Feedback On New Med Changes

Generic, on-topic discussion about Colonial Marines.
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Surrealistik
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Re: Feedback On New Med Changes

Post by Surrealistik » 15 Jan 2018, 14:56

Arbs wrote:
15 Jan 2018, 09:22
Can we please move the CMO office upstairs and turn the current one into a cryo bay instead? Half of the people in medbay are SSD marines most of the time.
I agree, it is utterly useless. Having some sleepers there by the cryotubes, or additional cryotubes would be preferable.
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Blade2000Br
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Re: Feedback On New Med Changes

Post by Blade2000Br » 15 Jan 2018, 16:45

Well then, the medbay got revamped.

I enjoy new changes. Its neat.
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Re: Feedback On New Med Changes

Post by Sulaboy » 16 Jan 2018, 01:31

(Edit: never mind looks like they made some changes to medbays layout since the last time I played neat, I'll have to see how this changes things)
In the end I'd like for these medical roles to be a bit slower paced. When I play medic I barely get to speak once the injuries start piling up. The only things I get to say are "you need evac" or "good to go". The way to make the doctor role and the medic role more enjoyable is to cut down on their workload. Less patients means more to is possible. Having to deal with getting a marine in fighting shape could be very fun and a great time for role play but it's always rushed because another marine needs help. Now for some suggestions on how to stem the flood of marines in medbay. I already said something about a bit of a buff to bone damage. Bone surgery isn't very fun and it's very time consuming, this is in hope of lowering the amount of surgeries needed on a patient. I also would like to say something about reviving marines. I would be fine with it being more difficult to revive marines for some more resistance to damage. A dead marine usually gets revived after being medicated to lower damages and whatever else is needed to keep them alive. The marine then often must be sent shipside. Repeat this for every marine that dies who is recovered. An honest way to make medbay less cramped is to have more marines die instead of being shipped up. With medbay recently a lot of blood is being used to fight internal bleeding. Having to deal with blood loss is interesting but I always felt that the drips of blood Sprite could use an improvement and more blood could be lost in the field besides internal bleeding. Well what I'm trying to say with this unorganized post is that to keep need at less cramped marines either have to die, medbay has to be improved, or damages have to be reworked to allow marines to rely on first aid more often. The way this is taken kind of relies on the direction colonial marines wants to take, I really like the idea of a marine getting pounced and ripped to shreds, but I don't like the idea of him being brought back to life by a medic then being sent to a doctor who then spends 5 minutes processing him through medbay. I really do feel that these medical updates are a good start to tackling the problem that is medbay. Also on a bit of a related note what about suture kits to stitch up large cuts.
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Urytion
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Re: Feedback On New Med Changes

Post by Urytion » 16 Jan 2018, 10:40

The changes are nice, but all you've done is put perfume on a turd.

Medbay is great, the QC and Peri OD and size increases were good, the IB likelihood decrease really helped, but GODDAMN CRYOBAG MEDICS. And I can't even really blame them. It's the best way to keep people alive on their way to evac. But it's also boring as fuck for the players.

Every time I've been injured or captured since the changes, I've been put into a cryobag and promptly forgotten about. I BROKE A FOOT and was cryo'd and evac'd. Medical hell has always been rough, but at least I still got to roleplay, talk to squaddies, berate command. Now all I do is AFK while I'm in the cryobag and read reddit or something. So the breakdown of the average medical evac is:

Go to medic, get put into a cryobag, AFK.
From the cryobag, get put into the cryotube, AFK.
The cryotube doesn't work because doctors don't understand how IB and organ damage work, so they put you in a cryobag. AFK.
Be ignored because you're in a cryobag. AFK.
Finally go into surgery. AFK.
Get out of surgery. You get to play.

And the whole idea that medical will treat critical wounds first isn't happening. The few marines who are lucky enough to have a marine that doesn't cryo them over a stubbed toe get treated first, then the cryobags. Because the cryobag marines aren't going anywhere. They're stable. And also probably AFK.
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Re: Feedback On New Med Changes

Post by Marine Tickler » 16 Jan 2018, 12:32

The ideal medical system would be one where medics can treat any injury (other than hugging) but not heal anything permanently (other than minor cuts bruises and burns) while doctors heal.

This will allow marines the option of retreating for a reset with the docs on FOB or shipside or pressing forward with increasingly grievous wounds. Very fun, good for RP.

An example: a marine arm is slashed. A medic patches him up. The marine can advance, but shots lose some accuracy and hits to the arm have less damage resistance and more pain.

The marine is arm slashed again. If he had gotten healed by a doctor it would have been the same as before but now the arm breaks. The medic can patch the arm and now splint. The arm loses even more accuracy and is very fragile.

The arm is slashed again. The arm comes clean off. The medic can torniquet it, burn it, staple it, whatever, and inject a host of drugs to keep the marine on his feet. At this point the marine is slow weak and one armed and may go into cardiac arrest with anymore damage. But he still has the option to advance, even if it's just to pull his buddies out or suicide bomb the xeno. Great RP

I also think xenos need an injury system with drones as the "medics" although they would still heal faster and more easily than marines.

I also think drones should be able to spray burning xenos to extinguish them and stabilize critted out xenos

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Bronimin
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Re: Feedback On New Med Changes

Post by Bronimin » 16 Jan 2018, 12:52

Cryobags are boring, I 100% agree.

I would rather that the chemical used to treat IB also chloral'd you than deal with cryobags, or bring back the genetic damage so that medics are discouraged from keeping patients in them forever and doctors discouraged from ignoring them.

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Re: Feedback On New Med Changes

Post by PerfectDeath » 19 Jan 2018, 18:52

I read in the origional changes that Internal Bleeding rates were significantly reduced. How often do we see IBs?

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Re: Feedback On New Med Changes

Post by JennerH » 21 Jan 2018, 09:32

Apparently QF prevents IB from getting worse now, dunno if that means permanently or what
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Re: Feedback On New Med Changes

Post by LocalizedDownpour » 05 Feb 2018, 06:20

Tharinoma wrote:
03 Jan 2018, 19:07
I just played a round as doctor and I love the update. I didn't test it as a combat role yet, but medbay is much, much more fun now.

Doctor used to be "shove peri down their throat then bone surgery" for everyone, with the occasional defibbrilation when medics ran out of an important chem.

Now, every patient feels like a challenge, you're really fighting the injuries back while waiting for the critical surgery to be done. It's actually possible to lose a patient on the table now.

And from what I've seen, there aren't much more injured marines in medbay, we had 20+ players waiting for surgery in medbay before. It's just that now, they risk dying anytime, and I love it.
Playing afew doctor rounds and I have to agree with this. Medical is much more fun.

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Re: Feedback On New Med Changes

Post by MrJJJ » 07 Feb 2018, 04:15

Surprised nobody has mentioned much about the autodoc itself.

Its good for multiple injuries people, and its manual mode has no reason NOT to be used, compared to automatic mode.

A very interesting thing that helps medical to quell the massive amounts of injured, in short, you can easily say you have 5 OR's now, expect when it comes to alien larva removal, but eh, its a fast enough thing to do.

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Re: Feedback On New Med Changes

Post by Surrealistik » 07 Feb 2018, 04:29

I do love me some autodoc
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Re: Feedback On New Med Changes

Post by Kesserline » 07 Feb 2018, 06:12

QC pills + QC recipe?!

Kesserzine will be back!

I imagine Kesserzine Type 1 with ultra healing cheats pill view Peri/QC/Bica/Derma/Trico/Dex+ and the Type 2 with regular healing but painkilling for extensive duty on Frontline or pushes : Peri/QC/Bica/Derma/Oxyco/Dex+/Trico/Trama

Chemistry is back! Thank you devs!

I can have some Breaking Bad rounds again.. I need a Jesse Pinkman.

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Re: Feedback On New Med Changes

Post by spookydonut » 07 Feb 2018, 09:23

QC and peri are temporary effects, if they get used for anything except letting people self evac they'll get nerfed, tread lightly.

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Re: Feedback On New Med Changes

Post by Kesserline » 07 Feb 2018, 09:42

Technically, you can't go higher than 15u Spooky. Which means, it's always temporary.

Which means, basically, mah pills are for medics overrun by critical wounded, which allow them to save some defib juice, and in case of emergency when the wounded need to get up ASAP because a dirty ravs is 3 meters from you and your patient. The time for your and him to survive and to fall back (because if you get hit by a rav, you are not in a friendly area).

Here, it's to ease medic stabilization. Basically, one pill and casevac stretcher and you know that your patient will be safe for the duration of its trip.

And, either I produce ultra healing capacity pills, without painkillers, which mean the patient can't fight and still need to evac. Either I can reduce the healing capacity and coupling with painkillers for emergency, but it's too temporary to allow the patient to do much more thing than evaccing. But at least, he is stabilized enough to RP.

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PS : The casevac thingy, and the autodoc are awesome nice thingies !

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Re: Feedback On New Med Changes

Post by Surrealistik » 07 Feb 2018, 12:33

Kesserline wrote:
07 Feb 2018, 06:12
QC pills + QC recipe?!

Kesserzine will be back!

I imagine Kesserzine Type 1 with ultra healing cheats pill view Peri/QC/Bica/Derma/Trico/Dex+ and the Type 2 with regular healing but painkilling for extensive duty on Frontline or pushes : Peri/QC/Bica/Derma/Oxyco/Dex+/Trico/Trama

Chemistry is back! Thank you devs!

I can have some Breaking Bad rounds again.. I need a Jesse Pinkman.
I think you are greatly overestimating the utility of this:

#1: Medics now start out with QC pills.

#2: The recipe is pretty time inefficient to produce, and fairly costly in terms of chem charge, even if you use Vend chems to offset; the opportunity cost is too high in the 25 minute window you have to produce as many useful drugs as possible, especially given #1.

In general, the QC recipe though welcome doesn't seem particularly useful and doesn't really make my radar; might have value later in the round when medic QC reserves are depleted though.
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Re: Feedback On New Med Changes

Post by LocalizedDownpour » 07 Feb 2018, 15:54

Kesserline wrote:
07 Feb 2018, 06:12
QC pills + QC recipe?!

Kesserzine will be back!

I imagine Kesserzine Type 1 with ultra healing cheats pill view Peri/QC/Bica/Derma/Trico/Dex+ and the Type 2 with regular healing but painkilling for extensive duty on Frontline or pushes : Peri/QC/Bica/Derma/Oxyco/Dex+/Trico/Trama

Chemistry is back! Thank you devs!

I can have some Breaking Bad rounds again.. I need a Jesse Pinkman.
Can we not power game please. This is why we can't have nice things.

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Re: Feedback On New Med Changes

Post by Surrealistik » 07 Feb 2018, 15:56

LocalizedDownpour wrote:
07 Feb 2018, 15:54
Can we not power game please. This is why we can't have nice things.
That's not chem powergaming; I would know.

The problem with 'superpills', especially those with more than three, maybe four chems, is that they either feature small doses of their component chems, or are extremely time inefficient to produce by and large.

Again, I don't think the QC formula is going to have more than niche/situational use to resupply medics well into the round.
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Re: Feedback On New Med Changes

Post by LocalizedDownpour » 07 Feb 2018, 16:00

Surrealistik wrote:
07 Feb 2018, 15:56
That's not chem powergaming; I would know.

The problem with 'superpills', especially those with more than three, maybe four chems, is that they either feature small doses of their component chems, or are extremely time inefficient to produce by and large.

Again, I don't think the QC formula is going to have more than niche/situational use to resupply medics well into the round.
Well it's nothing along the lines of ASSBLAST from days of old, but, this is why things get nerfed into the dirt, this is why coffee freaking kills people.

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Re: Feedback On New Med Changes

Post by Kesserline » 07 Feb 2018, 16:18

The only power of this superpills is to avoid using 5 different pills, just into one.

They are long to produce, which means only maybe 2 corporal medics can have a full pill bottle before first deployment.

I don't see the powergaming in doing real chemistry, instead of just waiting for surgery things to come up.

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Re: Feedback On New Med Changes

Post by LocalizedDownpour » 07 Feb 2018, 16:34

That's the thing though Kess. Making a pill that heals everything at ridiculous levels keeps you fighting fit, low OD chance ect...while it's awesome, it's what ends up with things being nerfed as that's not what chemistry is ment for.

It's not ment to make super drugs, it's ment to make normal healing chems.

Ask Sur...he made a super Chem and now coffee kills people.

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Re: Feedback On New Med Changes

Post by TheDonkified » 07 Feb 2018, 16:40

I don't see how making a pill that combines multiple chems to heal people is any different from giving a wounded person multiple pills of different healing chems that stack together to have the same effect. Are medics supposed to be forced to give a person one pill, and any extra pills are considered powergaming?

There is a lot of time spent into making stacked chems, so they're meant to be a long-term investment to help medics and doctors heal people more quickly in the long term.
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Re: Feedback On New Med Changes

Post by LocalizedDownpour » 07 Feb 2018, 16:44

Because from a gameplay standpoint making someone take five pills takes roughly ten to fifteen seconds opening bottles feeding time included.

Doing five pills job in one pill ONTOP of tram, it stops becoming a stableizer and more of a super pill. Give it to a marine and he can just ignore wounds...granted you can't be perfect with it of course but that's hardly the point.

My point is everytime, for better or worse, when doctors push the limits of medicine on this sever, medical/Chemistry gets nerfed into the dirt. Sur you're the fore most expert on medical getting nerfed into the dirt here.

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Re: Feedback On New Med Changes

Post by TheDonkified » 07 Feb 2018, 16:59

It's one thing to give marines super chems so they can ignore medics and fight with max speed and healing and no pain, but it's another to give the people whose jobs are to heal people the ability to heal people at a faster rate.

We've had QoL updates to make these healing roles do their job faster, such as removing the bone gel step after setting the bone, allowing healing roles to give people pills faster, and giving each OT the IMS. I don't see how a chemist making chems to make this healing process a little bit quicker is pushing the limits of medicine, since it's a tool in their disposal that takes time to distribute and also knowledge to do it efficiently. What's the point of doing chemistry if there are already pill bottles in the medic prep vendors that give ample dosages for healing people? You may as well nerf chemistry into a shitty dispenser where you press a button to vend out a chem and wait it out like req instead of a system that requires patience and skill with a long-term benefit for marines.
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Surrealistik
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Re: Feedback On New Med Changes

Post by Surrealistik » 07 Feb 2018, 17:16

LocalizedDownpour wrote:
07 Feb 2018, 16:44
Because from a gameplay standpoint making someone take five pills takes roughly ten to fifteen seconds opening bottles feeding time included.

Doing five pills job in one pill ONTOP of tram, it stops becoming a stableizer and more of a super pill. Give it to a marine and he can just ignore wounds...granted you can't be perfect with it of course but that's hardly the point.

My point is everytime, for better or worse, when doctors push the limits of medicine on this sever, medical/Chemistry gets nerfed into the dirt. Sur you're the fore most expert on medical getting nerfed into the dirt here.
Sure, and let me be the first to tell you that superpills are not powergaming because it's generally better to efficiently produce lots of specialist pills instead, particularly since you only need to treat one or two things at a time (oxyloss, brute and/or burn); at the very least this is true prior to deployment when time is of the essence; afterwords, superpills start being a better investment since you have a relatively large amount of time to produce drugs, and chemist time is less valuable than medic time while they're in the field (but you then face the logistical difficulty of getting the drugs where they're needed; much easier said than done).

As for Assblast USA, it's still doable and powerful; its biggest limitation now more than anything else is that it starts off blacklisted (not a single one of its component drugs start off authorized), though yes, it was weakened considerably after several changes to hyperzine and synaptizine, and adverse reactions were added to the chemicals they used to be combined with, likely as a direct result of it being too strong initially.
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Re: Feedback On New Med Changes

Post by LocalizedDownpour » 07 Feb 2018, 17:19

Chemists can make Dermaline, Alkysine, Clonexadone, Imidazoline, Impedrezene, and BloodSuger pills, none of which are found in the medivends, all of which are extremely helpful.

Also this isn't normal SS13 where chemist is a dedicated role. You're foremost a doctor. You should be treating patients in your medbay not just sitting at the chem master. I fully understand the appeal of making these wonder drugs that can do everything, but I tihnk you're missing the key factor of balance. If you start making these bottles of hyper meds that can fix everything but IB and organ damage...which can be ignored with Peri QC...and seeing as you can MAKE QC now it's very feasible to have marines never evaccing if they're kept drugged, sprinkle tram in there and you do have a super pill so you have marines that just fight until they literally are incapable of movement.

For better or worse, that's not the point of the chem lab. The point of the chemlab is to make advanced medicine for the doctors to use to help in the medbay, and occasionally give some better/specialized medicine to the medics. Not make super blends. Like it or not, I can almost promise if this gets to be a regular thing now, you'll find chem mixes will start causing toxin damage, everyone will scream how it's unfair, but never blame the people that are trying to push the games mechanics to the limit, and I do consider making Peri/QC/Bica/Derma/Trico/Dex+/Tram pills. This is literally the very definition of a super pill.

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