Post a screenshot of YOUR medic loadout

Generic, on-topic discussion about Colonial Marines.
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CraayyZ
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 19 May 2017, 23:31

Ikmalmn wrote:It's the equivalent of 6 QC auto-injectors for the price of one inventory slot.
Extremely fucking useful. I already carry 6 quick clots in my Lifesaver bag, but now I can carry all that in 1 slot? Fucking love it. Now I can carry 2 more Trauma kits, and 2 Dexalin +. :) Cheers
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Re: Post a screenshot of YOUR medic loadout

Post by Ping » 19 May 2017, 23:38

Plus refills, that would make it 18 QCs in 2 inventory slots.

I've switched over to the RIGHT way of doing it, use Challengers post and ignore mine, cause holy fuck challengers is way less time consuming.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 19 May 2017, 23:57

Ping wrote:Plus refills, that would make it 18 QCs in 2 inventory slots.

I've switched over to the RIGHT way of doing it, use Challengers post and ignore mine, cause holy fuck challengers is way less time consuming.

I really wanna try it out but I'm not home and won't be till Sunday. I'm do what he suggested but do Hypospray filled with the QuickProv mixture, with a Syringe case filled with 1 refill & 2 bottles of O- Blood.

I never cared or worried about Blood until the other day when I witnessed 2 (I assume new) Medics trying to revive a Marine whose blood was below 45%. He kept coming back but dying 30 seconds later from Suffocation. Oh lord was I frustrated shouting he needed blood. Only to witness the Bald Medics injecting him with the wrong blood type. (He had O+, They stuck him with B-) Instant Toxin damage.. I died later by a Ravager saving a Wounded man. He lived, I was decapped. Great way to end the round, and my suffering.
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Re: Post a screenshot of YOUR medic loadout

Post by Ikmalmn » 20 May 2017, 00:13

People underestimate the power of blood percentage. It's the one thing Marines lack and need most since it's a bitch and a half to recover from. Hence why Iron Sugar is the 3rd best chem the doctors can make. At least in my opinion. It's simple and can be easily massed produced.

Say, how much blood percentage does 5u worth of blood transfusion give anyway? I might look into that and use that technique. As of right now, 10u worth of each Iron and Sugar pills restores around 10% blood I think.

Also, greytide season is upon us and we have a higher chance to find a Urist McCybernetic in the front lines. So try and bring along a welder and welding mask. A welder can be easily be stored in your helmet and a welding mask in your backpack

And I await Cliff Campbell's lazy ass to post his screenshot of his loadout hehe
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 20 May 2017, 00:50

Craayz, want to know something funny? I was one of those two baldie medics who kept trying to treat the guy who had 40% blood. In most codebases having too little blood just gives you mounting oxygen damage, and incorrect blood transfusion just gives you a tiny bit of toxin damage, so I was really confused as to why someone who wasn't ODing on QC would be in toxins freefall before I injected any of my own (O-) blood into them. I ended up treating two of these patients, I forget how I solved the issue, if I even did, I think peridaxon did the trick - I assume, like other codebases, that once you have enough toxins damage, your liver/kidneys burst and then you amount even MORE rapidly gaining toxin damage that doesn't go away until you get peridaxon. But honestly I'm a total baldie sometimes, until like a week ago I thought that "severe anatomical damage detected" meant the guy had damaged organs and I'd keep forcefeeding them peridaxon until it went away...

As for blood, on most codebases Iron is much, much more effective at restoring blood level than sugar / nutriment is, so I do wonder why chemists don't just make 20u iron pills to maximize blood regain while being slightly slower at doing so. Also humans store ~600u blood, 5u is basically 1%.

Also, this is absolutely a cheeky powergaming tactic but you could choose to have O- blood, take two drips, put an O- drip in one and feed it to yourself, and an empty beaker in the other and draw it from yourself, and then you have beakers of O- blood that you can turn into 50u pills which restore 10% blood at a time. Not sure if that's even any better than 50u iron pills and it's definitely a hell of a lot more time and resource consuming. But it's a use for those O- SSDs you find laying around so.

Also you don't need a welder mask if you just pop a peridaxon before you start welding. Make sure to take it slow though, if you weld too fast and go "permanently blind" (like continuing to weld after your viewport gets all white and blurry) only surgery will save you.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 20 May 2017, 10:38

Challenger wrote:Craayz, want to know something funny? I was one of those two baldie medics who kept trying to treat the guy who had 40% blood. In most codebases having too little blood just gives you mounting oxygen damage, and incorrect blood transfusion just gives you a tiny bit of toxin damage, so I was really confused as to why someone who wasn't ODing on QC would be in toxins freefall before I injected any of my own (O-) blood into them. I ended up treating two of these patients, I forget how I solved the issue, if I even did, I think peridaxon did the trick - I assume, like other codebases, that once you have enough toxins damage, your liver/kidneys burst and then you amount even MORE rapidly gaining toxin damage that doesn't go away until you get peridaxon. But honestly I'm a total baldie sometimes, until like a week ago I thought that "severe anatomical damage detected" meant the guy had damaged organs and I'd keep forcefeeding them peridaxon until it went away...

As for blood, on most codebases Iron is much, much more effective at restoring blood level than sugar / nutriment is, so I do wonder why chemists don't just make 20u iron pills to maximize blood regain while being slightly slower at doing so. Also humans store ~600u blood, 5u is basically 1%.

Also, this is absolutely a cheeky powergaming tactic but you could choose to have O- blood, take two drips, put an O- drip in one and feed it to yourself, and an empty beaker in the other and draw it from yourself, and then you have beakers of O- blood that you can turn into 50u pills which restore 10% blood at a time. Not sure if that's even any better than 50u iron pills and it's definitely a hell of a lot more time and resource consuming. But it's a use for those O- SSDs you find laying around so.

Also you don't need a welder mask if you just pop a peridaxon before you start welding. Make sure to take it slow though, if you weld too fast and go "permanently blind" (like continuing to weld after your viewport gets all white and blurry) only surgery will save you.
I legit was salty when I saw you (I guess you seeing you said it was) and some other medic defibbing like no tomorrow, only for them to die seconds later. You'd get frustrated too if you seen my view on the situation. Toxin damage doesn't work the same in CM vs Regular SS13. If you get a toxin damage, a shot of dylovene is all you need. No kidneys bursting, nothing. I had to revive a man who had 200+ toxin damage (from wrong blood type transfusion) I gave 30u of Dylovene and it went away in like a minute (after I defibbed him of course) I wish medics could have the option to inject a Marine with the Blood bag's IV and just hold it while standing next to him to start a transfusion. Noone wants to carry a IV around..

Humans (in SS13) have at max, 560u of Blood in them. I've never been able to try out the Iron/Sugar mixture because whenever I seem to play Medic, we either get a really competent Chemist who just makes the bare essentials, or a Baldist who doesn't know how to even use the machine.. Imagine how OP Medics/Medical would be if we had a dedicated Chemist (like Sur)

I'm fairly sure you have to be a chemist to make any sort of pills. Medics don't understand the chemistry of the medicine they use (Cause fuck Medical school right guys?) Imagine if we had a "Chemist" job selection in the menu who works under the CMO and is specifically there to make [Legal] Drugs.

I never take a Welding mask or tool when playing as Medic cause my job is to mend wounds. Do we ICly have the knowledge to weld a prosthetic on a live Marine? If we do, Not my job. They chose to have prosthetic in the menu (Like me with my Left arm & hand) If you get it fucked and expect us to fix it. Tough shit. Go find a engineer is all I really say, and that typically gets through.
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 20 May 2017, 14:57

But we DID give him anti toxin. Hell, we gave him tricord, dexalin, bicaridine, fucking everything under the sun and I'm pretty sure the toxins freefall still outraced it. And I remember you suggested we give him blood (he was at 40%), not anti-toxin, so. Or maybe we were defibbing him to get the anti-toxins pill into his bloodstream, I don't have clear memories of that day.

The double IV drips thing is advice for medbay staff, not medics, we obviously can't use a grinder or chemmaster for gameplay reasons. Although you can still perform a weak version of this in the planetside medbay with their MM blood dispenser, you'll just lug bottles of blood around rather than pills. Speaking of which, you can pour any bottles into any drinking cups (like an empty coffee cup) to be able to drink it easily, presumably in 5u sips.

I'm sure that in a future with significant amounts of cyberflakes in the corps, part of corpsman training would be the mending of cybernetic wounds as well. Considering that cybernetic wounds contribute to pain, critical status, and death, I think it's IC-uncaring to just pass the problem off to the engineers who usually won't have a health analyzer and thus won't be effective at healing the cyberlimb anyway. Welders fit in your armor slot and cable coils fit into pretty much any container and just these two items will set you to heal any type of cybernetic injury to completion, there's no reason to not take them especially when the welder can be used for other types of emergency welding.

And while I can say that cybros are snowflakes for choosing to take cyberlimbs, we could apply the same argument to grunts who spawn with anything other than AB+ blood, plus it's getting more and more often that people who lose limbs to crushers get them replaced with cybernetics on time. So OOCly while I may also have a mild problem with people who take cyberlimbs just to be a snowflake and not incorporate it into their roleplay or something, this gameplay-only approach to looking at them as solely medical resource wasters doesn't fit right IMO.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 20 May 2017, 19:20

Challenger wrote:But we DID give him anti toxin. Hell, we gave him tricord, dexalin, bicaridine, fucking everything under the sun and I'm pretty sure the toxins freefall still outraced it. And I remember you suggested we give him blood (he was at 40%), not anti-toxin, so. Or maybe we were defibbing him to get the anti-toxins pill into his bloodstream, I don't have clear memories of that day.

I'm sure that in a future with significant amounts of cyberflakes in the corps, part of corpsman training would be the mending of cybernetic wounds as well. Considering that cybernetic wounds contribute to pain, critical status, and death, I think it's IC-uncaring to just pass the problem off to the engineers who usually won't have a health analyzer and thus won't be effective at healing the cyberlimb anyway. Welders fit in your armor slot and cable coils fit into pretty much any container and just these two items will set you to heal any type of cybernetic injury to completion, there's no reason to not take them especially when the welder can be used for other types of emergency welding.

And while I can say that cybros are snowflakes for choosing to take cyberlimbs, we could apply the same argument to grunts who spawn with anything other than AB+ blood, plus it's getting more and more often that people who lose limbs to crushers get them replaced with cybernetics on time. So OOCly while I may also have a mild problem with people who take cyberlimbs just to be a snowflake and not incorporate it into their roleplay or something, this gameplay-only approach to looking at them as solely medical resource wasters doesn't fit right IMO.
Yeah, I understand that. You can give him all the meds in the world, but meds won't save him from lack of blood. [STORY TIME!] Back when we still had the Sulaco, I was playing as a Medic (different char) and was in Medical bay helping sort the wounded (I came up as a casualty, got surgery and proceeded to help turn the wounded tide) I was doing my best helping everyone and one of the doctors was Feweh. I'm working, doing everything I can to save this one marine who was constantly gasp'ing, Perixadon, CPR, Cryo, EVERYTHING! when all of the sudden (I presume I was Medic Tunnel Visioned at the time to notice chat) a *BLOOP!* from the man himself [Feweh] asking if I was new to Medic, I said no. Yada yada he yelled at me and then slapped me on the wrist for being slightly bald & instructed me to check out a Triage guide on the forums (I didn't LEL) Eventually I understood what he meant when he was yelling "HE NEEDS BLOOD!" Basically, You can make guides & everything to try and help a newbie out, but they will damn well learn how to do shit correctly when they get yelled at, especially by Feweh. (Thanks bb)

I see what you mean by Prosthetics & being a good Medic and prepping for the Baldroids, but it's honestly, us medics have way too much we gotta do/rush/handle beginning of the round that by the time I get all my meds from the Chemist/Medical. Briefing has either started or ended, thus starting the "Ride of the Balkyries" I always try my best to get down on First drop cause that's always when someone trips on a rock, ditches the squad and gets jumped, or Paul Baldyun accidentally mis-clicks on Joseph Baldin trying to read his NEAT description. I have prosthetics & I understand the hassel of having them as well, but I'd much rather have 1 hand/arm be robotic & be able to work on wounded WITH ONE HAND vs losing an entire arm, rendering me & my work useless and a immediate Med-evac.

I gotta rearrange my Medical loadout now. Maybe I can slap a welding tool & helmet in. Which would void my entire argument K E K. We'll see.
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 20 May 2017, 21:37

This bears repeating, you don't need a welding helmet. Just pop peridaxon and wait for it to enter your bloodstream before you start welding. No need to spend the precious inventory space on a helmet.
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Re: Post a screenshot of YOUR medic loadout

Post by Ikmalmn » 20 May 2017, 22:03

Challenger wrote:This bears repeating, you don't need a welding helmet. Just pop peridaxon and wait for it to enter your bloodstream before you start welding. No need to spend the previous inventory space on a helmet.
This is true, but sometimes, you just don't want to waste that MUH precious peridaxon. Let alone the upgraded PeriDex+.

Maybe that's just me, I've only bring 1 pill bottle of it and never really needed more. So I get frugal.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 20 May 2017, 22:12

Challenger wrote:Just pop peridaxon and wait for it to enter your bloodstream before you start welding. No need to spend the precious inventory space on a helmet.
What Ikmal said. I too, as a Medic, am extremely frugal about the Medical supplies I use and waste. I don't like the idea of popping a Peri for myself just to fix some dude's prosthetics when I can easily call a engineer over, tell him where the damage is and be done with it, nor do I feel like dealing with the chance of blindness.

I'd much rather have them run off to a Engie and save that pill for that ONE wounded guy who's gasp'ing like no tomorrow. You're better off just getting Medical to specifically make you Imizadone which is 10x better for Eye damage but no use besides that. It's not too much a hassel to call a engine, like I said..
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 20 May 2017, 22:22

I rarely run out of peridaxon even if I only take the initial ten pills (and even if you do, 90% of the time FOB has the WY meds hacked) so I suppose that's the reason why I don't care about popping one real quick to get rid of the 30 brute each on some guy's two limbs that are keeping him in paincrit hell while the engineers are out there doing whatever.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 20 May 2017, 22:26

Challenger wrote:I rarely run out of peridaxon even if I only take the initial ten pills (and even if you do, 90% of the time FOB has the WY meds hacked) so I suppose that's the reason why I don't care about popping one real quick to get rid of the 30 brute each on some guy's two limbs that are keeping him in paincrit hell while the engineers are out there doing whatever.
No offense, but if you're not running out of Perixadon as a Medic, You're probably not doing a good enough job.. I always have to take 2 Peri Pill Bottles just to have some on me for when the inevitable lung puntured wave comes in. I'm serious when I say this. Then again, I'm more of a Critical/Brute Damage Medic oppose to someone who's geared for all-around wounds.
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 20 May 2017, 22:34

I regularly run out of ATKs, burn kits, splints, and have to swap my tram/kelo/bi pills out of reserve into active storage, and I still don't often run out of peridaxon. Hell, I think I run out of dexalin (to prevent low blood loss paincrit so I don't have to babysit someone from the front lines to medevac) more than I do peridaxon. There's ten peridaxon pills and I don't honestly believe I see more than ten patients in the average round who've been running around with unsplinted organ body parts, or get AP'd through their organs.

Plus there's the whole thing about Peridaxon being in the hacked WY vendors... are you really going to run out of peridaxon before those things are set up?

Could just be that I've been in outlier situations or something though.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 20 May 2017, 22:43

Challenger wrote:I regularly run out of ATKs, burn kits, splints, and have to swap my tram/kelo/bi pills out of reserve into active storage, and I still don't often run out of peridaxon. Hell, I think I run out of dexalin (to prevent low blood loss paincrit so I don't have to babysit someone from the front lines to medevac) more than I do peridaxon. There's ten peridaxon pills and I don't honestly believe I see more than ten patients in the average round who've been running around with unsplinted organ body parts, or get AP'd through their organs.

Plus there's the whole thing about Peridaxon being in the hacked WY vendors... are you really going to run out of peridaxon.
I run out of Quick clots & Bicaridine Pills faster than I go through anything else. Using Perixadon has almost become common meta for me just cause as soon as I see someone gasp'ing, It's insta Peri dose + Dexalin to stabilize, then work to get them out of Crit. As you just said that there is plenty in the Medi Vendors at Planetside Medical but it's always nice to have some close by & handy, especially if you're nowhere near the Vendors. I haven't had to deal with AP Shrapnel.. yet. Maybe the whole "Aim for Leg/Arm" Meta is working? Been a while since I seen it.
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Re: Post a screenshot of YOUR medic loadout

Post by Ghodere » 21 May 2017, 22:25

This seems like a good place to ask the medic population, so:

Given that it's extremely difficult, if not impossible, to get enough of every useful chem for 8 medics before first drop, what is your FIRST PRIORITY for chemistry to make? And how do you rank the rest of the chems? Which are the easiest and hardest chemistry products to go without?

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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 21 May 2017, 22:59

Ghodere wrote:what is your FIRST PRIORITY for chemistry to make? And how do you rank the rest of the chems? Which are the easiest and hardest chemistry products to go without?
I would say it varies Medic to Medic. Sure we all have the same one job, but our loadouts and what we take differs.

Me, personally, I would rank among the top 3 most USEFUL & Highly requested by me would be:

1. 15u Bicaridine - The Bicaridine us medics are issued from our vendors only give us 5u Bicaridine Pills. If you have any experience as a Medic, you'd understand that Brute damage is the most common injury we come across, and having to give someone 3 (5u) pills vs 1 (15u) pill not only wastes our time, but our efficiency to get as many wounded back up on their feet and fully healed as possible. A.K.A I LOVE BICARIDINE

2. PeriDex+ - Perixadon use to be the #1 GO TO Chemistry rushed Pill back on the Sulaco, but now that Doctors and Medics both alike can easily get a Perixadon Pill bottle/regular bottle from the Vendors in Medical & Planetside has bumped this back a bit. PeriDex+ minimizes the time we spend with a gasp'ing wounded/organ damage, while also ensuring they'll live & fully recover without needing to get medevac'd. Remember that time is precious, in that, the longer we spend having to patch someone up, the more wounded typically get stacked on top of us. Supply vs Demand.

3. KeloDerm - I'm neutral about Keloderm. Sure it's amazing in it's own right, but Burn kits & 1 Kelotane (15u) pill typically fixes a burned/crispy Marine in alittle under a minute, especially if they've been hit by a Boiler cloud. KeloDerm more or less just recovers them quicker, letting the Soldier get back into the fight to get his ass handed to him again.

The hardest meds to go without use to be Perixadon. For me, Bicaridine. I just love it so much & use it so often to stack the healing effects that I don't see any other option without muh bicard.
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 21 May 2017, 23:08

You omitted Iron / Iron-Sugar pills, those are number 0, at the absolute top. There is no other way other than manual syringeing to recover blood planetside if you don't have blood recovery pills.
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Re: Post a screenshot of YOUR medic loadout

Post by CraayyZ » 21 May 2017, 23:11

Challenger wrote:You omitted Iron / Iron-Sugar pills, those are number 0, at the absolute top. There is no other way other than manual syringeing to recover blood planetside if you don't have blood recovery pills.
Never actually had a round where a Chemist made em, so I can't really add a item I got no experience with on that list :P
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Re: Post a screenshot of YOUR medic loadout

Post by Jroinc1 » 21 May 2017, 23:35

Ghodere wrote:This seems like a good place to ask the medic population, so:

Given that it's extremely difficult, if not impossible, to get enough of every useful chem for 8 medics before first drop, what is your FIRST PRIORITY for chemistry to make? And how do you rank the rest of the chems? Which are the easiest and hardest chemistry products to go without?
15u Bicard. Its efficiency is second-to-none in healing brute damage, and you honestly need the higher dose to do anything to seriously-wounded people/ avoid running out 5 people in.

15u Tricord. Everyone downplays tricord, but it heals EVERYTHING at exactly half the rate of the specialized chemicals, which makes it a great additive or treatment on it's own. The pills are to prevent carrying 9001 autoinjectors.

20u Keloderm. Like craazzy said, it's just faster treatment, but it's MUCH faster treatment than anything else out there.

6u Perdiox+. Normally I just take the regular pills and don't bother asking, but I'll take it if they make it.
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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Re: Post a screenshot of YOUR medic loadout

Post by Ikmalmn » 22 May 2017, 07:13

Ghodere wrote:what is your FIRST PRIORITY for chemistry to make? And how do you rank the rest of the chems? Which are the easiest and hardest chemistry products to go without?
Easy, but it's kinda hard to rank it as the top 3 of the chems are HIGHLY invaluable.

Without further a do, here are my ranked chems.

Ikmalmn's top chems ranked in numbers!

1. PeriDex+ - The chems of dreams for both medics and doctors. This chem alone has saved so many lives after a cracked rib, a ruptured lung, heart damages, brain damage and broken eyes. It is highly invaluable as it also negates the suffocation damage most Marines have which requires less babysitting if one would have only a Peridaxon pill bottle.

2. Bicardine 15u - This thing is what many medics sought for. A pill that with enough units to heal the Marines easily without needing more after suffering a high brute damage battle. The primary way of attack from the xeno scum. This pill is the literal quality of life pill and a MUST for any chemist to make as it is also one of the easiest to make.

3. Iron Sugar - Literally indispensable, this will save countless of lives as most Marines will suffer a few minutes of either internal or external bleeding, which causes them to lose blood and chugging for air. It is also useful to stabilize that couple of few marines who have lost about 50% of their blood. Making them requiring evac for blood. Rendering them lost from the battle for a hefty while. It is also helpful for doctors, as it easier and more efficient to give them pills instead of dripping them blood via IV.

4. KeloDerm - This chem is very situational and requires luck. Many times it won't be use much except for later in the round where Boiler's or Spitters come from all sides into the FOB. A very useful chem, makes that annoying burn damage heal even F A S T E R. Make them when you can, but it is a bit at the bottom for a reason.
Joe 'Soft' Veer - USCM Medic

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Ping
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Re: Post a screenshot of YOUR medic loadout

Post by Ping » 22 May 2017, 14:18

Can confirm; it's pretty much those top four. Peridex+, Bicard 15u, Iron Sugar, and KeloDerm. I'm not sure if they've always been chemistrys Holy Grail, but they have been for at least the past month. I personally prefer straight Peridaxon to Peridex+ just because of higher doses, but I recommend you try to get a hand on both over the course of a few rounds and find what you're comfortable with. Hint: it'll probably be Peridex+.

As much as I DO love KeloDerm, it's only use really comes when you are in a FOB, and there's Boilers. However, when you're in a FOB and there's Boilers, there will be a SHIT TON of burn damage. Kelo and KeloDerm are both effective in those situations honestly, with KeloDerm being a bit faster. At the end of the day though, good ol' Kelo can get you by as long as you packed enough of it.

I wanna see more Iron Sugar around. I used to try and carry food as an alternative, but it always regened blood way too slowly to be considered useful enough.
"Kick ass, chew Tramadol." - Tomas Svensson

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Symbiosis
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Re: Post a screenshot of YOUR medic loadout

Post by Symbiosis » 22 May 2017, 15:15

Campbell's Gear Setup - and WHY!

Backpack Slots

Slot #1
One Radiation First Aid Kit
7 Tricordazine Auto Injectors

-Empty Tricord into flasks (for SL and Specialist) using syringes.
Use Syringe on 3 Oxycodone injectors, insert into empty (non used) Tricord injectors. Repeat 6 more times and put Oxy15u syringes into that radiation kit.- Use to allow ambulatory patients to self evac to safe zones.

Slot #2
Advanced First Aid Kit
Trauma + Burn Packs
Splints

Fixing People. People get shot, slashed, burnt, mostly just shot.

Slot #3

Same as slot #2.

Slot#4

Defibrillator. People die. It's your job to keep them from staying dead!

Slot#5

Buckshot. Loaded Shotty plus 25 rounds has never NOT lasted me an entire round. You're fixing people, not fighting the Commies.

Slot#6

Roller Bed. When you gotta go and you gotta go fast, the roller bed is your way to safety! Can also be used to block ravager pounce/slashes (RIP Spartan).

Slot#7

Your call! Sometimes I go Fire Extinguisher. Sometimes I go sidearm. (HAH!) Realistically, if you're able to get a Hypospray it's a solid choice.

Weapon - Shotgun w/ Mag/Gyro.

Pockets - Hypospray with 30u of Oxycodone
Health Analzyer

Man Purse -

5-6 Quick Clot - Stops internal bleeding
2-3 Dex Plus - Immediatelt Cures Oxygen Damage
2x Trauma Kit
2x Burn Kit
Splints
Dex Pills (PeriDex pref) - Oxygen Damage
Bicaridine Pills (15u pref) - Brute Damage
Kelotane (KeloDerm pref) - Burn Damage
Peridaxon Pills - Organ Damage
Iron+Sugar Pills - Blood Loss
Tramadol Pills - Pain"killer"
Rest is bottles - Specifically 2 bottles of Oxycodone. When running low on supplies and WeylandMeds are handy, never hurts to get a 2nd Hypo from one and fill it with Bicaridine. Bottles are easily refillable.

Armor Slot - Welder/Wires - Damn Robotic limbs....

Webbing - Wrench, Crowbar, 5 Buckshot shells.

Helmet - Hypospray if you can get a 2nd, Bible to give last rites if you can't.
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

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Challenger
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Re: Post a screenshot of YOUR medic loadout

Post by Challenger » 22 May 2017, 15:58

WHY is Iron / Iron-Sugar so low on your lists??? Compare the chemistry drugs to the alternatives:

Peridex Plus. Basically combines dexalin plus autoinjector with regular peridaxon pills. Personally the dexalin plus part of this drug has almost no utility other than convenience, if someone's dying from oxygen freefall you should be sticking them with the dex plus auto ASAP to buy time and prevent a lengthy defib, you won't have the time to feed them a pill, and after that it won't matter if they get a regular peri pill or muh advanced version anyway. And if someone isn't dying of oxygen freefall then they can just eat a regular peri pill and have the oxy loss fade away over the course of, at most, the next minute anyway.

Bicaridine, 15u. Some mild convenience factor in that your run out of your pills slower and save like ten seconds feeding the guy two extra bicaridine pills, but nothing special.

Keloderm, 15u. If CMcode has the same values as other codebases then this should be 2.5x faster than kelotane at healing wounds, which is pretty fast and can obviate even the need for burn packs for severely burned people.

Iron, 20u. The only consistent way to restore blood planetside other than IVs which almost no one ever sets up, and thus the only way to prevent someone from medevacing because of 70% blood. All these other drugs are convenient, sure, but they don't prevent medevac like Iron does, so there is no reason to prioritize them above Iron.
(outdated) guides to: squaddie | medic loadouts | FOB design | macros.

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Re: Post a screenshot of YOUR medic loadout

Post by Jroinc1 » 22 May 2017, 16:46

Challenger wrote:WHY is Iron / Iron-Sugar so low on your lists??? Compare the chemistry drugs to the alternatives:

Peridex Plus. Basically combines dexalin plus autoinjector with regular peridaxon pills. Personally the dexalin plus part of this drug has almost no utility other than convenience, if someone's dying from oxygen freefall you should be sticking them with the dex plus auto ASAP to buy time and prevent a lengthy defib, you won't have the time to feed them a pill, and after that it won't matter if they get a regular peri pill or muh advanced version anyway. And if someone isn't dying of oxygen freefall then they can just eat a regular peri pill and have the oxy loss fade away over the course of, at most, the next minute anyway.

Bicaridine, 15u. Some mild convenience factor in that your run out of your pills slower and save like ten seconds feeding the guy two extra bicaridine pills, but nothing special.

Keloderm, 15u. If CMcode has the same values as other codebases then this should be 2.5x faster than kelotane at healing wounds, which is pretty fast and can obviate even the need for burn packs for severely burned people.

Iron, 20u. The only consistent way to restore blood planetside other than IVs which almost no one ever sets up, and thus the only way to prevent someone from medevacing because of 70% blood. All these other drugs are convenient, sure, but they don't prevent medevac like Iron does, so there is no reason to prioritize them above Iron.

Because I'm that guy who brings blood packs.
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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