and internal bleeding, hard crit/low blood/heart/lung damage suffocation, overdose and everything you can think of. There is one cache tho. Using this will slowly deal clone and brain damage, so it is still possible for your patient to die in it. Use with care, as using it once will rip it apart.
    Cryo tube:
    • Similar effects as stasis bag, but it also heals if it has right chemicals loaded, prevents wound infection from getting bigger and does not deal any kind of damage.
    Defibrillator:
    • A very useful tool used to resurrect dead marines. In order to resurrect someone, you must make sure that their ghost are in the body, has more than 40% of blood, you removed his armor and jumpsuit , that you injected him with inaprovaline or tricord and that he wasn't dead for at least 2 minutes.
    Roller bed/Grab:
    • I'm not sure how many medics still don't understand this, but DRAGGING people opens more wounds and bones will have a chance to pierce organs. Roller bed can be used to safely drag him away. If there are no roller beds near you, grab them and carry them away, since it won't make them get more wounds, but will slow you down.
    CPR:
    • Many people don't know this, but CP-fucking-R saves lives! You can only do it when someone has less that -50 HP. Performing CPR stabilizes the patient as it heals oxygen damage with each fresh breath. USE IT.
Stabilization:
While observing other medics in the field, I noticed that rarely who knows what stabilization means, often wasting critical resources or getting on other medic's nerves since they don't know what "stable" means. When is your patient stable? We will go trough several checks to identify the stage of his "stability". If one of your check is unstable, you must pay great attention to him so he doesn't die, and make sure you notify the doctors of his condition.
  • External bleeding:
    • When someone is bleeding, it is easy to seal up his wound with advanced trauma kit since it also disinfects the wound, or regular bruise pack to just stop it. While bleeding, he is unstable.
    Internal bleeding:
    • Internal bleeding can only be stopped by surgery or by using the quick clot. If you can't do either of that, putting him in cryo tank or stasis bag will stop it as longs as he is inside. While bleeding internally, he is unstable.
    Mild blood loss:
    • State between 60% and 90% blood level. This state makes you take 20 oxygen damage, but wont go above that. He is Stable.
    Major blood loss:
    • State between 40% and 60% blood level. This state makes you take 50 oxygen damage and starts suffocating you slowly. Unless you give him inaprovaline and dexalin, he is Unstable.
    Critical blood loss:
    • State below 40% blood level. This state makes you take massive oxygen and toxin damage. If you give him inaprovaline, dexalin, antitoxin and stick him in the stasis bag, you will have a very short time transporting him to medbay. He is very Unstable and probably dead too.
    Soft critical condition:
    • Many people don't know this, but there are 2 critical states. Patient enters this state when he has less than 0 HP. In this state, the patient can't stand up, but he is still Stable.
    Hard critical condition:
    • Patient enters this state when he has less than -50 HP. In this state, the patient is always unconscious and starts choking. Unless you give him inaprovaline and dexalin, he is Unstable.
    Heart/Lung damage:
    • This can only be confirmed by advanced body scanner, or a simple observation. Heart/lung damage acts as same as low blood levels. Minor damage is equivalent to mild blood loss, medium damage is equivalent to major blood loss, and critical damage is equivalent to critical blood loss. So if your patient has 100% blood, but has 50 oxygen damage and rising, he has medium organ damage. Either way, if he starts suffocating without loosing any blood, you have to administrate inaprovaline and dexalin. He is Unstable.
    Broken chest/head:
    • When ever your patient moves with a broken chest or head, he will get massive organ damage due to bones poking around his brain/heart. If you keep him in the roller bed, he is Stable.
    Missing limb/s:
    • Freshly removed limbs cause a lot of bleeding unless you bandage it. If you use advanced trauma kit on the stump to stop bleeding, he is Stable.
    Wound infection:
    • There are 3 stages of wound infection. Mild infection, which causes very minor toxin damage, acute infection which makes you puke and spreads on other organs, and sepsis, which makes you take massive toxin damage and makes your limb unusable. As long as it stays in first or second stage, he is Stable.
    Overdose:
    • Overdose can be spotted by checking the chemical amount readout from the health scanner. Overdose is very lethal, as it deals massive toxin damage. Giving him antitoxin will slow toxin damage it deals significantly giving you enough time to get him to the closest sleeper and starting the dialysis. If overdosed, he is Unstable.
Triage:
You must pay great attention on the battlefield. Treating patients that can wait might cause critical patients to die while you perform your shenanigans. Triage is divided in 4 parts.
  • Immediate:
    • This category includes every patient that will die if they don't get treated. People with massive organ damage, external damage or overdose must be stabilized and transported first. Patients that died but can be resurrected still fall in this category.
    Delayed:
    • This category includes every patient that will not die any time soon. Patients with moderate burns, bruises or broken bones have to wait near you until you treat immediate patients.
    Minimal:
    • This category includes every patient that can be treated later. Wounds such as minor cuts, burns, bruises, wound infection and similar should be treated last and should get the fuck away from you until you heal the more critical patients.
    Expectant:
    • This category includes every patient that is dead or is likely to not survive even with given treatment. Patient with massive internal bleeding, with major loss of blood and no stasis or quick clot in your reach will fall in this category.

Sulaco Doctor
Doctor's job is to fully heal his patients while doing an triage. Each doctor must know surgery and basic chemicals which can save lives. You shouldn't perform surgeries outside medbay since you can make his status even worse. Make sure you read the Field Medic

Blood Compability:
Giving wrong blood to your patient is fatal. Read this chart, it will explain your how blood giving works.

Image

Surgery Preparation:
Whut du u meaun Infurnus? Knowing proper surgery preparation is the most vital part that you shouldn't skip at all. Proper preparation can stop wound infections, failed surgery steps and can even prevent death.
  • Gloves:
    • It takes 3 seconds to put on gloves and wash your hands. Washing hands removes germs that won't spread on your patient anymore when conducting surgery. You should even wash it if there isn't any blood on it. It saves redundant antibiotic usage.
    Anesthetics:
    • Not using anesthetics will make him move during surgery, giving you a very high chance of slicing his throat and killing him. If there is really no time for that, sleep toxin, painkillers and high shock stage will give you a higher chance of conducting surgery. Avoid using roller beds and tables instead of operating table.
    Diagnostics:
    • PAPERS, PAPERS EVERYWHERE! When you scan your patient, it is a good idea to print the report in case you forgot why he even is inside the operating room.
Surgery Diagnostics:
Every surgery has it's own priority. Performing facial reconstruction while he is bleeding to death is retarded, and it did happen more then once. This guide will tell you the priority of each surgery. The higher the priority, the faster it should be finished, and it should be first in your surgery list. Surgeries with same priority number should be checked for severity. If he just got faceraped, perform that surgery after you fix internal bleeding.
  • Alien Embryo: [5]
    Internal Bleeding: [5]
    Heart/Lung Damage: [5]
    Broken Chest/Skull: [4]
    Shrapnel Removal: [3]
    Limb Replacement: [2]
    Broken Bones: [1]
    Other Injured Organs: [1]
    Everything Else: [0]
Tips:
[*]As Field Medic, your job is to heal people, so stack up on those medical supplies. You should only have 2 or 3 mags of ammo.
[*]Stasis bag can save lives if you use it correctly, and when needed. Using it on stable patients will just make it worse for them to heal.
[*]You can amputate limbs in order to prevent sepsis or internal bleeding if you can't heal it. You only need a hatchet for that.
[*]Internal bleeding can be slowed down with bicardine. Overdose to heal it fully.
[*]Put critical patients in cryo tube or stasis bag if you have multiple of them dying on the floor.
[*]Only use O- blood type when needed. Health scanner can show you which blood type your patient is. O- should only be used if he has less than 60% of blood.
[*]Sleeper has built in chemicals that can be injected if your patient has more than 0 HP.
[*]Lockets and body bags can be used to drag patients around without opening more wounds.
[*]Vomiting without any major toxin damage is a sign of second stage infection which spreads to other organs and limbs.
[*]CPR, USE IT!
[*]You can load more chemicals in cryo tube. Check other guides.
[*]Food and iron+antitoxin pills will speed up blood regeneration.
[*]Nutrition heals minor wounds.
[*]Warm donk pockets have tricorazine inside of them, making them a very good healing unit.
[*]Bleeding wounds and cuts have a high chance of getting infected.
[*]Give someone with 90 tramadol in his bloodstream smoke reagents in pill/syringe form. They will mix inside of him, and the resulting smoke will safely remove all the overdosing chemicals from his blood. Standing in that cloud is not recommended, unless you want a puff of that tramadol.[Derpislav]


If you have any more questions, tips or useful information, feel free to ask/tell! :)
Last edited by Infernus on 20 Aug 2015, 18:52, edited 24 times in total.

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RE: Field Medic Guide

Post by Minimike » 30 Dec 2014, 14:19

Awesome, I don't get plagued with adminhelps for that anymore.
Last edited by Minimike on 01 Jan 2015, 13:43, edited 1 time in total.

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RE: Field Medic Guide

Post by apophis775 » 31 Dec 2014, 18:45

Cryo tubes do not stop internal bleeding.

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RE: Field Medic Guide

Post by Infernus » 01 Jan 2015, 08:22

apophis775 wrote: Cryo tubes do not stop internal bleeding.
Hmm.. I'll have to check it out.
About the bone fix surgery, it works just fine. However, you have a lower chance of successful surgery step on roller bed than on the OP table

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RE: Field Medic Guide

Post by Allan1234 » 01 Jan 2015, 08:44

good Guide
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RE: Field Medic Guide

Post by CampinKiller » 05 Jan 2015, 20:04

Seems like the right place for this...

Is ghetto surgery in the code? I got all the tools you'd need for it in a round earlier today as a squad medic, just in case, but I never got a chance to try it.

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RE: Field Medic Guide

Post by Infernus » 10 Jan 2015, 10:46

Yeah, ghetto surgery works just fine, however, it is more likely that you will kill him with ghetto surgery than actually save him, since every failed step counts as attack, and thus, you stab him in the head and he dies...

Also, cyro stops internal bleeding.

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RE: Field Medic Guide

Post by DernSquirres » 11 Jan 2015, 21:16

Does the marine knife count as a ghetto surgery tool?

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RE: Field Medic Guide

Post by Octagon » 12 Jan 2015, 12:11

It does not... Now that you mention it... *summons a developer*
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RE: Field Medic Guide

Post by Infernus » 13 Jan 2015, 11:17

Updated with situations and what do do's with them.
I might put it as a ghetto tool ,but be careful, missed step will cause it to stab him instead, and 35 brute damage with sharp var isn't fun.

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RE: Field Medic Guide

Post by speedybst » 15 Jan 2015, 16:36

Right, since this seems like the best place to put it.
Unless its been fixed since Tuesday, the surgery for repairing a ruptured lung is different from the wiki.
The surgery is: Scalpel --> hemostat --> retractor --> bone saw --> retractor --> scalpel --> retractor --> bone gel --> cautery.

I know its kinda stupid to fix a ruptured lung with the scalpel, but that's what it is. the advanced trauma pack can not be used, so don't bother trying to use it.
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RE: Field Medic Guide

Post by apophis775 » 16 Jan 2015, 12:40

Make sure to update this for the new autoinjectors!

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RE: Field Medic Guide

Post by MechaMaestro » 21 Jan 2015, 11:16

Great guide, but I have some questions concerning use of cryobags.

1) Is it safe to pull occupied Cryobags?
2) If not, are you able to use the grab command on an occupied cryobag?
3) is it possible to strap occupied cryobags onto rollerbeds?

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RE: Field Medic Guide

Post by razerwing » 22 Jan 2015, 02:31

1) Yes, it is safe to pull on Cryobags. They're like body bags for people who are still living.

2) Read above.

3) Not sure why you'd need to do this. However, since you can't strap bodybags to roller beds (as far as I know) I think it's safe to say that you can't strap a cryobag onto it.
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RE: Field Medic Guide

Post by MechaMaestro » 23 Jan 2015, 09:49

razerwing wrote: 1) Yes, it is safe to pull on Cryobags. They're like body bags for people who are still living.

2) Read above.

3) Not sure why you'd need to do this. However, since you can't strap bodybags to roller beds (as far as I know) I think it's safe to say that you can't strap a cryobag onto it.
I figured it'd just be a quicker way to move a cryobag out of a bad situation. Anyway, thanks for clearing it up!

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RE: Field Medic Guide

Post by Sargeantmuffinman » 15 Apr 2015, 11:53

Hmmm so that's what a field medic does I wonder what a combat medic would use?
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Re: Field Medic Guide

Post by TopHatPenguin » 02 Jul 2015, 15:00

This needs to be fixed.. well the writing colors
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Re: Field Medic & Doctor Guide

Post by Infernus » 19 Aug 2015, 10:27

UPDATED!

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Re: Field Medic & Doctor Guide

Post by Derpislav » 20 Aug 2015, 15:34

Friendly tip from your neighbor code abuser - give someone with 90 tramadol in his bloodstream smoke reagents in pill/syringe form. They will mix inside of him, and the resulting smoke will safely remove all the overdosing chemicals from his blood. Standing in that cloud is not recommended, unless you want a puff of that tramadol.
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Re: Field Medic & Doctor Guide

Post by Infernus » 20 Aug 2015, 18:50

That is an interesting way to get rid of OD. I'll add it to the tips. Thanks~

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Re: Field Medic & Doctor Guide

Post by Biolock » 21 Aug 2015, 05:41

You OD on tricord at 270 units, probably not critical information, but when I get on my computer I can post the math equation explaining it if need be.

Sexy guide btw
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Re: Field Medic & Doctor Guide

Post by Infernus » 21 Aug 2015, 06:12

Code doesn't have OD set on tricord, but I'm interested in what you have to say. And thanks. :)

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Re: Field Medic & Doctor Guide

Post by snow5445 » 16 Sep 2015, 21:46

I think it starts to replace blood. I think every player is just a giant container.
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Re: Field Medic & Doctor Guide

Post by somhuan » 19 Oct 2015, 06:44

Hey, I figured I'd ask this here instead of opening up a new thread.

Is a combat medic allowed to give surgery the ol' college shot if they are cut off from sulaco?
I just am fascinated by a tense operating room of wrenches and screwdrivers while marines are on the other side of the door blasting away.

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Re: Field Medic & Doctor Guide

Post by Infernus » 19 Oct 2015, 08:44

Sadly, you are not allowed to do surgery as squad medic. However Sulaco doctors can set up a surgery room in the FOB.

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