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Thread: Good medic?

  1. #1
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    Good medic?

    Hi, this is my first time posting on the forum, but I wanna know what makes medic, a good medic? So yea, basically I am starting to play medic a lot more and I want to know what makes you a good medic.
    Last edited by Hhahs28; 07-22-2020 at 08:24 AM.

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    Whitelisted Captain 50RemAndCounting's Avatar
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    Have you read the wiki and forum guides to playing squad medic? Because we have a ton of them.

    Start with these: https://cm-ss13.com/wiki/Squad_Medic...es_and_Reading
    Sheeesh this boy LRP as hell!

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    Well I have been playing medic for a few weeks now, I read some guide and finished reading the wiki, can heal marine with above 300 damage, but I am just wondering what makes people a robust and good medic.

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    A good medic is a person who doesn't focus on getting kills, but rather healing the marines that should do that. This means your job is to primarily heal marines, if you're in danger, of course, defend yourself.. or if there's somehow no one to heal.

    Basically, heal, pill, give them a pat on the back and a good luck.

    Pro tip: If he has oxy damage and the scanner says that there's bone fractures, splint his chest. His heart or lungs are damaged.

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    Your abilities to work under pressure and to multitask are key. It's one thing to heal and revive someone over 300 damage, but you gotta be able to do that in the thick of it, and take care of other Marines with lesser injuries while communicating medical. Lots of docs get tunnel vision on one dead guy, and only take care of that guy even if they have the means to take care of multiple Marines. The whole basis of success for the Marines is their overwhelming firepower, which is why it's important to have every gun in the fight.

    You can't be afraid of danger; you should be with your squad, only a few yards behind the line so you can see how your Marines wounded. It'll help you triage if you can see how a Marine was hurt. Plus, if someone goes down you can run up and treat them on the spot, so they can get right back in to the fight. Lots of docs will sit in one area behind the line, which means Marines that were killed then recovered a few minutes postmortem likely wont get treated in time. Just don't be foolish and try to fight, you're more likely to get distracted and die.

    Lastly, communicate. Use the medical channel to work with other medics and the field surgeon to coordinate triage. If there's a lot of wounded in one area, call for help. If you plan on staying in an area, let the other medics know so they can direct wounded Marines to you.

    And one other thing, if you see a dead Marine, put a black triage card on them, so Marines know that the body is perma-dead.

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    You can place triage cards by examining people and changing the holo tag.
    Black is permanent-dead (stops marines from giving them CPR or rescuing bodies), red is hugged/massive organ failure, orange is broken bones. Though most people don’t use orange, since it’s not really important.

    Just using holocards makes you a fine medic. Other than that, get at least some IA (heals brain and eye damage) from the pharmacy at round start.

    If you know how to set tags, know how to triage when there’s multiple downed (medics > CO/SO > sg/spec/SL > the rest), have IA on you and understand how defibbing works, you are a pretty good medic.
    Robert 'DangerZone' Hale and the incognito legion

    FA-XXX-L5 (The D-Day Drone that never wants to be a Hivelord yet always winds up as one)

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    Hey guys really appreciate the tips as I am still learning how to work under pressure as medic, as I need to prioritize over people when situation get out of hand.

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    Quote Originally Posted by ethancol View Post
    Hey guys really appreciate the tips as I am still learning how to work under pressure as medic, as I need to prioritize over people when situation get out of hand.
    Just remember. If there are a fuckton of hostiles and you need someone defending you or the FOB Prioritize the living first. If you see any "GASP"ing messages pop them an inaprovaline real fast because thats gonna stop them from dying.

    Usually when i go medic i bring inaprovaline injectors so that the defib step gets removed. Though you need to be fast in patching up bleeding since they're gonna lose blood if they're still alive.

    Also if you dont see any "advanced scanner required bone fractures thing" and your HF analyzer says that they have a bone fracture in chest,head,groin 100% they dont have a bone fracture in any of those parts. But if you see that "advanced scanner" thing then there is a fracture in one of those body parts.

    For triage you prioritize spec(since these guys are limited) > medic > engi > other roles > pfc. If theres a lot of dead people the prioritization should switch to medic > spec> engi > other roles.

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    Your goals as a medic, are to keep as many marines in a healthy state to fight as possible.

    In my opinion the optimal longterm strategy is:

    1) Keep dead marines from being dead long enough they can't be revived. (Defib them)
    2) Keep critical marines from dying, to prevent time needing to be spent to revive them. (Give them inapprovaline)
    3) Heal marines and give them painkillers so they can fight effectively.
    4) If a marine is so injured they need to medevac, (internal bleeding/broken bones,internal organ damage) they are your lowest priority to heal (so long as they are stable).

    Sometimes you are overloaded and it is not possible to keep all marines alive, if you are 2 medics and 14 dead marines have been dragged to you, identify the marines that are most useful (i.e specialists) and the marines who can be healed/defibbed in the shortest amount of time and revive them. If you are on the boundary of maybe being able to save all the marines, focus on the ones who have been dead the longest. If lots of crit marines are coming making sure to spam out inapporvaline, a couple seconds to give an inapprovaline pill can save 30-45 seconds to strip/heal/defib.

    You can get faster by having a good inventory layout, make sure to tick the "automatically take pills from pill bottles" option. Good memory also speeds you up, if you can remember that patient #1 has a broken chest, bleeding left hand, bleeding right foot, acid damage and brute damage, you don't need to scan them multiple times with the health analyzer, speeding you up. If you have an incredible memory, you can even rapidly scan several people around you, memorise their injuries and then put away the scanner and treat them, rather than needing to pull it out and put it away multiple times. You can also scroll up your chat log, or choose the "pop out window" option on the health analyzer, depending on what you find easiest.

    Always be aware of where the front is, you want to be slightly behind it, but not so far behind a roaming lurker squad can get you. When the front barricade breaks, you need to be prepared to run and either abandon your patient or pull them along on a roller bed. A medic might go an entire round without seeing a xeno, if they stay in a safe spot. Killing a medic is as valuable to a xeno as killing all the marines you are going to revive over the rest of the round. Put another way, a lurker who kills a medic early and drags them away, sometimes has effectively killed 20 marines, that would otherwise have been revived by that medic (or prevented from dieing in the first place). Do not risk your life to try and run in and save random marines, tell other marines to do it for you.

    If you aren't pressured on time to save lives, make sure to give out tramadol to anyone heavily injured, or with moderate burn damage this will dramatically reduce the time it takes for marines to be combat effective again.

    If noone is dead and you are pushing into caves or something, you can preemptively give pills to people in front based on what xenos you see. For instance if there are 3 ravagers, you can spam some bicardine pills on pushing marines, if you are fighting boiler/spitter/prae spam you can give them kelotane etc.

    If you don't have any marines to heal, you should check marines aren't pushing without your knowledge. Often I have seen as a ghost 3-4 medics just chilling at the forward FOB, when just 2 screens to their right there are 10-20 dead/injured marines and 1 medic trying to treat them.
    Last edited by Saytkl77; 07-22-2020 at 04:48 PM.

  10. #10
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    Quote Originally Posted by Saytkl77 View Post
    Your goals as a medic, are to keep as many marines in a healthy state to fight as possible.

    In my opinion the optimal longterm strategy is:

    1) Keep dead marines from being dead long enough they can't be revived. (Defib them)
    2) Keep critical marines from dying, to prevent time needing to be spent to revive them. (Give them inapprovaline)
    3) Heal marines and give them painkillers so they can fight effectively.
    4) If a marine is so injured they need to medevac, (internal bleeding/broken bones,internal organ damage) they are your lowest priority to heal (so long as they are stable).

    Sometimes you are overloaded and it is not possible to keep all marines alive, if you are 2 medics and 14 dead marines have been dragged to you, identify the marines that are most useful (i.e specialists) and the marines who can be healed/defibbed in the shortest amount of time and revive them. If you are on the boundary of maybe being able to save all the marines, focus on the ones who have been dead the longest. If lots of crit marines are coming making sure to spam out inapporvaline, a couple seconds to give an inapprovaline pill can save 30-45 seconds to strip/heal/defib.

    You can get faster by having a good inventory layout, make sure to tick the "automatically take pills from pill bottles" option. Good memory also speeds you up, if you can remember that patient #1 has a broken chest, bleeding left hand, bleeding right foot, acid damage and brute damage, you don't need to scan them multiple times with the health analyzer, speeding you up. If you have an incredible memory, you can even rapidly scan several people around you, memorise their injuries and then put away the scanner and treat them, rather than needing to pull it out and put it away multiple times. You can also scroll up your chat log, or choose the "pop out window" option on the health analyzer, depending on what you find easiest.

    Always be aware of where the front is, you want to be slightly behind it, but not so far behind a roaming lurker squad can get you. When the front barricade breaks, you need to be prepared to run and either abandon your patient or pull them along on a roller bed. A medic might go an entire round without seeing a xeno, if they stay in a safe spot. Killing a medic is as valuable to a xeno as killing all the marines you are going to revive over the rest of the round. Put another way, a lurker who kills a medic early and drags them away, sometimes has effectively killed 20 marines, that would otherwise have been revived by that medic (or prevented from dieing in the first place). Do not risk your life to try and run in and save random marines, tell other marines to do it for you.

    If you aren't pressured on time to save lives, make sure to give out tramadol to anyone heavily injured, or with moderate burn damage this will dramatically reduce the time it takes for marines to be combat effective again.

    If noone is dead and you are pushing into caves or something, you can preemptively give pills to people in front based on what xenos you see. For instance if there are 3 ravagers, you can spam some bicardine pills on pushing marines, if you are fighting boiler/spitter/prae spam you can give them kelotane etc.

    If you don't have any marines to heal, you should check marines aren't pushing without your knowledge. Often I have seen as a ghost 3-4 medics just chilling at the forward FOB, when just 2 screens to their right there are 10-20 dead/injured marines and 1 medic trying to treat them.
    Wow that some good tips you have there, thanks man!

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