Non-vendor meds: questionnaire

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Jroinc1
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Non-vendor meds: questionnaire

Post by Jroinc1 » 08 Dec 2017, 18:22

What chems would you most like from chemistry, in order of preference, and why? If possible, list method of mass-production as well, to help novice doctors.

1. Perdiox. Don't care about the dosage or additives, I NEED this to function as a competent medic. With perdiox, I can use one pill to cure someone of a crippling condition. Without perdiox, I need 2 pills (inaprov/dexalin) just to keep the patient in hardcrit AND I have to detach someone to drag him shipside and watch so he won't die.

MD vendors have 2 pill bottles apiece, just hand them out. Out of pill bottles? Vend, empty, and restock a liquid bottle, same vendor, 3x for 60 units. Put the beaker in the pill machine, make 12 pills at 5u each.

2. Iron/iron sugar. 10u iron pills regen blood, being one of the few things that do so. Handy to have for an otherwise incurable condition, and simple to make (which is why they're so near the top)!

Put 140 iron in a beaker. Make 14 pills. Done. This one's really easy.

3. Tricord pills (20u). Tricord is an underappreciated chem. It heals everything, and works in concert with everything else, but is normally only found in 15u injectors taking up one space each. A pill bottle of it will go a long way in a round

Vend 2 bottles of inaprov and of antitox. Mix. Make 12 pills. Done. Again, not the worst.

4. Revival pills (5u inaprov, 5u bicard, 5u kelotane, 5u tricord). Corpse got dragged in? Feed it one of these before defibbing! No more worrying about it dying immediately or fumbling with 4 pill bottles again!

Vend 2 bottles of inaprov, and one each of antitox, kelotane, and bicard. Mix a bottle of antitox and inaprov separately. Take bluespace beaker. Dump all remaining bottles in, then add 60u from your sidemix. Make 12 pills.

6. Keloderm. Not needed as much, but can be useful due to faster burn healing.

Vend 1 bottle of kelotane. Mix with 60u phosphorous and 60u oxygen. Vend 1 bottle of kelotane. Mix bottle w/ 60u of previous mix. Make 6 pills (but last mix can be repeated 2x times, for a total of 18). Probably the most labor-intensive common chem, which is kinda sad.

7. Bicard (20u). Honestly, the new 10u pills are good enough, but more never hurt, right?

Vend 4x bottles of bicard. Pour together. Make 12 pills.
OR
Combine 40u carbon, 40u sugar, 40u oxygen with another 120u of carbon. Make 12 pills.
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: Non-vendor meds: questionnaire

Post by PerfectDeath » 09 Dec 2017, 20:07

Peri is about the only chem I drop by medical for special chems. I have NEVER seen iron/iron+sugar pills in my time as a medic... Probably the time period I usually play, chemistry is usually meh or non existent on those hours.

I pack a syringe and search corpses with compatible blood if I need to replenish someone's blood.

For special mixes, I use the syringe and extract chems from autoinjectors and fill into a flask and hypospray (if one is available in medical) which is mostly for my 2u Quick Clott, 1u Dex+, 2u Inap mix for an easy 5u blast on corpses. Having 60u + 30u of this mix in stock before drop lets me stop all internal bleeding for the whole round! In order of preference based on NEED, I'd say:

1: Peri
2: Iron
3: Painkillers! Tram is certainly something I use a lot of as a medic but having something stronger for those "OH Shit! WAKE UP!" moments like Oxycodone + Hyperzine (optional) can help when trying to marines GTFO. Autoinjectors take up a lot of space after all and the Oxy injectors don't have much in them. 20u OD.
4: Keloderm
4: BigBica
4: Tricord

Rank 4 is certainly usefull; however, I always have enough space to take 2-3 bottles of Kelo, Bica, and Tram to heal marines all round. Bigger, stronger pills only save a bit of time, which can be vital when swamped. Some marines also pump themselves (or others) with tricord anyway so I want to avoid the OD.
Most deaths are certainly from internal organs, blood loss, and >200 dmg. #3 is for special situations where the front is overrun and it would be great if the marines I stabilize just wake up sooner and can keep up with the retreat. Oxyhyper would be great for that.

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Re: Non-vendor meds: questionnaire

Post by Solarmare » 09 Dec 2017, 23:23

Keloderm...is the easiest chemical to make in the Chem dispenser.
80 carbon, 80 silicon, 40 phosphorus and oxygen and you're done with 12 10u pills of each.
Keloderm is straight up the best Chem to have though, burn damage is the most common in a longer round and faster healing for that is more useful than the 2 or 3 cases of internal damage where they probably have to head up because of broken bones anyway.
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PerfectDeath
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Re: Non-vendor meds: questionnaire

Post by PerfectDeath » 10 Dec 2017, 18:21

I heard you can walk through acid clouds if you take a keloderm and you regen faster than your skin melts.

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Symbiosis
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Re: Non-vendor meds: questionnaire

Post by Symbiosis » 10 Dec 2017, 21:18

Peri. Most of the nastiest patients are FF related (especially since the M4RA rifle got popular) and since marines aim for the chest... it's gonna pop some lungs.

Nothing you can do for those players without Peri, unless you babysit them. You're in a spot where you sacrifice your presence on the front to save one Marine... triage would tell you to let them expire. Give them painkillers and move on.
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Re: Non-vendor meds: questionnaire

Post by Jroinc1 » 10 Dec 2017, 21:41

Added comment- The main reason for this thread was to find a short-list of chems that could then be put on guides. Chemistry appears to be becoming a dying art, as it's viewed as arcane and difficult (unjustly), most chems can be found in medic vendors in at least half-decent form (remember 5u bicard? remember when we didn't even have bicard pills?), the list of people who can use the chem machines is tiny, and a few days ago, I saw a MD/RSR spend probably 15 minutes on 3 20bic/10tric pills, because he didn't understand how to chem.

The most daunting issues with chem are-
-the formulas (which we can fix by making a list)
-knowing WHICH chems are desired (again, list)
-and the insane amount of brute-force effort in making 8x of EACH pill bottle for medic distribution (nothing we can do about that, though perdiox is in the vendors, and all 8 probably won't ask for everything...).

As for symbiosis and peri, the last round I played before leaving, the CO banned peri. Holychrist, it was a clusterfuck. If you got in the chest, you were OUT. It went from returning 3/4 people to the front as medic, to maybe 1/2, PER INJURY. It was retarted.

Addendum- Due to limited internet accessibility, I won't be on for an unspecified period of time. I can barely manage to reach here.
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: Non-vendor meds: questionnaire

Post by PerfectDeath » 11 Dec 2017, 02:22

Or when a CMP forbade all chem production for medics, no peri AND even Iron Pills! Hyposprays were not distributed either, basically it made the whole point of going to medical pointless aside from taking a few extra items from the vender since squad venders have x3 pill bottles between 2 medics.

I'm certainly tempted to do some rounds in medical to practice things like chem production and surgery, whenever I get some free time for SS13 next.

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