User Tag List

Page 2 of 2 FirstFirst 12
Results 11 to 16 of 16

Thread: Medical Specialist

  1. #11
    Banned
    Join Date
    Dec 2019
    Posts
    188
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Funniest shit I've seen all day
    If this isn't a shitpost I'm going to kanye stare

  2. #12
    Junior Member
    Join Date
    May 2022
    Posts
    1
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Medical Specialists offer medical or surgical treatment to patients with diseases and injuries. Medical Specialists work in hospitals, clinics, universities, or private practices. Depending on their area of specialization, an online medical office specialist may focus on research and development, preventative medicine and disease management, or diagnosing and treating illnesses.

  3. #13
    Senior Member
    Join Date
    Dec 2018
    Posts
    266
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Synths already do field surgery.
    As for a syringe gun idea, we had that back on techwebs. No one used it because dosing people without scanning would just OD them and aiming for friendlies that move a lot is hard.

  4. #14
    Junior Member
    Join Date
    Nov 2019
    Posts
    19
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Moosetasm View Post
    Unfortunately, I think the healing-ray-gun is something more in line with regular SS13, and not the CM-verse.

    I think a better idea for a healing support spec would be something more (I really hesitate to use the word “realistic” since we’re talking about a universe with biomechanical space-bugs & all, so let’s go with) “practical.”

    The first idea that comes to mind is a syringe gun, that has syringes as “ammunition,” and loads different chemicals just prior to firing. It would be able to switch between them the same way a pyro switches between different fuel types. They’d have a few tanks of chems, just like a pyro, but whereas Pyros have napalm, fuel-B, and fuel-X, the Med Spec would have Bica, Kelo, and Tram.

    Med Specs could also have some kind of terrahertz-band scanner that could detect a person’s injuries from a distance, accurately confirm and locate broken bones and internal injuries, as well as drug concentrations in the distant patient’s system, maybe even being able to identify chemicals that standard scanners can’t.

    Med Specs might have something like an auto-splint, that can insta-splint a limb, but has a windup for loading a single splint into the device, making it something that is prepared before being in the thick of it. Maybe it could load more splints, but that should be at the price of a longer windup to load.

    Med Specs could have a limited supply of some specialty chems that researchers cannot break down (proprietary chems, like how you can’t deconstruct the CL’s ultrazine). Some examples would be bonemending and organ mending. Since the hyper & ultra zines are not really for “good health,” the spec would not start with those.

    There could be an optional magnetic grapple with winch. For pulling equipment (guns with good attachments, AP clips) back behind friendly lines from a safe distance. Or, more importantly, latching onto a prone marine’s armor and dragging THEM back behind friendly lines without having to go out and risk the Spec.

    An optional single (read, once used, someone has to personally bring it back to the spec ground-side) medevac capsule that reverse-supply-drops a critical marine to REQ. Maybe make it so it needs something like 240 hydrogen to refuel it after use if you want a cost for medevac without a DS. (This would be meant for medevaccing important roles, like the CO or XO, though I’m sure baldie specs would medevac PVTs with this thing)

    Oh, one more idea here: Has some, and can fire, Sodium Hydroxide syringes. Fucks with the xenos somehow. Maybe damages them, but prolly just makes them slow, since it’d screw with their battery-acid blood.

    There. Support Spec Ideas.
    I love the idea of this, but i would like to add one thing to make it ehhh more use while also not taking away the use of field medics, make the gun shoot mini stims, basically stims that help a marine go unga brain a little more like a stim that is a short burst of rapid healing however it does a fuck ton of organ damage the longer its in the system, a speed stim that increases the chances of broken bones, a "strength" stim that makes you be able to take more damage but move slow as fuck basically turning into a terminator for like 10 seconds these stims would be one time use only and if you inject a marine with mutlible some bad things happen like brain damage or some shit

  5. #15
    Member
    Join Date
    Feb 2019
    Posts
    32
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Medics can heal anything fast + we have synths+ we have field doctors. Med specs has no meaning and devs will never give us same combat healing shit that benos have with qheal and heals from drones etc.

  6. #16
    Junior Member
    Join Date
    Apr 2019
    Posts
    22
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    The medical spec is called Corpsman.

Posting Permissions

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