User Tag List

Results 1 to 10 of 10

Thread: How to Defib

  1. #1
    Member
    Join Date
    Jan 2019
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    How to Defib

    On the off chance someone doesn't check the wiki like any sane individual, I copy pasted this here.

    Standard Defibbing Procedure:
    1. Find a corpse with the defib symbol on them. Normally, they have a black line and a yellow symbol or black one. If it's a skull, then don't bother.
    2. Move said corpse into a safe location where you can undress them and redress them. Preferably somewhere you won't die with your patient but also not far away enough that they'll time out.
    3. Scan them immediately preferably while moving.
    4. Whichever has more damage, take out that kit (if burns, burn kit, if brute trauma kit). Take off their armor (clickdrag their sprite onto you then click on m3 pattern marine armor) while you're treating them and don't change kits or to defib until armor is off.
    5. Stop everything once it's below 200 and defib them now.
    6. Defib them already.
    7. Apply inaprovaline then other medicine.
    8. REDRESS THEM.
    9. Move them to a safe location so they can get surgery or heal away from danger.


    It should be noted that if there's no xenos in sight and you don't know when they died, it may be a good idea to defib them right there. Alternatively, the xeno that killed them is about to get a double kill. Your call.

    Here's some things that'll prevent people from being defibbed:

    • Chestbursting. There's a massive bloody wound on their chest. He's dead, Jim
    • Decapping. Their icon may read revivable but the head not being there is killer.
    • Zombie. They look like a dead zombie and will gnaw on you if they wake up and you're around.



    The Defib actually tells you information about your patient so keep them in mind:

    • Patient is DNR. They disconnected. You can check back on them but it's unlikely.
    • Over 200 volts: As it says, take off their armor.
    • Vital signs are weak: Damage is over 200, reduce every damage possible with adv. trauma and burn kits then keep defibbing until they're alive.
    • Patient's soul has almost departed means that they're not in the body at the moment. Give it another shot or spam them with the noise by starting the defib and stopping repeatedly until they get back into the body or you get bored.



    Fun things about defibbing:

    • If your patient is still above 200 after applying adv. kits, you can still try to defib them because with each successful defib attempt, their damage goes down. However, if it's over 300 it's extremely unlikely you'll be able to revive them in time without another person defibbing with you. If it's over 400, save the charges.
    • There's a delay after turning on your defib, keep it on in your bag and then spamclick the heck out of it in order to get best results.
    • Your patients don't automatically get their things back on, for the love of [Insert deity of your choice], please put their things back on if you have time.
    • Being bumped, or switching hands WILL cancel defibbing. Try not to have this happen.
    • Defibbing someone and then them dying again will reset the timer. Do this on people with lung ruptures (if somehow you run out of inaprovaline, peridaxon, and dexalin) and quickclot OD if you want them to last long enough to make it back for treatment.


    How you can help your Medic.

    1. Drag corpses aren't blatantly unrevivable like zombies, headless corpses, or that massive gaping hole in Urist McMarine's chest.
    2. If they say "Not defibabble" then go to step 6.
    3. If they start taking off the clothes, make sure the area is secure. If not, tell them to move or protect them while they defib. No, seriously, protect that medic.
    4. Provide CPR if you can by clicking on someone. It'll help prevent them from dying again.
    5. Ask the medic if they are stable and then start redressing them.
    6. If not revivable, take their dog tags and move on.



    Quickclot OD and you or "It wasn't my fault, I swear!"

    1. Put the body onto a stretcher, grab their knick knacks and frantically sprint to the nearest powered sleeper whether that's Almayer or meddome on LV.
    2. Defib the corpse every 3-4 minutes in order to prevent them from timing out.
    3. Shove the body into sleeper and turn on the dialysis. Stop the dialysis after about five seconds and then defib the marine.
    4. Apply appropriate medicines and laugh it off.
    5. Wonder how many marines died because you tunnel visioned onto this one marine.


    A more practical guide:

    1. Place down a stasis bag and a medevac stretcher underneath that.
    2. Revive them and then zip it up when they're alive.
    3. Medevac and inform medical and now they are no longer your problem.
    4. If medevac is not possible, replace medevac stretcher with roller bed and move them to the nearest medevaccable position or LZ.



    Defib as soon as possible. If you can bring someone back right there and then, then do it. Don't wait because the timer can run out sooner than you expect it. If you can't rush to the nearest person that can while calling over the radio for a defib.




    If you know more useful information, share it or yell at me in big, scary letters.
    Last edited by nerocavalier; 02-19-2019 at 05:43 PM.

  2. #2
    Member
    Join Date
    Dec 2018
    Posts
    92
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    You don't need to aim at the mouth to do CPR. Just clicking them on with help intent while they're defibable is enough.

  3. #3
    Member
    Join Date
    Jan 2019
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by TobiNerd View Post
    You don't need to aim at the mouth to do CPR. Just clicking them on with help intent while they're defibable is enough.
    Fixed.

  4. #4
    Member
    Join Date
    Dec 2018
    Posts
    42
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Each defib reduces toxin, burn and brute damage by 8 (when medic, doctor defibs heal slightly more), so 24 total if the patient has enough of every type. If someone is at 107 burn damage and 108 brute damage, totalling to 215, a single defib will bring them back to life since damage is removed before the patient is revived.


    Each advanced kit heals 12 damage and there are 11 bodyparts, so the theoretical maximum on healing with kits is 264 damage removed (11*12 burn + 11*12 brute).


    Treatable brute wounds have a {T} next to them, after applying a brute kit this indicator will be gone. The {B} indicating treatable burn wounds is bugged and never goes away, I reported the bug a few weeks ago.


    Never defib before health scanning them first, if they are over 200 damage you are wasting a lot of time and a scan only takes a second.


    If you saw the marine die, they have 5 minutes on their death timer. If you know you have enough time, give them inaprovaline, QC if needed, and bandage their bleeding wounds first before defibbing to prevent making matters worse.


    Edit: Also don't use sleepers for QC overdose on almayer. Put them in a stasis bag, then prepare and inject/pill them with 5 units of water and 5 units of potassium. All chems in them gone instantly.
    Last edited by Ranged66; 01-02-2019 at 06:46 PM.

  5. #5
    Member
    Join Date
    Dec 2018
    Posts
    46
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Edge case:
    If you defib a patient successfully (they gasp), they begin taking small amounts of heart damage.
    In some cases this can lead to "perma-death". BUT, if you have a doctor on hand to do it, you can perform heart surgery, once the ATK is applied to the organs, the patient will be defibbable again!

    Also: Keep in mind that a defib attempt reduces damage by about 8 if you are a medic (12 for doctor? or CMO maybe?). That's a long way to go for someone with 400 brute. However, it reduces damage from all types each time, so if you have 300 with an even split of brute and burn, you are essentially healing ~16 damage a pop, that's not so bad.
    Last edited by captainyankee; 02-05-2019 at 02:54 AM.

  6. #6
    Member
    Join Date
    Dec 2018
    Posts
    43
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    The wiki gets way more traction from new guys because thats where mentors are taught to direct them. Why bother copying from there? Also the QC stuff is just bad advise

  7. #7
    Member
    Join Date
    Jan 2019
    Posts
    40
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Ranged66 View Post
    Edit: Also don't use sleepers for QC overdose on almayer. Put them in a stasis bag, then prepare and inject/pill them with 5 units of water and 5 units of potassium. All chems in them gone instantly.
    Unless potassium and water was already made, it'd be faster to dialysis them since it takes 5 seconds tops.

    Quote Originally Posted by Nimiety View Post
    The wiki gets way more traction from new guys because thats where mentors are taught to direct them. Why bother copying from there? Also the QC stuff is just bad advise
    You'e be surprised how many people still check forum guides and this is recycled from the last forums one. You have a point with the QC thing so I updated it with the more options you have now.

  8. #8
    Senior Member
    Join Date
    Dec 2018
    Posts
    387
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Medic protip:

    If you do not have any roller beds available but the marine your treating is splinted correctly and can stand, you can push them faster than you can drag them.

    Simply tell your patient to move to the direction you want (aka the way AWAY from combat and TOWARD the LZ's), and also push them towards that direction by walking into them with any intent except Help intent.

    This makes them go almost Roller bed speed if done correctly.

    In a pinch (aka FOB about to be breached) and if your patient is fucked up and you can't get a splint on them, slap them with the oxy injector you get in your belt or feed them oxy from a pill bottle / flask (ask Medical at round start) then do this method to get them the fuck outta there.

    This can be done by non-medics as well to speed up wounded evacuations.

  9. #9
    Senior Member
    Join Date
    Dec 2018
    Posts
    115
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Inaprovaline first so you don't have to keep shocking people because they died as soon as they were revived. Auto injectors for even more speed in this.

  10. #10
    Junior Member
    Join Date
    Jan 2019
    Posts
    14
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    if you have the time, shove down his dead throath all the meds he needs, even if he's dead, they will already be circulating when he gets revived, so you dont have to defib spam him until you run out of charges,

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •