I encourage medic players to experiment with their own personal loadout, at the end of it all you need to be comfortable with what you bring to the field. At minimum, I'd recommend you at least ensure you bring 2 Bicard, 2 Tramadol and 1 Kelotane pill bottles with you, anything else aside you'll make good use of these in standard treatment. You may want to consider an extra Kelo bottle due to recent xeno burn changes but I still tend to get away with only 1.
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When it comes to firearms, I see three styles of Medic play. The Shotgunner, the Runner or the Rifleman.
The Shotgunner involves a high risk set up of a one handed shotgun, intended for personal defence more than anything, its massive strength is you can easily put down a flanking xeno or rush to assist other Marines, the disadvantage is its very risky and a bad play can see you getting killed or badly wounded. The Runner revolves around a SMG with, at minimum, a SMG Arm Brace, this loadout gives you decent self defence capabilities (with AP ammo), you can easily rush in to drag out wounded marines or chase off enemy contacts, but you'll lack strong staying power against higher level xenos, which you should avoid. The Rifleman just revolves around treating your gun as you are a PFC, but you fire less often, remain in the middle and take pot shots when the oppertunity presents, its the less unique but most consistent and safest option.
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When you revive someone. Please, for the love of god, give the corpse a pill of Inaprovaline and a pill of Dexalin BEFORE you defib them. You'll save yourself a extra charge when you do revive them and then they die of oxyloss before you can admin the before mentioned pills.
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Keep a oxycodone autoinjector on hand (try your helmet storage) for self use. You never know when you'll need a emergency boost in a bad situation. Pray to god that a fantastic MD offers to make you a pill bottle of Oxycodone pills. Yum.