Medic load out and all around tips

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contactdenied
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Medic load out and all around tips

Post by contactdenied » 08 Apr 2017, 14:19

Hi! I've been playing as medic for quite a while now, and I think my load out would help out some people just getting into the medic role.

1. Out of cryo now, while running to your squad's medic prep, grab a food box off of one of the tables through canteen.

2. Put on a medic jumpsuit and helmet from the vendor, (Purely cosmetic, a normal jumpsuit and helmet will work fine.) then a medical hud, and get a webbing and attach it to your jumpsuit. Also grab a medical encryption key and use it on your radio earpiece.

3. Get a lifesaver bag from the vendor too, but dump or put all of the injectors into the vendor by clicking and dragging. Keep the quick clot autoinjectors though.

4. Put the Russian Red pill bottle in your lifesaver bag into your backpack.

5. Get an advanced medkit, a basic medkit, and a defib, put them into your backpack as emergency supplies.

6. Now to restock your lifesaver bag, grab one of every pill bottle from the vendor except for Russian Red and put it into your lifesaver bag. Take two more quick clot injectors along side that, followed by a brute kit, burn kit, and splints.

7. If there are any Tramadol, Bicardine, Kelotane, Dexalin/Inaprovaline pill bottles left, grab one of each and put them into your backpack, these are vital to keeping marines on their feet or at least conscious. (Dexalin takes care of oxy damage at a moderate speed, Inaprovaline reduces the build up of oxy damage and acts as a weak pain killer.)

8. Once you're stocked up, head on over to the equipment vendors in front of your squad prep room, the ones that your fellow marines are getting equipment from.

9. Grab an SMG and 4 smg mags of ammo, load one into your gun and put the other three into your webbing on your jumpsuit. After done loading, put your gun into your suit slot.

10. If you are missing any of the recommended medical supplies, get them from the marine med vendors in the medbay lobby. ALSO DON'T FORGET TO BUG MEDBAY ABOUT PERIDAXON PILLS

OPTIONAL 11. Exit medbay, run through briefing and get to the RO line, the attachments that I'd recommend asking the RO for are the extended barrel and rail light attachments. Extended barrel improves accuracy, so you can save your buddy being dragged away by an alien, and the rail light improves the amount of tiles you can see, so you'll be able to see an alien quicker than other marines.

12. Attach those attachments to your gun, if you got any, and head to briefing.

Advantages: 1. Auto injectors run out fast, pill bottles don't if you use them sparingly.
2. Since you should have two Tramadol, Bicardine, Kelotane, and Dexalin or Inaprovaline pill bottles, you can use one of each for common injuries and you don't need to use them sparingly since you have an extra bottle of each.
3. You should have an advanced medkit and a basic one, alongside the extra pill bottles you brought. Big Red is a bit weird, but if you land on LZ1, you're closest to the colony medbay, which has a lot of weyland med vendors that you get get engineers to hack. Once they're hacked, everyone can get medical supplies. LZ2 is a bit on the worse side, the medbay would require a bit more walking to get to, so the best thing to do is set up shop in cargo.

Disadvantages: 1. No stasis bags, which means if you ICly know that someone is infected and what will happen, you better get them to a doctor fast.
2. It takes a bit of time to make someone swallow a pill, so I hope you're able to keep them alive long enough.
3. Every pill bottle sprite is the same, autoinjectors have the benefit of different coloring, so make sure you're not giving someone a Russian Red pill instead of a Bicardine pill.

Tips and tricks most people should know:

(All Roles) To attach attachments to your gun you should have your gun in one hand and the attachment in the active hand, then you will be able to click on your gun with the attachment to attach it to the gun. It takes a few seconds, and make sure the attachment is compatible with the weapon.

(All Roles) You can restock machines, click and drag on the related item in your hand to put it back into the machine. Tricordazine injectors will never run out if you keep restocking the med vendors with them and taking them out, they refill the auto injector after use. Pill bottles cannot be restocked though.

(All Roles) There are two equal dropships, the only differences between the two are that they go to separate LZs and are different in color. DS1 is blue, and is closest to the brig, DS2 is green, and is closest to the hangar shuttles.

(All Roles) To put someone onto a roller bed, click and drag their person onto the roller bed, it might be hard because the sprite might be blocking some of the roller bed, but it'll work eventually.

(All Roles) If you want to shake up someone or perform CPR on them, make sure you do it with an empty hand, otherwise if you're holding your gun, you'll bash their skull in with your gun. Could be worse, unless your gun had a bayonet on it.

(All Roles) Your intents in the bottom right corner dictate what you do to someone, if you want to wake up someone and your intent is set to harm (Red), you're going to punch them or worse. Using the help intent (Green), you will either shake someone to wake them up or perform CPR on someone to keep them breathing. Make sure your mask is off if you're going to perform CPR. The disarm intent (Blue) will make your person attempt to push over someone or take their weapon away from them. Be careful though, if the person you're trying to disarm has a gun, it might go off in the struggle. The pull or grab intent (Yellow) will make you grab or hold someone, if you upgrade your grip more and more, it'll get to the point of deciding if you want to disarm the person or strangle them. Careful with that one, and max grip also allows for you to throw someone.

(Medical Roles) Your medical hud is vital to treating patients, you can prioritize patients from 1 to 10 and see if you can defib a deceased person. The medical hud gives a status report of every person around you, if the icon next to their health bar is a skull, they are unrevivable either due to missing vital organs, or they have left the game. If there is a lightning bolt symbol next to their health bar, you're in luck. Immediately put that person onto your roller bed, because if they're dead, their injuries must be very severe. Cover all wounds with advanced kits, if you have none, resort to ointment to prevent infections and treat burns, and gauze to stop bleeding and cover up those wounds. Click and drag the revivable person onto your person, and take off their armor and uniform. After their clothes are off, click on the defib in your hand to turn it on, and click on them. If it works, immediately give them Tramadol to keep them from passing out and treat their injuries accordingly. ALSO DON'T FORGET TO CLOTHE THEM ONCE THEY'RE ALIVE.

(All Roles) Dragging someone with an open wound all over the floor is not a good idea. Pressing 3 will set your intent to pull, and you will get an upgrade item in your hand, upgrade that once and you'll be able to pull someone to safety without opening their wounds. To let go of someone, just press the drop icon in the bottom right corner. You can also throw someone if you have them in a tight grip, use that when the situation is dire and you need to save someone.

(All but the Doctors) You are not a surgeon! You were never trained on how to do surgery, so you best keep someone with all of their limbs broken stable and ready to transport to the Almayer.

(Medical Roles) If someone's condition in terms of oxygen is getting worse, quickly pop a Dexalin pill into their mouth, it'll keep the suffocation away. The reason why they are suffocating could be because of blood loss, or something more worse like battered organs. If you have any Peridaxon pills, use that on them, it fixes up organs over time. If not, bug medbay about Peridaxon pills for medics.

(Marine Roles) Your helmet can carry up to three items! (Packaged Burrito, EAT Bar, Metal Flask, Cigarette packs, Matchboxes, and Lighters) Get a metal flask from the canteen vendor, fill it with a drinkable liquid of your choice (Mine is Coffee or Tea.) and pop it into your helmet. Then head over to the white vending machine that dispenses hot foods, get either two eat bars or two packaged burritos and put them into your helmet. Why would you put food and drink you ask? Food in CM acts as a blood bag, if you keep feeding the person, they will slowly get blood back. Don't overfeed them though, most people will get angry at you for making them fat. Kind of a problem when the canteens don't have any hot food vendors anymore, so yeah.

(Medic) The best you can do for fractured bones is splints, keep at least two pairs in your lifesaver bag.

(All Roles) To take someone off a roller bed, just click on the active roller bed and it'll flatten.

(All Roles) To deploy a roller bed, click on it when it's in your hand.

(All Roles) To drag around a roller bed, CTRL + Click on the roller bed, it'll make your person pull it with them. CTRL + Click also works for any pull able item, so use it for hugged friends or anything of the sort.

That's all of the tips and suggestions I have, and I hope this guide helps out any people wanting to get into the medic role or new marines that needed help. If there are any problems in my load out or any tips you want to add, please tell me.
Last edited by contactdenied on 11 Jun 2017, 02:16, edited 4 times in total.
Phillip Driver, jack of all trades, reliable in some. Your typical jumpy flamer PFC or ammo fumbling CPL, always has a pair of ballistic goggles on him for unknown reasons. Will probably die mid sentence, because he talks (and gets bullied) too much for his own good. He has his moments though.

Jim, a Gen 2 Synthetic. Has a tendency to get melted to bits when planet side, and that's when he's behind barricades. Despite that, he's vigilant and always ready to drag you out of danger, even if it damages him in the process.

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Re: Medic load out and all around tips

Post by Symbiosis » 10 May 2017, 11:21

Just a few things to add that will greatly help out new Medics.

Hypospray, COMBAT Medic, Flasks, and Efficiency!

1. The Hypospray

I generally try to get at least ONE Hypospray. They're life savers and by far the best friend of any Medic when used with the right chem. The one Chem Medics go through most of is often Oxycodone (when treating in the middle of combat) due to its ability to get a Marine back on their feet.

I generally spend almost every minute during prep doing just that, prepping my kit. Using a syringe and dumped Inaprovaline/Dex bottles can net you 150u of Oxycodone (120 in the bottles and 30 in your Hypospray). Use Oxy when you're in life or death situations (during a push with multiple marines in Pain crit, two hits of hypo will get them back on their feet with a gun, meaning they can cover your exposed ass!) and tramadol pills when treating in a FOB scenario. Reload your hypo with those bottles whenever you have a spare moment!

2. COMBAT Medic

So you want to be Robust Medic, jah? Well! You're in luck! Wearing that big medical bag means the Ayys want your booty! (So delish) They're going to come at you, especially when you're treating on the battlefield. What can you do against such terrifying creatures?

Why, use buckshot, of course! Make LIBERAL use of a roller bed so you can quickly pull your patients away if a Runner or (gasp!) a Hunter shows up. He'll chase you, but as long as you got your Gyro/Mag Harness at the start you can keep your patient AND yourself alive! (Usually, no promises) Watch the FF, and never aim for the head... (I'm so, so sorry...) Remember though, your place is NEVER at the front! You keep Marines alive or even bring them back should they perish! You hold the key to keeping the Marines combat ready!

3. Flasks

This ones simple. Three flasks, 60u of Tricord each. Give one to the SSGT, one to your Specialist, and one for you. They work wonders when you're taking minor damage and trying to stay Fighting Fit!

4. Efficiency - Combat Situations - FOB Situations - Skinned Knees

This one is going to come to most of you in time, but here's my "take" on it.

When you've got MULTIPLE WIA/KIA's you need to prioritize based on your combat conditions and who the wounded/dead are. Are you in the middle of Alien territory and have 3 wounded and 2 dead (still defibbable!)? Prioritize the lightly wounded with Oxy and get them back on their feet! (Whatever kits/pills you can quickly apply to worst wounds!) if there's time for the dead, great! Priorities are always going to be SL>Specialists>Medics>Marines>Engineers in combat situations. Engineers generally aren't well armed, so getting them back up doesn't take priority over Marines (lots of Ammo/attachments/Oprah!).

When in the safety of a defensible location ALWAYS prioritize the dead, regardless of rank. They've got a small window to be defibbed, and once that's past they're DONEZO. Every Marine you save is another gun on the front lines!

Finally.. my favorite part. The "Skinned Knee" marines. They charge through the delimbed, dead, and dying screaming for a Medic. Upon inspection you realize they have 10.4 burn damage and 17.5 brute damage. What do?

Create a macro - "It's just a flesh wound, get back to the front line, Marine! I can't treat you until all of these patients are tended too!" Treating these Marines is your bottom priority, don't reinforce a bad habit.

To limit this habit, sprinkle the contents of First Aid kits on dropships and prep areas and let Marines know they need a stack of gauze on them at all times! Whenever you're a Medic on FOB duty at LZ1 spend time setting up a "Medical Resupply" with kits/gauze/etc laying about!
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

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Re: Medic load out and all around tips

Post by Garrison » 15 May 2017, 19:44

From one medic to another, how would you go about weapon options? When rollerbeds could be put into bags. I started use the pulse rifle again, now with the pull/grab thing.. I'm back to using SMG... which can be very unreliable when your forced to fight against the larger Aliens. Would I go about buffing accuracy so I can reliably hit distant stuff? or just sticking with vanilla SMG with mag harness to forgo a side arm for extra ammo?
LCpl. Raul Garrison: That nobody with a gun
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Lt. Elizabeth Owens: The lady who won't stop badgering.

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Re: Medic load out and all around tips

Post by Symbiosis » 15 May 2017, 22:02

Garrison wrote:From one medic to another, how would you go about weapon options? When rollerbeds could be put into bags. I started use the pulse rifle again, now with the pull/grab thing.. I'm back to using SMG... which can be very unreliable when your forced to fight against the larger Aliens. Would I go about buffing accuracy so I can reliably hit distant stuff? or just sticking with vanilla SMG with mag harness to forgo a side arm for extra ammo?
Shotgun with a Gyro... snag buckshot, one box plus the 9 in the weapon will last you the entire round. If you're a Medic, only expect to shoot when everyone else is dead, or when you're getting flanked/harassed.
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

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Re: Medic load out and all around tips

Post by Breen » 10 Jul 2017, 20:13

viewtopic.php?p=149926#p149926 +1 for any self respecting Medic out there.

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Re: Medic load out and all around tips

Post by Steelpoint » 13 Jul 2017, 11:48

SMG only becomes viable if you can get AP ammo, otherwise pick your preferred weapon of choice (M41A/Shotgun).

Honestly weapon choice is mostly down to personal preference. If you can get a gyro then you can pick any weapon and make it work. The issue with attachments is that most good medics will be too busy gearing up to actually wait in cargo to get an attachment.
This is war, survival is your responsibility.

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