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Thread: Allakai's Guide to Not Be a Bad Medic

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    Allakai's Guide to Not Be a Bad Medic

    How to Be a Medic 101

    What Exactly is a Medic and Their Job?
    Congratulations! You have by some stroke of luck been selected to be your squad's medic! A medic's job seems rather straightforward in the name. Medics are to keep the well oiled machine that is the USCM Falling Falcon's ground forces from all dying horrible deaths at the hands of terrorists wearing parkas and carrying WW2 suicide grenades on sticks, UPP instigators, giant bugs, or advanced aliens that want to turn your skull into a juice cup. Yet often I see medics struggle to do that very thing. What are some things you can do to help alleviate stress and makes things a little easier on yourself and the lives of your fellow marines? This guide will look into not only on HOW to be a medic but some tips, tricks, and my own thoughts on loadouts.

    Your Gear and YOU!

    Let's go ahead and get acquainted with your gear and Make sure you're wearing it all and kitted out properly for your mission down on whatever hell-hole of a planet you're deployed on.

    • Uniform- Kind of needed to do anything. It lets you not be your jimmies and lets you wear armor, webbing, and keeps you warm and not improper for social gatherings.
    • Helmet- Keeps your head firmly attached to your shoulders. Alternatively, if you want cool points you can choose to not take a helmet.
      Spoiler Spoiler:

    • Boots- Nice warm shoes to protect your toes from vile CLF and bugs that wish to take your feet for themselves. Also protects against glass. You get a bootknife with it at round start. You can opt to take out the knife and instead find a holdout pistol to shove in their instead, but then you'd lack an easy to access knife.
      Spoiler Spoiler:

    • Gloves- As said in-game your gloves are knitted by widows. Very warm and gives some decent protection. If wanted you can ask Req for combat gloves. I don't know the exact mechanical numbers if the combat gloves are better than the base gloves but it doesn't hurt to ask as Req usually has a lot of these gloves in stock.
      Spoiler Spoiler:

    • Backpack/Satchel- Nigh essential for lugging about your big ol' heart jumper cables and whatever random supplies you cannot cram into your pockets/webbing/ armor. It's preference on the backpack or satchel. Both are fine choices. The IMP Backpack carries more items than the satchel, though it must be kept in mind if you are to carry the IMP Backpack you MUST take it off to access the items inside while the satchel can be easily accessed like any other normal storage item by just clicking on it.
    • Armor- Keeps your intestines from turning into outestines. You have three options. Light, medium, or heavy. Again this is preference though each tier of armor protects more or less of your body at the cost of speed.
      Spoiler Spoiler:
    • Webbing- Yet another essential piece of the medic's equipment. Don't bother with the shoulder holster or normal webbing. You don't need a holster to carry a gun as I will explain later in the guide as the shoulder holster takes up valuable space, a luxury medics do not have. The normal webbing entirely is a noob trap as it only holds THREE items. What you want is the brown or black webbing. Both serve the same purpose and hold FIVE small items. Useful for your roller bed, medivac stretcher, extra nades, or whatever else you need to put in a pocket.
    • Belt- Absolutely 100% NEEDED to do your job as a field medic. DO NOT TAKE THE MEDICAL STORAGE BELT. The lifesaver is what you want as the medical belt is yet another strange noob-trap. Your belt holds all of your items necessary for your healing work such as pill bottles, burn/brute kits, health scanner, splints, stasis bags, etc etc.
      TIP!: When you spawn, go to your object tab and find the verb involving "Toggle Belt Mode". This means when you click on Pill Bottles in your belt you will instantly pull out pills from your belt instead of having to take out your pill bottles out of your bag by hand then getting a pill. Saves time and makes a massive difference.
    • MediHUD- The most notable item in the Medic's arsenal. This item lets you have a quick guess on the health of other marines and to see if someone is reviable or not. A green heartbeat line in the corner of their head means someone is freshly dead and has give or take 2-5 minutes of 'death' before they are brain-dead. If the dead marine has a orange heartbeat pulse above their head they have under 60 seconds to be revived. When you have these cases a orange line marine is HIGH PRIORITY over a green one. The worse thing you'll see is someone with a funny looking heart with a black lightning bolt through it. This is "broken heart patients". Get these people onto a MediVac Stretcher and ask your local CAS pilot to pick these guys up QUICKLY. Broken hearted marines CANNOT be revived by normal means and a doctor must do surgery to fix the heart BEFORE they can be revived.

      Due to your rank of being a Lance Corporal you have SOME authority so if you must, you can order your underlings (the PFCs) to do CPR, this extends a dead marine's death state far longer.
      NOTE:It is recommended to immediately tell marines around you if someone is "dead-dead" which means that someone CANNOT be revived anymore. This is shown by someone with a little skull over their head. This saves time and reduces your workspace clutter as you desperately continue to revive marines around you.


    The medic has a lot of things to use at their disposal to be a walking medbay. Each squad gets only three of these lads. Every single one of them should have the same items unless they intentionally throw away some items to make room for their own custom medic loadouts. I personally use ALL the items that come standard to the medic. Now that you know your gear, let's get acquainted with the items you're going to be using to keep the ungas from being too terribly dead.

    Your Tools of the Trade

    Your Health Scanner and You!: Your Health scanner is the medic's strongest item in their kit. Not only are medics specially trained to use these suckers, but you have no delay when using it on either yourself or another marine. The HS can see everything from brute, burn, oxygen, and toxin damage. It can also detect broken bones and brain injuries; however, it can be rather vague and you will have to have some guess work on the location of injuries. It is recommended to ask your patient if they can examine themselves to have the best idea where their broken or fractured bone is.
    IMPORTANT NOTE: Regarding broken bones and other injuries similar. Many medics fall for this and even myself at times. The health scanner can say "possible bone fracture detected" in WHITE letters next to the location of the injured section of the body. HOWEVER, if it says "BONE FRACTURES DETECTED" in RED letters it actually means the injuries are real and very serious. Immediately treat broken bones with splints, especially on the chest, head, and groin.

    The Defibrillator: Shortened to "Defib" this is the rope you use to lasso dead marine's souls back into their body once they go into the Great Bootcamp of Beyond. As noted earlier with the medihud this is what you use to revive dead marines. Before defibbing someone you MUST take off their exo-suit NOT the uniform. Once you have removed someone's armor you are free to attempt to revive them if they even can be revived.
    IMPORTANT NOTE: As a personal tip it is recommended to use your healing packs on the CHEST, HEAD, and GROIN. These three areas tend to be the most injured during fights as xenos like to aim for these locations (usually). Treat these three areas and then attempt to defib. This will save time on scans and if someone is still having issues being revived then you can scan.
    WARNING: Be VERY careful of using the defib too many times on the same marine as you CAN accidentally give someone a broken heart by defibbing them too much. If you have to defib someone more than TWO-THREE TIMES GET THEM TO THE DS ASAP.

    Advanced Brute and Burn Kits: Unlike other marines, the advanced healing kits are far more effective than ointment and bandages. Also unlike your average PFC you can INSTANTLY apply these advanced kits to damaged areas without 'fumbling' with them. You get 10 in a stack and should reserve these for very critical cases (such as those needing to be revived). However as you will see in your Armory you get a MedKit. Keep that in your bag so you can take extras out as needed. You can also return up to the Almayer and request more/ put almost spent stacks of advanced kits into the WY vendors to restock it. However you will have to ask a doctor to dispense it for you again.

    Splints: You will be tearing through these bad boys pretty quick. Splints can keep a fractured bone from getting worse. A fractured/broken chest can lead to torn lungs and other organ damage there which WILL kill your marines very quickly. A broken groin can lead to crazy toxin damage and also eventually death. A broken/fractured skull leads to worse and worse brain damage. Broken/Fractured bones are no joke!
    Note/Tip: Manage your splint supply, you will run out of these suckers pretty quick. Try to not use all your splints and instead keep one left over. You get two stacks of splints which is TEN in total. Return to your Dropship and click and DRAG the splint from your hand to the NanoMed on the walls of the DS then dispense yourself a fresh stack of splints. Reuse and Recycle!

    Stasis Bags: A good friend to the panicking medic. Good for keeping people alive a little longer if they're super messed up. If they've been facehugged, throw someone into a stasis bag and notify medivac they are hugged and need immediate evac or if you have to, lug them onto the DS and let the PO AND medical know who is infected.

    Injectors: You have a variety of injectors at your disposal and they are all very helpful and useful. Every injector has THREE uses of the drug; however, if they run out DO NOT THROW IT AWAY! You can take it back up to the Almayer just like kits and put them in the WY Meds to 'refill' your injectors. Some of them are injectors purely in liquid form of your pills which are outlined in the future. However there are a few special ones that I need to outline now:

    Dexalin Plus- Far superior to the base Dexalin by about 20% and can really make the difference with someone dying rapidly of oxygen damage (such as low blood or completely FUBAR lungs)

    Epinephrine- This is extremely useful, though some medics choose to not take this injector which is fine. This drug acts much like adrenaline. You will want to use this before defibbing someone to increase your chances of a successful revive if they are REALLY messed up.

    Oxycodone- An extremely helpful painkiller that can turn a marine into a one man murder machine for a few seconds until their body breaks underneath them. Use this on marines that are hurt but can still fight if they need to get back into the fight ASAP.
    Spoiler Spoiler:


    Your Assortment of Pills:
    You have a variety of pills to use at your disposal and each one serves a purpose and are all equally important to your job as a not so Red-Cross Field Medic.

    IMPORTANT NOTE: Every round the actual color and shape of the pill is randomized. So you cannot look at pills alone to know exactly what they are unless you memorize them off the bat at the beginning of the round. You will instead need to know the actual bottles themselves. This will help tremendously in the long run.

    IMPORTANT NOTE 2: A single pill is called a "dose". When your health analyzer tells you 'a dose' you give them a single pill of said drug it recommends.

    Bicaridine- Brightly colored red bottle and will end up being your usual go-to medicine, short handed to "Bica". Heals brute of all kinds may it be slashes or bullet wounds. Always make sure to feed someone a bica pill if they have a ton of brute damage. Heals relatively quick and can really make that life or death difference. When in doubt, Bica.
    -IMPORTANT NOTE: 3 doses of Bicaridine can heal Internal Bleeding (shortened to IB). However, a Bica OD causes an absolute TON of burn damage. If you absolutely need to heal IB, pair 3 doses of Bica with 1 Dose of Kelotane.

    Kelotane- Orange-ish colored pill bottle. Short handed to "Kelo". Your handy-dandy burn cure-all. Heals burns pretty quick and is your front line shield against spitters, boilers, and other acid based attacks. Or in the off chance you are dealing with a marine that was recently lit on fire. If they got burns, give them Kelo.

    Tramadol- A sort of white colored bottle, short handed to "Tram". This is the best friend of kelotane and really any injured marine. Tramadol is a painkiller. It can keep a marine going, especially if they're knocking on the door of Death. If they're in crit, give them Tram. If they have burns especially, give them Tram.
    -IMPORTANT NOTE: Burns cause a shitload of pain damage (Also called HALLOS) if someone has burns from either a flamer or acid, give them Tram with Kelo. Keeps marines in the fight a lot longer especially after crippling literal fire from a bad flame.

    Inaprovaline- Pink-ish colored bottle, has a few short hand names from "Ina" to "Inaprov". This drug seems to confuse a lot of players on what exactly it does. Basically, inaprovaline stabilizes a heartbeat to a relative normal BPM. It's a very VERY minor painkiller as well. Basically what you wanna do is use inaprovaline to stabilize someone when they're super messed up from being shot, slashed, etc and they're super close to death. It's also worth noting to give someone inaprovaline BEFORE you defib someone as it will help stabilize the heart rate.

    Dexalin- A blue in color bottle, written in short hand as just "Dex". This heals oxygen damage. While it does not cure broken lungs or low blood, it effectively oxygenates the body by about 40% so it keeps the injured that is low on blood or has ripped lungs from not dying. If someone is gasping or coughing up blood or is saying they're faint, give them Dex.

    Peridaxon- A dark black colored bottle, short handed to "Peri". This drug helps with organ injuries from torn lungs, ripped livers, and even minorly helps with concussions and brain injuries. Peri is best paired with Dexalin if your injured marine is gasping for air. Though if they're that knackered they need Peri they might need to head up to the ship for some actual treatment.

    Dylovene- A green-ish color bottle, shortened to "Dylo". This is your anti-tox drug. If someone has green numbers on their health scanner. Give them a hit of dylo. Toxin damage means a few things and they aren't good. It's not bad to give someone a dose of peri with their dylo as it could mean their liver or kidney is giving out. It's recommended to send your injured marine shipside if they have really bad toxin damage and they're vomiting.

    Quick Clot: An odd dark red color faintly similar to Bicaridine at a first glance. Often Quick Clot is shortened to "QC". As in its rather straight forward name, QC is used for those with IB. It is slow in acting but is best used on patients that have IB but are not critical. Helps cut down on your rapid use of Bica ODs and can save you Kelo and Bica in the long run.

    Loadout Options and Suggestions

    As you'll come to notice being a field medic you have an issue. Space. You won't be able to carry an ammo belt due to your lifesaver belt. You only get two pouches for possible ammo storage, your armor's ammo reserve pouches, and your webbing. A question that was my issue for some time was: "What gun should I use?"

    You have a few options for your primary:

    M41A MK2 Pulse Rifle: The PR we all know and love. On a base clip this bad boy holds 40 bullets (or 60 if you get extended magazines). Solid firepower, good variety of attachment choices and also gets the choice of an underbarrel shotgun, grenade launcher, or shotgun but lacks ammo overall. Something a medic will seriously be strapped for.
    -Good choice but not something I'd willingly choose.

    L42 Battle Rifle: A decent DMR with the unique ability to be one of the few weapons to be able to attach a smartscope to. You ONLY get the choice of the base or AP rounds (and the ever so rare incins). The L42 is good for medics that do not want to worry about being too close to the enemy or for the medic that wants to assist in a gunfight without adding to the wounded themselves. However your ammo storage is going to be seriously hurting due to the L42's low ammo count of 25 shots for both AP and basic.
    -Not recommended unless you run a smartscope.

    M37A2 Shotgun: A hard hitting CQC weapon that is also one of the primary cases of friendly fire for PFCs. Holds about 8 shells of your choice between buckshot, slugs, or flechettes. A strong PDW in melee but struggles in range unless using slugs. However, you can only hold clutches FIVE shots. This is the weakness of the shotgun for the medic solely based on the fact of your poor ability to hold lots of individual ammo.
    -Not at all recommended due to poor ammo count.

    M39 Submachine Gun As of writing this Guide (3/2/2020), the M39 recently got a buff to where it does hit a little harder now. All around this weapon has a large mage count (48 bullets in the base) and a huge mag count on the extended variants ( a whopping 72 rounds). The SMG has a few drawbacks, that being the low damage but it certainly makes up for it with the good RPM and the benefit you move a little slower than normal while wielding it unlike other two handed weapons that slow you down quite a bit. A good choice for the medic that doesn't want to bother for any special weapons as I will discuss later.
    - The personal favorite of mine if kitted properly. I personally take the SMG with a mag harness, suppressor, laser sight, and SMG stock. However, you are free to mix and match as you see fit.

    M41A Mk1 Pulse Rifle: The classic Pulse Rifle. The strengths of the Mk1 are a bit different than the Mk2. That being the far larger ammo capacity sitting at a staggering 95 rounds. The downsides to this boy, for a medic, is that you do not exactly have easy access to it. Unlike a PFC, a medic cannot waste their precious req points to obtain a veteran kit. Instead they must either A) beg a friend or another marine to get them a kit using THEIR points or hassle Req to order one (though Req usually gets Mk1s due to the way Supply works anyhow). Another downside is the lack of attachments as you only get a few options for a rail and underbarrel (only the weapon variants) and you can ONLY puta bayonet on for the muzzle.
    -Not a bad choice with the ammo count at all but the con is the awkward way of getting one.

    M41AE2 Heavy Pulse Rifle: The big meaty brother of the Pulse Rifles. This lad can hold a staggering 300 rounds. However, this weapon is a SAW (Squad Assault Weapon). This is not really recommended for your time as a medic due to the fact you should be healing and reviving and not laying down the smack on ye olden' bugs when it comes to a firefight.
    -A poor choice due to this weapon being clunky, heavy, and more of a fire support weapon for an engineer or PFC than a medic.

    If you are someone like me and take a sidearm pouch along with your large general pouch you have a few options for sidearms as well.

    Mod 88 Pistol: A good little sidearm with a strong mag count of 19 rounds along with having the benefit of the bullets having AP abilities and a unique two-round burst fire mode. Admittedly it is a peashooter but it's better than nothing.
    -okay-ish sidearm. I take it personally for the AP factor and good ammo pool. I only carry two rounds with it for the fact that if I am down to my sidearm, something is very wrong.

    M4A3 Service Pistol: A solid sidearm choice with its good rate of fire and strong hitting powers against fleshy unarmored targets and also can come in the lovely AP or Hollow Point variant to deal with specific targets. The weakness of the M4A3 for a medic is, again, the ammo count.
    -Another fine sidearm choice though the ammo count is questionable.

    VP-70 Pistol: A hard hitting sidearm with squash head rounds. This bad boy is somewhat rare and if you can get your hands on it, wouldn't make for a bad choice of a sidearm due to the good 14 round ammo count and hard hitting capabilities.
    -If you CAN get your hands on it by either begging your spec, IO, or Req for one then by all means.

    There's a few other choices but not everyone takes sidearms. Experiment and branch out!

    Being a medic is tough work. You'll get yelled at a lot and get called bald for every mistake you make. Relax and don't worry. Being a medic is trial and error. As a recommendation if you are ever on the fence about being a medic: Play Bravo Medic. Bravo is relatively laid back and you get the people that are somewhat injured or needing to simply be stabilized. Take things one at a time and don't be scared to mess up a little!

    If people have anything else to add by all means give your own tips and tricks.
    Last edited by Allakai; 03-03-2020 at 07:01 AM.
    Spoiler Spoiler:

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    9/10 guide I have a different opinion about the weapons. Shotguns are the best self defense weapon. You can stun a lurker or a warrior before it pounces shooting slugs from a safe distance or you can use buckshot and kill the xeno if he dares to attack you or at least stun the fucker. Rifles, sidearms and SMGs are useless to medics because you don't want to kill the xeno, you want to stun the xeno and run away. What are you going to do if you are pounced by a lurker/runner and you just have an SMG?. It's true that the ammo count is really low when you compare 5 shells to an entire mag but you just need to loot a random unga to find more shotgun ammo or ask anyone, the shotgun is a popular weapon you won't have problems to find extra ammo. The other reason you won't run out of ammo is that you're not going to be figthing your job is to heal, don't waste time firing when there are plenty of ungas that want to take your spot and fire their weapons. If you find yourself running out of ammo then you're either going full unga instead of healing or you're alone instead of following your squad helping them. That being said, use the weapon that you're most experienced with because you're going to be more effective fighting with your favorite weapon than using a gun that you don't usually use.

    TL;DR If you play medic I advise you to use a shotgun and use slugs or buckshot, weapons like rifles or SMGs can't stun xenos and you're an easy target for a lurker/runner if you can't stun enemies.
    Last edited by Adasis; 03-03-2020 at 02:32 PM. Reason: typo

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    Senior Member Me_Bigsnail's Avatar
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    Good guide for players starting up, I normally pick up the autoinjector pouch and fill it with 4 dex+ and 3 epi, you're better off dealing with oxy damage off the bat since its the hardest to heal.
    Vibing as: Dismas Hind.

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    Senior Member Swagbag's Avatar
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    Grrr MOU not in the guide? 2/10

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    Quote Originally Posted by Swagbag View Post
    Grrr MOU not in the guide? 2/10
    nibba you don't have enough space to carry a MOU with how many shells it goes through

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    Member Allakai's Avatar
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    Quote Originally Posted by Swagbag View Post
    Grrr MOU not in the guide? 2/10
    I've actually never used the MOU, then again I never really liked shotties terribly much anyhow but I mean you can try using a MOU as a medic.....
    Spoiler Spoiler:

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    Quote Originally Posted by Allakai View Post
    I've actually never used the MOU, then again I never really liked shotties terribly much anyhow but I mean you can try using a MOU as a medic.....
    I do suggest moving the M37 with buck up to 'best option possible', since it allows you to defend yourself from lurkers and runners trying to pad their KD

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    Member Allakai's Avatar
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    Quote Originally Posted by Just L View Post
    I do suggest moving the M37 with buck up to 'best option possible', since it allows you to defend yourself from lurkers and runners trying to pad their KD
    This is more for newer players. The m37 is a weird gun for newer/intermediate players and again the issue I have with the m37 is solely based on the ammo capacity rather than the raw damage it can do. It certainly CAN be taken by the few medics that want to use it but it's not what I would personally recommend!
    Spoiler Spoiler:

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    M37 holds 10 shells, not 8. If a medic and engineering want to, they can use a brown vest and carry 5 handfuls, which is 25 shells. If you count looting and Req sending shit down into that, you can easily last an entire round

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    Member Allakai's Avatar
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    Quote Originally Posted by DefinitelyAlone0309 View Post
    M37 holds 10 shells, not 8. If a medic and engineering want to, they can use a brown vest and carry 5 handfuls, which is 25 shells. If you count looting and Req sending shit down into that, you can easily last an entire round
    A good point, though for myself and the way I create my loadout, my webbing has some important gear that being my two extra handgun mags, my roller bed and stretcher and a fifth item that being either a grenade or another injector. A fair point, however.
    Spoiler Spoiler:

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