Only thing I disagree/havent seen is, someones heart bursting it has been a while since that happend since I been a medic but a small tip you can Defib and treat damege to the patient with the trauma kits
Only thing I disagree/havent seen is, someones heart bursting it has been a while since that happend since I been a medic but a small tip you can Defib and treat damege to the patient with the trauma kits
Heart breaks are rare but can really panic new medics. And I personally have broken someone's heart by defibbing them too much haha.
Spoiler:
Definitely agree. Between the 10 in the shotgun (9 in magazine, 1 in chamber) and the 25 shells in the webbing, even during a shooting/fighting withdrawal, I’ve never run out of ammo as a medic. I’m torn on buck vs slugs, though. I know I honestly shouldn’t be within three tiles of a Xeno if I’m playing medic right, but that doesn’t mean it doesn’t happen, and I’ve PB’d a lurker (who pounced my pain-crit patient instead of me) to death with buck, but I like being able to warn off warriors and other vultures who smell opportunity when they see me treating or rolling someone. (If you’re a field medic, and you’re dragging people, use your roller bed, save that marine’s bones, and don’t give the ambush castes easy kills, please.)
I know some people swear by buck, but since I’m not out for kills, I kinda lean towards slugs for the guaranteed stun that actually has range. Let the Ungas finish the Xeno off.
Why on earth do you reserve brute and burn kits for the most damaged? Personally when I see someone with mild injuries I just slap some kits on them and give them a tramadol, I feel that it's one of the quickest ways to get someone to get back to the front and start shooting again.
You absolutely can treat people with your kits. If they're very damaged I too treat them both with drugs and kits, though again as said in the original post, you only get 10 in a stack and I realize I end up burning through my kits if I am treating loads of marines that need to be revived and are just normally injured. Drugs don't work on the dead because they don't have a heartbeat and don't metabolize drugs. The only legitimate way to bring down damage for the dead is to use kits as far as I am aware.
It is far easier to give someone bica/kelo+ tram then shoo them away if they have moderate injuries that do not require serious medical aid. If they are bleeding and are very seriously injured (the bar above their head is red/ about to start flashing red) then I give them legitimate treatment and look for broken bones and the likes.
Last edited by Allakai; 03-07-2020 at 02:59 PM. Reason: typo
Spoiler:
That's totally understandable. This guide really isn't meant to force people to play how I play. This is just something I had came up with seeing one too many questionable medics and thought this guide would help people be pointed in the right direction if they have absolutely no idea what to do. If you got something that works: use it!
Spoiler:
HPR medic gets good usage out of space, your already taking a primary and only have to give up one slot in your armor for the additional box, agrip offsets the wield delay. Without a doubt it could be used better on other roles, but on medic it lets you maximize your medical supplies on you
no mention of my baby m44? it's a perfect sidearm and even occaisonally primary weapon depending on how you kit it, but I'll just say this: heavy round pocket shotgun mode
Everything in the gear section is something that goes against my character so no ty