Revert Combat Lifesaver Bag

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Bath Salts Addict
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Revert Combat Lifesaver Bag

Post by Bath Salts Addict » 29 Nov 2015, 23:02

Summary (a quick, 2-3 sentence summary):
As of current posting, the combat lifesaver bag is unable to be placed in a bag. This makes it quite useless, franky. A simple solution is to fix it.
Benefits (How this will benefit the server and game as a whole):
Medics are no longer taking lifesaver bags out on the field, making them a useless item. You can't even put them on suit slots, either. This means players will have to wait longer for treatment and not-so-good medic players will have to pick (poorly) and choose (again, poorly) between what exactly they want to bring with their crippled supply.
Details (Description of how you think this would work, the benefits, etc):
Simply revert it back to the way it was and what people were happy with. Combat lifesaver bags are not useless again and people aren't being sent back to the Sulaco for minor wounds medics should've been able to treat.
Implementation (Optional, if you have an idea how to implement it):
I'm no coder, but the combat lifesaver bag is listed as a "bulky" item. Downsizing it to "large" or something that can fit into bags would fix it.

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Derpislav
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Re: Revert Combat Lifesaver Bag

Post by Derpislav » 29 Nov 2015, 23:06

You do realize they're belts, right?

Trust me, I'm that medic that re-attached your face during a hive assault.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
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Re: Revert Combat Lifesaver Bag

Post by apophis775 » 29 Nov 2015, 23:47

They are belts. And, from my own experience (last night) using the components within, I was able to keep a LARGE amount of marines from death.

Wickedtemp
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Re: Revert Combat Lifesaver Bag

Post by Wickedtemp » 29 Nov 2015, 23:57

Hm... If they can't be put in bags anymore there will be less medics carrying them, deciding to use a marine belt for extra weaponry instead.

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HalfdeadKiller
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Re: Revert Combat Lifesaver Bag

Post by HalfdeadKiller » 30 Nov 2015, 00:09

If a medic is choosing to use a marine belt for weapons, then he can supplement that by carrying first aid kits... But a medic shouldn't be carrying a marine belt, having the lifesaver bag there makes healing marines so much easier.

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Re: Revert Combat Lifesaver Bag

Post by ChickenShizNit8 » 30 Nov 2015, 00:11

Little tip mate, Medics have priority over others in the RO line meaning you SHOULD be able to get a vest first
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HalfdeadKiller
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Re: Revert Combat Lifesaver Bag

Post by HalfdeadKiller » 30 Nov 2015, 00:20

Honestly, engineers should be getting webbings more so than medics in my opinion. I get about, four free backpack slots as a medic, while as an engineer I get about two.

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SecretStamos (Joshuu)
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Re: Revert Combat Lifesaver Bag

Post by SecretStamos (Joshuu) » 30 Nov 2015, 00:21

I usually carry a Rifle and two mags in my armor. That ties me over pretty well since I don't engage in combat often.

In the rare cases I do run low on ammunition, scavenging fallen weapons and ammo is usually pretty easy.

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Re: Revert Combat Lifesaver Bag

Post by Arachnidnexus » 30 Nov 2015, 00:30

It was possible to still be a competent medic even when the medical belt was the main thing to use. The Combat Lifesaver Bag is definitely not useless if you can't fit it into a backpack.

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Re: Revert Combat Lifesaver Bag

Post by Wickedtemp » 30 Nov 2015, 11:28

One round as a doctor I actually stashed one in my bag because it was in the middle of the game and all the medics were equipped. Aside from idiots eating those "Russian Red" suicide pulls there hasn't been a problem.

I know they're anti-radiation pills, but what kind of doctor makes a pill with Synaptizine without countering it with dylovene? That makes it a suicide pill. They're used more for suicide than anything else. I mean, really.

EDIT: Though with a fully stocked medical belt you can hold more healing chems than the lifesaver bag contains, because each autoinjector is only 5 units. 1 for dexalin, 15 for tricord, 5 default. However to make a belt "fully stocked" for my CM medical standards it takes a while and supplying a medic with all of that is a waste when they're likely to just die.

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Arachnidnexus
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Re: Revert Combat Lifesaver Bag

Post by Arachnidnexus » 30 Nov 2015, 11:41

Considering that you can swap out the autoinjectors and bruise packs in the lifesaver bag for bottles of pills, you can definitely hold more healing chems in the lifesaver bag. As a doctor I ditch the basic healing stuff in the lifesaver bag for bottles/pill bottles of oxycodone, bicaridine, peridaxon, dex+, etc. As a combat medic I still ditch the basic stuff and replace some of the less useful auto-injectors with pill bottles. It basically makes the medical belt obsolete.

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Re: Revert Combat Lifesaver Bag

Post by Disco Dalek » 30 Nov 2015, 11:53

Between a lifesaver bag with custom contents and a pill bottle with assorted pills in my pocket, I can literally access every type of medicine available to a medic with one hand. You really only need one lifesaver bag. Taking an extra in your backpack is nice, but it means the rare third squad medic ends up with absolutely nothing when they go to prep. Just keep tons of extra supplies in first aid kits to restock your bag. There's really no need to ever use a first aid kit during an emergency when you have a lifesaver bag in your belt slot like it's supposed to be.
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Re: Revert Combat Lifesaver Bag

Post by apophis775 » 30 Nov 2015, 16:39

So yeah, not reverting the changes. The CLS bag is working 100% as intended.

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