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Thread: Braindead Guide to Medic

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    Senior Member Destrok's Avatar
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    Braindead Guide to Medic

    Evidently it's necessary to make a guide for medic because of the sheer volume of idiots who still think quick clot is worth anything in 2020 and that don't know what IA is. No fancy formats or images because I don't care enough, but I can and will link people to this guide instead of the wiki, and if they don't want to read it, their funeral.

    Okay, real simple. What's a squad medic's role? You keep your allies healed and as close to full combat capacity as possible, and if someone needs to get evacced, you make sure that they're able to get back.
    To be a good medic, you need to understand the medical system.



    Health and Damage

    Every human has 200HP. Above 100HP you are in normal health, and below it you are in critical state. If you reach 0 HP, you die. 200HP is 100% health, 100HP is 0%, and 0HP is -100%. Real easy. You can get healed to be under 200 damage if you're dead, but that won't revive you by itself.

    There are four types of damage. Brute (physical trauma, slashes, ballistic injuries, etc, anything that could cause external bleeding), Burn (heat, cold, corrosive substances), Toxin (blood not being filtered correctly, harmful chemicals in the bloodstream, etc) and Oxygen (inability of oxygen to reach your brain).

    Each damage type contributes to reducing the human's health count until it reaches 0. You can have 200 brute damage and die, or you could have 150 burn damage and 50 oxygen damage and die. Despite dying at 200 damage, you can still take damage from non-xeno sources, and this damage can go up to 800.
    Where do these damage types come from?

    Brute comes from bullets and from slashes. Can cause INTERNAL BLEEDING, BONE FRACTURES and ORGAN DAMAGE. Enough brute damage being dealt will cause external bleeding in a limb, which will heal by itself slowly, but will contribute to BLOOD LOSS. This is LIMB SPECIFIC DAMAGE. Coloured red.

    Burn comes from fire, acid and frostbite. (cold temperature, like on Ice Colony) This is LIMB SPECIFIC DAMAGE. Coloured orange.

    Toxin comes from liver or kidney damage, as well as overdoses on chemicals or combinations of chemicals that produce the Toxin chemical. This is BODYWIDE DAMAGE. Coloured green.

    Oxygen comes from lung or heart damage, blood loss, or being in CRITICAL STATE (crit) which is having over 100 damage (0% health). This is BODYWIDE DAMAGE. Coloured blue.

    Those are the damage types. Really simple. Limb specific damage will be marked as [T] for TRAUMA which means an ATK/ABK can be applied to it. Something very important to keep in mind is that if a human reaches 150 damage (-50% health), they enter HARDCRIT where they are forced to be unconscious. Another VERY important thing is that if you get 50 oxygen damage, you are put into OXYGEN COMA, which, once again, renders you unconscious, but does not apply any further damage to you by itself.

    There's also a very important mechanic called PAIN. Pain is caused by all types of damage and some permanent ailments, but especially burn damage. It slows you down and gives you a cancerous overlay that makes you see really badly. Only way to heal pain is to get rid of the damage causing it, and it can be treated by using painkillers.



    Permanent Ailments

    BONE FRACTURES - Fractures can occur in any part of the body. After enough brute damage is dealt (or a warrior punches you), a bone will fracture. This fracture slows you down. If the fracture is in the CHEST, HEAD or GROIN, moving while fractured will cause organ damage in those areas. Bone fractures are healed by surgery, and treated with SPLINTS.


    SHRAPNEL - Shrapnel can be embedded onto a human by explosions, ravager spike sprays, certain thrown objects if not wearing an uniform, etc. Moving with shrapnel inside you will deal damage to the part they're embedded in, possibly breaking bones, causing IB or organ damage. Shrapnel can be instantly removed by using an M5 Night Raider Bayonet on help intent on the target with a skill of medical 2 or higher. Large embedded objects like machetes can only be removed by right clicking the target and clicking "yank out object".


    INTERNAL BLEEDING - IB can occur in any part of the body. After enough brute damage is dealt, especially to unarmoured marines, it is possible that an internal vein or artery will be damaged. IB does not cause any type of damage by itself. IB, when left untreated, will start lowering the human's blood level, and cause blood loss. IB can be healed by surgery (if you're stupid) or by overdosing on BICARIDINE, which will be explained later. It can be treated by QUICK-CLOT (if you're stupid).


    BLOOD LOSS - It isn't really a permanent ailment, but it is still a health condition. Losing blood via bleeding or internal bleeding lowers a human's blood level. It will automatically try to regenerate at a slow pace by consuming the nutrition level, so you will be hungry after losing a lot of blood. Blood can't regenerate if you're not well fed. Having a minor level of blood loss, which if I recall correctly is below 90%, will cause a permanent 22 oxygen damage. This might seem like nothing but that is literally lowering your maximum health from 200 to 178. For context, an Ancient Runner's slash deals like 30 brute to an UNARMOURED victim. Having a blood level below 70% means you will start taking heavier oxygen damage, and lower than that means you will take rapid and uncapped oxygen and toxin damage. Basically, you die. Blood loss can be healed by eating food, IRON or by a blood transplant (O- if you're not stupid). Some other chemicals do increase the blood level but they're not worth your time. Just use Iron. Some cases of blood loss warrant a MEDEVAC, but they're rare.


    ORGAN DAMAGE - To understand organ damage you need to understand organs. In CM-SS13 you have three important body parts with organs inside them. The HEAD, CHEST and GROIN.


    Spoiler Spoiler:


    Organ damage can be healed in surgery and treated with PERIDAXON. The eyes and brain are able to be healed without surgery with chemicals called Imidazoline and Alkysine


    LARVAL INFECTION - Patient has been infected by an alien facehugger. Cured by surgery, treated with a STASIS BAG which will slow it down, but not by much. Progresses faster with more infected hosts in view. Will result in immediate and unrevivable death once the infection concludes, and a larva being born.



    Equipment

    Wars have been fought and lives have been lost in The Great Argument of medic loadouts. In the end, it is personal preference and you are guided by your experiences in the game. As a medic, there's 2 places for you to get your equipment; your Equipment and Uniform closets give you a very basic set of bare essentials, and the Chemistry part of Lower Medbay can hook you up with advanced chemicals.

    As the bare minimum for a new medic, I recommend following this checklist to ensure your loadout is suitable:

    - Can you revive someone who's dead? What about someone with 800 damage?
    - Can you heal the four types of basic damage?
    - Can you splint every bone in 1 marine's body?
    - If someone were to get infected, could you delay the larva's gestation?
    - Can you heal internal bleeding?
    - If someone's lung were ruptured, could you stop them from dying?
    - Can you haul someone a long distance quickly?
    - Can you send someone back up to the ship, from the front?
    - Can you heal brain or eye damage?
    - Can you restore lost blood?
    - If a harasser caste were to pounce you alone, could you fend it off?

    If the answer to any of these questions is a "no", you're missing something. Below is detailed some of the core medic equipment.

    Medical Storage Rig and Lifesaver Belt - These are your 2 choices for belt items. The difference is that the storage rig is able to carry ammo, defibrillators and roller beds but less items overall, and the lifesaver carries a lot more items in general but can't fit stuff like defibs. It's a better idea to take the lifesaver and make space in your loadout for the things you can't put in it. Both of them are viable and both of them come with an array of default chemicals.


    HF2 Health Analyzer - Can be used on any human mob to instantly (with medical 2) view their health state. Opens a window detailing their damage, blood level, and listing permanent ailments (except organ damage) with varying precision depending on your character's medical skill. Gives you some pointers on how to treat them if you're dumb enough to need them. Can occassionally be useful by psionically detecting organ damage and recommending Peridaxon. PLEASE NOTE that it will mark bone fractures on LIMBS with an [F] but it will NOT MARK bone fractures on the head, chest or groin. It will simply say "BONE FRACTURES DETECTED" but not tell you where. Use your intuition, ask your patient, and figure out what part is broken. If the chest has 120 brute damage then *maybe* it's broken.


    ATK and ABK - Can be instantly (with medical 2) applied to a body part you're currently targeting marked with TRAUMA to reduce the brute (Advanced Trauma Kit) or burn (Advanced Burn Kit) damage in that specific body part. ATKs will also stop external bleeding. Can be applied onto dead human mobs, under the same conditions as an alive one. Please note you can use your NUMPAD (yes, on your keyboard, right there. Unless you're using a laptop in which case tough luck) to very quickly change body part target. 8 is head, 4 is right arm, 5 is chest, 6... it's all laid out like the human body. You can also press certain numbers again to switch between body parts in the same area, so for example press 4 once to select the right arm and 4 again to select the right hand. You'll figure it out.


    Medical Splints - Can be applied to a human mob with a windup and is applied to your currently targeted body part. Forces a slowdown on the affected mob as long as it's on them. Prevents bone fractures from slowing them down too much, causing pain and dealing organ damage. SPLINTS HAVE A CHANCE TO INSTANTLY SHATTER AND GET DELETED IF THE BODY PART THEY'RE ON TAKES ANY TYPE OF DAMAGE.


    Defibrillator - Has 15 charges. Charges can be refilled at a charger, like the ones in the Almayer's lower medbay. Can be activated then used on a dead human mob that doesn't have any item in its exosuit slot with a windup. If the target has under 200 damage and isn't heartbroken, revives them. If the target has over 200 damage and isn't heartbroken, heals them by 20 health (scales with medical skill). If this 20 health heal is enough to put them under 200 damage, revives them. Defibrillators will not work if the target mob doesn't have a player occupying them, if the player has gone DNR (do not resuscitate), if they are heartbroken, if they are braindead (dead for over 300 seconds) or if they are wearing anything in their exosuit slot.


    Medical HUD glasses - (I forgot the exact name. Healthmate?) Can be worn on your eye slots to give you the Medical HUD. Very quick and easy triage tool. Gives you a health bar over every human mob you see, including yourself. Bar flashes black and red if they're in critical condition. Shows the status of dead bodies. A green heartbeat means the body has been dead anywhere from 1 second to 240 seconds. An orange heartbeat means the body has been dead for over 240 seconds, but under 300 seconds. A skull means the body has been dead for over 300 seconds, so it is braindead and unrevivable. A red, flatlined heartbeat means the body has been dead for less than 300 seconds but the player has chosen to go DNR, you can't revive them. Can also mean the player has closed their BYOND client, willingly or from a crash.
    You may also examine human mobs and under the text you get after examining them, you can assign them a holocard for triage. Generally, orange means they have a non urgent permanent ailment like a bone break, red means they are in life threatening danger like a larva infection or heavy organ damage, and black means they are unrevivably dead.


    MEDEVAC Stretcher - Can be deployed and a human mob may be buckled to it. Once deployed and a human buckled to it, can be right clicked to activate the beacon. Will show as an available target for a flyby dropship's MEDEVAC modules. This goes more into PO territory. Before trying to use these, use your medical channel (:m) to make sure there's an active PO on duty, and tell them to take off. You can only MEDEVAC from under glass roofs and unroofed tiles. You can check the type of roof by examining the tile in question.


    Roller Bed - Can be deployed and a human mob, a stasis bag or a T1/T2 xeno corpse may be buckled to it. Decreases the slowdown penalty from dragging these things. Can be broken in one slash by xenos.

    Stasis Bag - Slows down the rate of metabolism, organ damage, larval infection, etc. Basically you shove people on the edge of death that you can't effectively treat or cure into this. Please for the love of god do not shove people you just revived into a stasis bag if you haven't returned their gear to them. In fact, DO NOT USE A STASIS BAG FOR ANY OTHER REASON THAN A LARVAL INFECTION.

    Medkit Pouch - You're taking two of these. They fit in your pockets. A medkit fits in each of them. Medkits can be filled with a wide array of different medical equipment, seriously, try them out.


    Medical Chemicals - An array of chemicals that you can use to heal and treat people. They usually come in pills but can come in injectors. Feeding a pill to someone will take a while to metabolize, be patient. Injecting someone will deliver the chems instantly. All of them have different overdose limits and effects. Overdoses become more severe the bigger the difference between the current unit count and the overdose limit is. There are some chemicals that are important but you won't get by default - you'll have to go to the Medbay's chemical area and request them. These chems will be marked with a[*] in the list.
    Chemicals are able to be metabolized from pills and injectors into dead bodies, but they will not decay while inside them, nor will their effects be applied, with one notable exception being Epinephrine.




    Spoiler Spoiler:




    Example Scenarios

    Situation One:

    Spoiler Spoiler:


    Situation Two:

    Spoiler Spoiler:


    Situation Three:

    Spoiler Spoiler:


    Situation Four:

    Spoiler Spoiler:




    Conclusion
    Now, this guide isn't meant to give you an answer to every possible situation. You'll have to master the art of triage by yourself and giving priorities to patients. Sometimes, you'll have to lose someone. If you really want to be a good medic, you need to know your equipment and the medical system in and out. Play some PFC and get into the thick of it, so you can understand what it feels like to be on the receiving side. Talk to your patients, they KNOW when their bones shatter or they get IB as long as it occurs outside of hardcrit. I'm not a professional guidemaker, I made this as a kneejerk reaction to someone on discord not knowing what Peridaxon did. Odds are if you're the type of person who found this guide on their own, you don't need it. I'm just going to link people to this when I don't feel like explaining the medical system to them.

    As a final tip, if you play medic, TAKE A FUCKING SHOTGUN. Don't take an HPR. Don't take a carbine. You're not being helpful providing covering fire, suppressing fire, shooting over your teammates. No. You're being useless. Take a FUCKING SHOTGUN, slap a MAGNETIC HARNESS on it and load it full of BUCKSHOT. Why? Simple, it's the strongest deterrent against Runners and Lurkers, who can and WILL target you when you're healing someone. You're not going to get a lurker off your patient by plinking them with your stupid HPR, you will PB them with a fucking shotgun and you will like it motherfucker.



    Last edited by Destrok; 06-22-2020 at 05:27 PM.
    Waiting for lagless CM
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    Alexander Keys - Human (Command)
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    why write a guide when there's 10 medic guides already
    Former staff, also former Synthetic senator.

    Now just a shitposter and lurker.

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    Senior Member Destrok's Avatar
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    the other ones arent made by me :smile:
    Waiting for lagless CM
    Manuel Conrad - Human
    Alexander Keys - Human (Command)
    SA-D5 - Xenomorph
    Har'Kittak - Yautja
    Thomas - Synthetic

    I'm awesome

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    Whitelisted Captain 50RemAndCounting's Avatar
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    Mashallah for this guide.

    Quote Originally Posted by AcuteCircle View Post
    why write a guide when there's 10 medic guides already
    He's a mentor, why wouldn't he, it's his job
    Sheeesh this boy LRP as hell!

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    Mentor Memesky's Avatar
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    -1 didnt see them ingame

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    Senior Member DekoToast's Avatar
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    Instructions unclear, I PB'd and perma killed my patient.
    Rain 'Hail' Atkinson (Human Roles): Slayer of Xenos and babysitter of PFCs
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    Mentor - 6/5/2020

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    oh great medic mentor of high command above...

    where do i put spare shotgun shells? webbing? armor? helmet?

    any preferred tacchies? laser sight for free stats? agrip? gyro to drag + pb without breaking your screen? RC? Bayo to stab benos?

    before i took an M4A3 with laser and rail, but now im not sure
    .

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    Quote Originally Posted by Gwuhja View Post
    oh great medic mentor of high command above...

    where do i put spare shotgun shells? webbing? armor? helmet?

    any preferred tacchies? laser sight for free stats? agrip? gyro to drag + pb without breaking your screen? RC? Bayo to stab benos?

    before i took an M4A3 with laser and rail, but now im not sure
    .
    Personally, I suggest using a black or brown webbing vest and storing all your shotgun shells in there. That's 25 shells which is plenty for someone who is not going to be in constant combat

    If you REALLY need more shells, put them in a large pistol mag pouch and your helmet. That gives you 40 extra shells which is overkill for a medic, unless you're a delta medic and on the front all the time.

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    Quote Originally Posted by Just L View Post
    Personally, I suggest using a black or brown webbing vest and storing all your shotgun shells in there. That's 25 shells which is plenty for someone who is not going to be in constant combat

    If you REALLY need more shells, put them in a large pistol mag pouch and your helmet. That gives you 40 extra shells which is overkill for a medic, unless you're a delta medic and on the front all the time.
    i keep spare splints, my roller bed, and my stasis bag in my webbing though
    that makes either 2 or 1 spots for shotgun shells
    ...but i always find myself in combat for some inexplicit reason

    and i always tend to run out of splints

    should i really cough up the splints for that?

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    Just stick the splints and the stasis bag in a medkit.

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