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Thread: The LeBird braindead medic guide for people who dont know what they are doing (or do)

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    The LeBird braindead medic guide for people who dont know what they are doing (or do)

    HI! IF YOU"RE READING THIS, YOU PROBABLY DONT KNOW HOW TO PLAY MEDIC WELL. SO READ THE WHOLE FUCKING THING

    If you have no idea what you're doing, just follow this guide verbatim. If you have an idea what you're doing, still do this because it fucking works and I do better with it than most medics i see. I'm not going to argue with people the loadout or what not, this has its pros and cons but it fucking works well and it works good.


    GOLDEN RULES
    First off. As medic, do not frontline. DO NOT FRONTLINE. DO NOT FUCKING FRONTLINE

    Your job is not to unga and kill all xenos. Your job is to get the wounded, dying, or dead marines out and patched up. I will always be behind the marines, holding my scanner, pulling people back to treat and the dead to revive.


    Secondly. ONLY ONE MEDIC PER PATIENT. OD'ing people is a bitch. Always use your health scanner on somone before giving them meds and remember pills take like 5-10 seconds before they show up.


    Thirdly. Treat patients to priority. Medics/Specialists > SG > CO > SL > Everyone else. You can ignore this list if the person is bald and not worth saving. Save your advanced kits for people like specs.


    Fourth. Shake your fucking patient awake. Give them a painkiller and shake them THE FUCK AWAKE. Without shaking it might take them 30 seconds to get up. Spend two seconds to shake them twice at the very least and they'll get up in far less time to help fight. I'm not joking about this. SHAKE THEM FUCKING AWAKE.


    Fifth. OD Limits: Bicard, Kelo, Tramadol, Tricord: 30units. Oxycodine: 20units. Dermaline, Peridaxon: 15units.


    Sixth. If someone has IB (internal bleeding) give them a Bicard overdose. Do not make them have over 45 bicard in their system. The OD will give them some burn damage, so make sure they have some kelo too. DO NOT USE QUICKCLOT. Quickclot only stops the IB from causing bloodloss while its in their system and is fucking useless.





    LOADOUT
    • Light armor
    • Brown webbing
    • Lifesaver belt. Drop the Dexalin, Inaprovoline, and Quickclot pill bottles
    • Bicard Reagent Canister
    • Kelo Reagent Canister
    • Advanced First Aid Kit
    • 1 dexalin plus injector
    • 1 bicard pill bottl
    • 1 kelo pill bottle
    • 3 epi injectors
    • 5 oxy injectors (two go in helmet)
    • 1 stasis bag
    • 1 splint
    • Shotgun with magnetic harness, bayonet, and mini flamer. Load with buckshot
    • 10 buckshot rounds, in your armor


    When you've got everything stowed away it should look like this:
    Spoiler Spoiler:

    You can switch some stuff out as you learn how to medic better, or add in pill bottle of Iron or IA. IA isn't really needed as of me writing this though.


    TREATING PEOPLE
    Do this in order, as needed.

    1. ALIVE
    Use brute trauma kit to stop bleeding. Use kits on damaged body parts with over 15 damage.
    Apply bicard for brute, kelo for burn damage with your injectors from your Reagent Canister Pouches.
    If their health is below 0%, give them a shot of oxy.
    Splint fractured body parts.
    If they have toxin damage and did not OD, they have organ damage. Give them dylo and peri, and have them medivac or go to fob. (their choice to keep fighting)
    If they have over 25 oxygen damage or the damage doesn't stay in a 1-3 point range of it, check their blood level. If it is above 80%, they have organ damage. Give peri and have them medivac or go to fob. (their choice to keep fighting)
    If blood level is below 80%, oxygen damage is due to blood loss. Have them eat any food they can, or give them Iron pills, or both.


    2. DEAD
    Use brute trauma kit to stop bleeding. Use kits on damaged body parts with over 15 damage.
    Apply bicard for brute, kelo for burn damage with pills.
    Inject a shot of epi if priority or over 200 total brute+burn damage.
    Use your defib. If you do not have an advanced fib from the medtech, you must remove armor first. Base defib also deals 5 heart damage per defib attempt, which will cause patient to take some oxygen damage but only to a certain level.
    Give tramadol or oxy depending on priority.
    If they have toxin damage and did not OD, they have organ damage. Give them dylo and peri, and have them medivac or go to fob. (their choice to keep fighting)
    If they have over 25 oxygen damage or the damage doesn't stay in a 1-3 point range of it, check their blood level. If it is above 80%, they have organ damage. Give peri and have them medivac or go to fob. (their choice to keep fighting)
    If blood level is below 80%, oxygen damage is due to blood loss. Have them eat any food they can, or give them Iron pills, or both.
    Shake them until they are awake.



    3. Infected, aka Hugged, aka OH GOD I HAVE A CHESTBURSTER
    Put in stasis bag and medevac. If they're about to pop there is a noise effect and you should then have your gun ready. You can also ask if they want to be put out of their misery.

    4. Embedded Shrapnel
    Have the person hold their boot knife and press 'z' to use it. If they dont have a knife lend them yours but make sure to get it back.


    USING TRIAGE CARDS
    When you examine someone with shift+click as a medic, you have an extra option.


    See the "Triage holo card [none]" section at the bottom? If you click the "[none]" you get a menu with 4 options to choose from. Dont bother using this unless you are assigning a black card to perma/dnr corpses. These are corpses with skull or red straight line icons. Why do you black card these? Marines will drag dead bodies they see back to medics. If the body has a black card, they (SHOULD, KEY WORD FUCKING SHOULD AND YOU SHOULD YELL AT AND SHAME THEM IF THEY DONT) leave the body and ignore it.

    LINES AND SKULLS

    Green Line means you have time. After someone dies you have five minutes before they go perma and can't be revived.


    Flashing Orange Line means they have less than a minute before they are dead. Work on them fast, use trauma kits on everything to get them under 200 brute+burn and defib. Make sure to use epi if kits wont get you there and keep defibbing, each defib heals. Call out for help and to have someone do CPR. Another medic can start doing defib while you kit and pill them, but make sure to make who is doing what clear.


    Red Line means DNR. They are revivable but choose to not be. Black card and leave them.


    Skull means they're fucking dead. Black card and leave them.


    PRO/MISC TIPS

    Basic trauma kits heal 15 damage, Advanced heal 35. They, like gauze and ointment, will also keep gradually healing the body part they were applied to.
    Check before drop if medevac will be available over the medical channel. This will save you much frustration.
    Use of the miniflamer helps you push forward to grab a dead marine, or cover you from a runner as you take someone to fob on your roller.
    After you deploy and activate you medivac strecher, don't leave the marine alone if you are not in a secure position, or if they are hugged.
    Grab a welder backpack/satchel and stuff it with extra med supplies to bring with you.
    Only use the medic backpack if you're comfortable juggling your inventory.
    Use your Reagent Canister injectors on marines on the frontline. SG at half health and scan shows no meds? No problem. Give them a shot from the injector! Its instant and they can move. Trying to pill them would take time and be very hard.



    I know im forgetting stuff but i'll edit it in later (hud statuses, triage tags). There's some more advanced shit you can do tactic/loadout wise but this is solid.
    Last edited by PwntQ; 05-14-2021 at 06:00 AM.

  2. #2
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    Strong guide overall, few things I disagree with here. Some are just veteran grumblings, some are things you've straight up missed. This isn't to discredit your guide, but to provide more info.

    1. Too much oxy. Yes, oxy is strong, but I'd rather just take an extra tramadol bottle. If someone needs oxy to stay conscious through pain, they shouldn't be in the fighting, they should be evacing. Oxy is great for jamming it into the patient you're treating when a retreat is underway, just so they can get moving. Tramadol will still get someone with a couple broken bones and negative health up on their feet, especially if you've treated them with the relevant drugs and or kits. If you give your patient oxy, they will wander off with broken bones and negative health, and you'll be treating them again in a minute. Otherwise the loadout is solid. Not my pick, but loadouts are a very pro/con thing where there's no "right answer".

    2. Your treatment order is wacky. Medics are always the most important to get up in a shitfucked situation. Every medic you get up is another person working to unfuck the wave of dead marines. From a purely gameplay perspective, Commander and SL are PFC+, unless the Commander is fulfilling a special role (medic, building, driving the FOB, etc.). Medic > Spec > Useful Commander > SG > SL > Engineer > Shitty Commander > PFC. Obviously, this all goes out the window if someone has an orange indicator.

    3. You can use your knife on them to remove shrapnel. Pull your knife, click them like an attack ON GREEN INTENT ONLY and you will remove the shrapnel. Don't give them your knife, and tell them they're idiots for not having their own knife. This is also quicker than having to teach them how to dig shrapnel out if you're busy.

    4. Orange line needs a little more explanation. You don't have long, and if you need to kit, remove armour, and defib, you're probably not going to make it. CALL FOR HELP. Anyone can do CPR on a body which extends its timer, and another medic can do defibs while you kit and pill. This is the only situation where two medics to a patient is okay.

    5. You can fit 2 autoinjectors in your helmet. Do that. On my loadout I put a tricord and an oxy in there for my own personal "get hell out of dodge" use.

    6. Bloodloss is also a potential cause of permanent oxy damage, and your scanner shows this. Tell them to go eat some candy or get an MRE.

    Otherwise, it's a really good guide, new medics should follow this. Experienced medics are probably already doing something equivalent or better. Your treatment guide is good, your general tips at the end are good.
    Last edited by Urytion; 05-16-2021 at 04:23 AM.

  3. #3
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    1. Oxy is there because its in the injector and you can use it immediately on people. Smack them with the bicard, then kelo then oxy injectors all in a row and they can keep fighting and stay on their feet until they heal up or are killed. The way i have this laid out and the way i do it is to get them on their feet asap when they're in crit and back into the fight. If its not in the middle of a frontline firefight you can afford to slow down and do tramadol and what not.

    2. Changed it a bit.

    3. This is to prevent them from accidently stabbing someone, once they got this down on their own they can do either.

    4. changed that up a bit

    5. I had written that but didnt include a pic, bolded and increased size.

    6. added that in.

  4. #4
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    IF YOU ARE READING THIS YOU PROBABLY FORGOT TO MENTION A LOT OF IMPORTANT STUFF IN YOUR GUIDE!

    Quote Originally Posted by PwntQ View Post
    2. DEAD
    Use brute trauma kit to stop bleeding. Use kits on damaged body parts with over 15 damage.
    Apply bicard for brute, kelo for burn damage with pills.
    Inject a shot of epi if priority or over 200 total brute+burn damage.
    Use your defib. If you do not have an advanced fib from the medtech, you must remove armor first. Base defib also deals 5 heart damage per defib attempt, which will cause patient to take some oxygen damage but only to a certain level.
    Give tramadol or oxy depending on priority.
    If they have toxin damage and did not OD, they have organ damage. Give them dylo and peri, and have them medivac or go to fob. (their choice to keep fighting)
    If they have over 25 oxygen damage or the damage doesn't stay in a 1-3 point range of it, check their blood level. If it is above 80%, they have organ damage. Give peri and have them medivac or go to fob. (their choice to keep fighting)
    If blood level is below 80%, oxygen damage is due to blood loss. Have them eat any food they can, or give them Iron pills, or both.
    Shake them until they are awake.[
    1. Give Inaprovaline, it prevents marine from dieing from oxygen damage after revive. It also painkiller, downside it blocks dyvo. Also it prevents heart damage from defibe, if I am not wrong. Revive mix is good to prevent people from dieing, if they are in critical condition.
    2. Oxygen damage if blood below 90%. Also if blood below 50% they will start to get toxic damage.
    3. First splint marine then give them tramadol or oxy. If you don't, they will run away with fractures, broken bones destroy their organs and they will never know because painkillers block organ damage to show up:"You feel like something moveing inside."
    4. You probably should also give them dexaline if they have broken lungs or dex+ to remove all oxy damage.
    5. Trico heals oxy and toxic damage, good solution when you can't use dyvo because of inaprovaline.
    6. Use numpad keys to change limbs for treatment, saves time a lot. A LOT.
    7. Peri temporarly cures blidness.

    Quote Originally Posted by PwntQ View Post
    3. Infected, aka Hugged, aka OH GOD I HAVE A CHESTBURSTER
    Put in stasis bag and medevac. If they're about to pop there is a noise effect and you should then have your gun ready. You can also ask if they want to be put out of their misery.
    NEVER, NEVER PUT PEOPLE IN STASIS BAGS IF THEY DON'T ASK. NEVER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!

    Quote Originally Posted by PwntQ View Post
    Red Line means DNR. They are revivable but choose to not be. Black card and leave them.
    Not always, sometimes they could be drop up from game because of lag, error or any other reason. So better move body to safe zone. And when they come back another doctor will be able to revive marine.

    Your loadout is bad. I usually take 4 advance medkits, revive mix and 5-10 splints. Also you can get AI from medbay and if research is lucky bonemending from research.

    Downsides of guide:
    1. Doesn't tell importance of splints.
    2. Doesn't tell importance of inaprovaline.
    3. Doesn't tell anything about AI and brain-damage.
    4. Doesn't tell how to treat people with over 300 damage.
    5. Tells people to put marines into stasis bags.
    6. Overrates oxy.
    7. Tells nothing about dexaline.

    Plus of guide:
    1. Author has huge confidence that he is not bald anymore.
    2. Pretty good guide for beginners, but doesn't teach on how to be robust medic.


    Nice guide, gg wp, I hope my critic will be useful in improving your guide.
    Last edited by Cory Paulson; 06-25-2021 at 12:57 AM.
    Spoiler Spoiler:

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    IA, not critical to not get it but you will save allota time for marine, KD is kelo mark II , IronSugar pills will regen blood and give them nutrients so marines dont have to take their a usually dangerous way to fob to get food, yeah also if patient is orange, one epi injection is enough to revive not bandaged marine unless they burned for whole time. I give a marine epi not looking at scanner then defib.
    TB is bic mark II but its not worth it, SLs and specs likely to take them.
    To get all of this you need one competent doctor that can read wiki at chemistry.

  6. #6
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    Red line on defib can also mean the guy crashed, I had some experiences with people coming back from DNR so I suggest waiting a bit before abandonning him completely

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