A comprehensive overview of the Squad Medic's tools and items.

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A comprehensive overview of the Squad Medic's tools and items.

Post by Challenger » 11 May 2017, 01:51

Introduction.

This guide hopes to answer the questions of what do I take as a medic, and how do I use it? This guide does not set out a definitive loadout for all medics to take, but it does set out to tell you what is useful to have in your loadout and what isn't.

Stacked meds.

Stacked meds refers to gauze, ointment, splints, etc., which comes in stacks and is used up by targeting a body part (in the bottom right of the HUD) and clicking a dude with them.

Gauze.
Applies three effects only to the targeted body part.
  • Stops bleeding.
  • Begins healing brute damage over time.
  • Prevents and cures stage 1 infections caused by untreated brute damage.
Stopping bleeds with gauze will prevent your patient from taking oxygen damage. How fast your patient bleeds depends on how bad their injury is. 5-brute-damage papercuts don't really need gauze, 50-brute-damage gashes do. Speaking of which, wounds that are below around 10 brute damage will tend to heal on their own, though slowly. Anything above that needs drugs or gauze.

Advanced Trauma Kit.
These work the same as gauze, but they also immediately treat 12 brute damage on the affected limb. You'll want to use these on body parts that are on the verge of sustaining a bone break, which occurs when the body part has more than 20-40 brute damage on it.

Ointment.
Essentially gauze for burns, this has two effects on targeted body parts.
  • Begins healing brute damage over time.
  • Prevents and cures stage 1 infections caused by burn damage.
Like with brute, more than 10 burn damage on a body part won't be healed naturally. You'll need ointment or drugs (tricord, kelotane, dermaline).

Leaving severe burns untreated for a while is gonna make 'em smell terrible and get stage 1 infected too. Use ointment for that.

Advanced Burn Kit.
Basically ointment++, this heals 12 burn damage on the targeted body part. Severe burns doesn't cause bone breaks like severe brute does, but you'll use a lot of these anyway, as burns tend to come distributed all over the body: you can get a marine out of crit into good health as fast as you can use ABKs on them.

Splints.
Like the above, splints only work on one body part. When used on a body part with a broken bone, it:
  • Decreases pain caused by the bonebreak.
  • Prevents movement from damaging the body part and relevant internal organs.
Splints are extremely important to place on someone with a broken chest, head, or groin, because moving with unsplinted bonebreaks in these locations will cause the broken bone to shred its internal organs. Damaged lungs and heart cause rapid oxygen damage, damaged kidneys and liver cause slow but fatal toxins accumulation, and damaged brain and eyes cause immense pain and loss of sight.

Splints aren't a life-or-death matter on other body parts, but still important if you want the patient combat-effective.

Your health analyzer will tell you the location of any broken body parts unless it's the groin/chest/head, in which case you'll have to find out which of them is broken by seeing which has/had more than 40 brute damage.

Autoinjectors.

Just click on a dude with these. The drugs will work instantly.

No refunds, though you can refill these by click-dragging them into whatever vendor they came out of.

Quick Clot autoinjector (3 units).
Better known as QC, it's your only way to stop internal bleeding.

You have a limited amount of these, make them count. Save expended injectors to restock them.

Dexalin Plus autoinjector (1 unit).
Damaged organs, low blood levels, and severe brute/burn damage can cause rapid oxygen damage to the patient. Dexalin plus instantly removes all oxygen damage for a short period of time - enough to prevent the patient's needless death while you fix them.

Oxycodone autoinjector (5 units).
Makes one instantly stop feeling pain for a short while. Can stop you from falling over right before you reach the safety of your brothers in arms, or get your patient up on their feet (if combined with a few help intent shake-ups). But it doesn't last very long.

Inaprovaline autoinjector (15 units).
If you need to stop someone from dying on you, but you won't be available to immediately treat them - such as if you have to treat multiple critical patients at once - you can use the inaprovaline autoinjector to keep them alive a little bit longer before they get your treatment.

Also not a bad field painkiller, jab someone who's barely in crit and they'll feel good enough to keep running.

Dylovene (Anti-Toxin) autoinjector (5 units).
Overdoses, super low blood levels, and blood type mismatches aren't common situations, but if they're rapidly life-threatening you'll want to use one of these.

Tricordrazine autoinjector (15 units).
A decent cure-all. Works slow, but it will stack with other drugs to decrease brute, burn, and toxin damage. If you really need someone important up as soon as possible, jab them with this and then give them the main pills.

Bicaridine autoinjector (5 units).
This injector doesn't really find its niche much. If someone's dying of massive brute damage, they'll need the dexalin plus or inaprovaline injector, and if they're not dying then they can certainly wait for a pill and gauze.

Kelotane autoinjector (5 units).
Like the bicaridine autoinjector, not very many uses. Inaprov/dex plus if they're dying of burns, pills and ointment if they're not.

Pill bottles.

Just click on a dude with these take the pill out of the pill bottle first, then click on a dude with it. The drugs take around ten seconds to actually appear in the patient's bloodstream, so don't expect instant relief in a life or death situation. Overdoses are common with pills due to their large size and delayed appearance on an HF2 scanner, so make sure to avoid this if you're working with another medic on a patient.

Tramadol pill bottle (14 pills, 15u).
20% actually useful, 80% stops your patients from bitching you about "muh trammy me want trammy reeeEEEE TRAMMYDOLL REEEE".

Gets those useless assholes writhing on the floor in pain back to fighting. Make sure you actually treat them first though, don't want Bobby Brokenbones running off to tear his lungs a new trachea before you're done splinting him.

Marines generally eat pills they find on the floor so if you're overwhelmed with patients just toss this on the floor and laugh as the peasants scramble for their scraps.

Kelotane pill bottle (7 pills, 15u).
Me see patient with yellow damage everywhere, me use kelotane. Doesn't really get more complicated, although as mentioned before often you'll see a guy have like 10-20 burn damage on all his limbs in which case you can get rid of 80% of the burn damage instantly with just advanced burn kits.

Bicaridine pill bottle (10, 10u)
Bread and butter pill, use on anyone with severe brute. Double it up with a tricordrazine injector if you really need the guy fully healed soon.

Dexalin pill bottle.
Somewhat useful to slow down the rate at which someone dies from oxygen loss. You won't actually remove oxygen damage with it though, it heals too slowly compared to oxygen loss caused by low blood or damaged organs.

Antibiotic pill bottle.
Cures stage 2 (and stage 3 when overdosed) infections which are nearly always a result of a surgeon not washing their hands.

Slows down the rate of growth of any parasites in the human body.

Dylovene pill bottle.
Me see green, me use dylo-veen. For overdoses, infections, and blood type mismatch. Depending on severity of damage, will outheal or slow down toxins loss caused by liver/kidney damage.

Inaprovaline pill bottle (7 pills, 30u).
Relieves less pain than tramadol, but also goes through the body slower. Bonus effect of preventing death if the patient falls into crit as a result of being overconfidence caused by the double painkillers you gave them.

Russian Red pill bottle.
This thing sucks. It cures radiation damage (which never happens) by causing some brute damage. Not a lot of brute damage either, it sucks at that too.

WYmed/chemistry/illegal pill bottles.
These are pill bottles that doctors can legally distribute if authorized to do so by the acting CO and CMO, or illegally distribute anyway when they don't get authorization. Or you can find them in WYmeds planetside that engineers hack for access.

Peridaxon pill bottle (10 pills, 10u).
Organs tend to get fucked up over time, this is the only way to fix them outside surgery. You'll know you need to use this when a patient has oxygen damage despite regular levels of blood, or random toxins damage, or the HF2 scanner says they have brain/eye damage. These are present in WYmeds you can find planetside or in the Almayer medbay.

PeriDex plus pill bottle (? pills, ?).

A chemistry-only mix of Peridaxon and Dexalin Plus. The idea here is for the Dexalin Plus to stop shredded lungs/heart from killing the patient while the peridaxon heals them.

Iron(-Sugar) pill bottle.
Chemistry-only. Iron and sugar both increase blood levels. Not a whole lot though.

Keloderm pill bottle.

Dermaline is basically kelotane++ and stacks with kelotane to create a drug mixture that's about 3x faster at curing burn damage. Often comes in larger dosages too.

Deployables.

Deployables all operate on the same principle: they have a "folded" version that you can carry in your hands or backpack, and a "deployed" version on the floor. To "re-fold" a deployed deployable, just click drag it to your sprite.

Roller bed.
Drag a patient onto the top of the deployed roller bed and click-drag them onto the roller bed sprite. Control-click the roller bed and you can now drag the patient around at full sanic speed. Usually deserves a slot in your backpack if you're near the front lines.

Stasis bag.
Freezes a dude. Drugs stop healing them, but they also stop dying of whatever's killing them. Your "fuck it" option for when, for whatever reason, you can't treat yet another patient in crit.

Any parasitic organisms present in the patient will have their metabolism slowed down and grow far slower as a result.

Body bag.
Hides a person from view. You can use this to hide SSDs so medics don't keep going over to check out the guy who's fallen on his side.

You can also hide yourself/a patient in it if you're surrounded by hostiles and/or wounded. Drop it, get in, zip it up, and hope for the best.

Miscellaneous medical items.

These are various medical support items you find in the medic vendor in prep.

Medical satchel.
If you want less space but easier accesibility.

Medical backpack.
If you want more space but less accessibility. Also makes you much more identifiable as a medic to any hostiles.

Pouches.
Generally just pick whatever you like, medical pouch is three directly accessible slots for any medical gear, medkit pouch lets you store more stuff more inconveniently, syringe pouch is pointless, magazine pouch lets you keep some ammo in quick reach. A good choice can be to not take a pouch and keep your HF2 scanner directly in your pocket, since you'll be using it a lot and more clicks are more hassle.

Emergency defibrillator.

Eight charges of ten-second defibs that removes ten burn and brute damage as well as removing all oxygen damage. If the patient's damage drops to below 200 when defibbing, the defibrillator will say it was successful, else it'll say vital signs are too damaged. Recharges in the medbay, present in hacked WYmeds too.

If someone has significantly above 200 damage of burn and brute spread across many body parts, you can use advanced trauma and burn kits on them to get the damage below 200 for defibbing.

HF2 health analyzer.
Keep one of these on you at all times and slap it on anything that's not a full green bar on your HUD. Keep a spare on you in case you get knocked over with it in hand and have to run away.

Hypospray.
30u storage capacity, 5u per injection, these are essentially six-use autoinjectors that can be directly refilled with syringes or bottles. You can take these from the medbay, risking being arrested for contraband, or from hacked WYmeds planetside.

Syringe case.
Found in various first aid kits, these contain a syringe and two bottles of assorted chemicals. These fit in belts and can fit autoinjectors in them if you need the extra space.

First-aid kit.
Ordinarily contain gauze, ointment and a scanner, but nothing's stopping you from tossing that crap out and replacing it with extra autoinjectors and pill bottles.

Advanced first-aid kit.
Your source of extra trauma/burn kits and splints. Dump the tricord autoinjectors if you care enough to replace them with something else.

Miscellaneous non-medical items.

Some odds and ends a medic might find useful strewn around the Almayer.

Fire extinguisher.
Keep one in your backpack, disable the safety, and spray down the commander while he's giving a briefing anyone on fire.

Welding tool.
Repairs brute damage to cybernetic limbs. You better have a welding goggles, mask, or peridaxon if you don't want to be Cataracts in my Eyes Johnson.

Cable coil.
Repairs burn damage to cybernetic limbs. At least you don't fuck up your eyes repairing snowflakes' cyberlimbs with these.

Flask.
These can be filled with up to sixty units of any chemicals and fit onto one's helmet. Only available in canteen vendors, though.

Food.
Other than iron sugar, is the only way to restore blood levels. Certain food types fit onto your helmet.

Weapon and attachments.
Don't use the SMG, it sucks.

Support attachments like rail lights, gyros, and underbarrel flamers are usually better for you than stuff like rail scopes or extended barrels since you shouldn't really be in combat much. But sometimes the marines are going to need another rifle more than they need another dead weight.

Conclusion.

Most autoinjectors are crap, most pill bottles should stay in a medkit in your backpack, you can never have too many trauma/burn packs and splints.

That about sums it up. Drop me any suggested changes or extra information in the comments, I'm open to modifying the guide to improve the experience.
Last edited by Challenger on 15 Sep 2017, 07:31, edited 20 times in total.
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Re: Squad medic's items overview

Post by Ikmalmn » 11 May 2017, 02:05

The Bicardine pill has 10u and not 5u. So don't throw that useful piece of pill out.

Other than that, I'll criticize some more but this is very nicely packed, colour coded and organized. A+
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Re: Squad medic's items overview

Post by Challenger » 11 May 2017, 02:23

Unless it's been changed very recently I'm fairly sure bicaridine has 5u pills. I doubt chemists would bother making 15u bicaridine pills if the medics were issued 10u pills by default.
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Re: Squad medic's items overview

Post by Ikmalmn » 11 May 2017, 03:05

Oh boy, here I go criticizing again!

• Generally, bringing along antibiotic pills is a waste of space and meds. Marines very very rarely if ever die from infection and to add to that, chances are, you as a medic have already slap Urist McRambo with those sweet Adv First Aid Kit that cures the initial infection. Antibiotics is only useful for late stage infection, which is very rare.

• Might one to tone down the amount of Quick Clot you bring just a bit. 5 is generally speaking enough to sustain your squad alongside your other medic. You will only run out of quick clot if it's low pop or when the xeno's are smart and attack the limbs (arms and legs) which gives out internal bleeding when severely damage. To which, you better pray that the xeno who's doing that is dead or your going to suffer medic hell. Extra tips! If you can, make sure to carry the expended quick clot and replenish it on a vendor, quick clot is already limited in stock so better recycle it.

• Not criticism but do add that Dexalin Plus INSTANTLY heals all suffocation damage. Giving precious Urist McRambo from touching death. Basically better-ish Inaprov.

• Also, might aswell as ditch All auto-injectors besides Dex+ and quick clot since its wasted space and is inferior when compared to the mighty pills. For example, one wouldn't really need the Anti-Tox injector as it waste a space for precious quick clot or Dex+ and that space you've wasted can hold at least 7 more pills with a higher dosage.

• Now that you say as stated, try and bring along a welding tool or wire alongside with you. Chances are, you won't see any engies anyway as near to the frontline as medics and this cyborgs are very usually grunts. But first, try and identify your cyborgs at round start. Also, you can find this items (welding tool and wire) at medical too.
Unless it's been changed very recently I'm fairly sure bicaridine has 5u pills. I doubt chemists would bother making 15u bicaridine pills if the medics were issued 10u pills by default.
Huh, I'm guessing I'm in the wrong here eventhough I play medic...alot. But I swear it's more than that!

Shit...I fucked up and posted the same posts,
quick mods, save me!
Last edited by Ikmalmn on 11 May 2017, 03:08, edited 1 time in total.
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Re: Squad medic's items overview

Post by Challenger » 11 May 2017, 03:07

Thanks for the criticism.

While I agree that antibiotic pills are a waste of space if I were to only take them to deal with limb infection, I remember reading somewhere that antibiotics slows down the rate of larva development in facehugger-infected marines. At least from my own experience of getting infected and escaping nesting as a medic, antibiotics probably made me survive longer than I should have, though I still ended up bursting outside the dropship on the Almayer because no one wanted to help me out of paincrit :(

I've personally run out of seven quick clots in combat, but yeah, it's a limited resource and demand for it varies greatly. Lately I've been syringeing quick clot out of the autoinjectors and mixing it with inaprovaline, then filling a hypospray with a 2:1 ratio of inaprov to quick clot, works really well to save space and not waste the autos for other medics.

While I find the bicaridine and kelotane autoinjectors easily expendable, I wonder why you suggest I dump the dylovene autoinjector. Yes, the extra QC/dex autoinjector or pill bottle is nice to have, but dying to a QC OD is really, really shitty, you're stuck being unconscious for several minutes and can't hear deadchat, and you don't get to do anything about it or prevent the situation since it's the medic's fault in the first place. Getting that dylovene injected ASAP will get them out of OD hell earlier, and if it means, by exclusion, that some other marine has to be medevaced for a combat injury or gets stuck in paincrit a few minutes longer then I'm fine with that, at least those marines "voluntarily" got injured or put themselves in a situation to be injured.

But yeah, thanks for the criticism, I'll go ahead and update the OP with new information.
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Re: Squad medic's items overview

Post by Ikmalmn » 11 May 2017, 03:16

The rate of infection is dependent on ones metabolism rate. Different people have different metabolism.

I would ditch the anti-tox injectors because primarily of it's very low dosage of what? 5u? When compared to the 25u that pills give. The difference of a few seconds is very negligible. This also includes auto injectors​ in general for it's low dosage. Pills all the way my man! Also, once you OD someone, might aswell as get him back to medical for cyro since in my experience, unless of course you have a lot of time since it takes a very long time for toxins to be removed.
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Re: Squad medic's items overview

Post by Ping » 11 May 2017, 03:34

Love it! Thanks for putting this up, and of COURSE there are some things I wanna add as well(hooraaay....)! These are all off the top of my head.

-In terms of weapon attachments... well, let's be honest: medics rarely end up in situations where it's reasonable to shoot someone. So why not go with a good old fashioned rail light! It increases your view range in darkness dramatically (very nice cause I don't bring flares), and it is the only attachment that gives a permanent benefit to you, and not just your gun (I think)!

-THANK you for pointing out the advantages to all three main medic guns. It's personal preference, all are viable. I myself have experimented with all three but lean towards the SMG due to the fact that xenos only interrupt me when I'm DOING SOMETHING ELSE. The one-handedness is great, and it isn't too bad of a weapon. It might be more viable now due to the recent update with bullet deflection

-Bicard pill bottles have 10 pills instead of 7, and yes, they only carry 5u. I've been debating for a long time about whether I should remove them from my loadout or not, and I think that this guide just convinced me to get rid of them.

-I've ALSO moved on to the QC hypo. The extra storage space is an absolute blessing, and I would recommend it. I've also found myself easily using up to 6+ injectors of QC, especially during FOB duty where the patients keep on come and they don't stop coming and they don't stop coming and they don't stop coming and they....

-Praise the fire extinguisher

If I think of more, I'll reply again.
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Re: Squad medic's items overview

Post by Challenger » 11 May 2017, 03:42

Huh, I thought I read somewhere that antibiotics slow down larval infection but turns out this isn't at all the case, I can't find anything on the forums about this. I probably got it confused with regular limb infection, gonna clean up that part of the guide now.

My argument for anti-toxin is essentially this:

Let's say a marine needs 20 seconds of live metabolism to chug through two OD units of quick clot. Let's say that he's currently at 0% health and you either have a dylovene autoinjector or you don't. If you do, then he will live for ten seconds before dying, if you don't, he will live for five seconds. Then suppose that each defibrillation lets the marine live for five more seconds, and takes twenty seconds total. Then if you gave him the dylo injection, he lives for 10 seconds + 40 seconds to chug through the two OD units, whereas if he never got injected it's 5 seconds + 60 seconds, a difference of fifteen seconds in our fairly simplistic calculations with wacky numbers, which I find to be fairly worth it. The point of injecting them quickly isn't to heal them of the toxins faster, but to keep them alive longer for that initial freefall into toxins death to get more of the QC out of their system. Even if it only saves ten seconds, I still wouldn't really feel that strapped for space that I'd rather ditch the auto for something else.

Getting someone to medbay and back for cryo takes a four minute round trip plus cryo time, assuming they don't miss the drop. Unless the marine had some other injuries that need fixing (which is fairly likely if we had to use QC, honestly) I wouldn't hinder them with this.

Ping, thanks for reminding me of rail lights as the best attachment, how could I forget? And maybe it's my baldness but my underbarrel flamethrower has saved my ass too many times when outside the FOB as a combat medic. Even if I don't need to directly use it, I often spray doorways with it preventatively to cover my squad or my retreat.
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Re: Squad medic's items overview

Post by Symbiosis » 11 May 2017, 08:12

I primarily play Medic, so I'll toss in a few bits of advice.

I'd 99% of the time go with the Shotgun. I'm not looking to get into close combat, but I'm rarely able to shoot down into the darkness with an SMG/Rifle. When combat is in the books for me it's either a Runner/Hunter trying to flank me and another Medic while we're treating wound/defibbing... OR.... when the Ayys are pushing the FOB hard and someone goes down and is getting dragged. The Shotgun with a gyro isn't as accurate, but if it's a drone/Runner/hunter pulling someone away the shotty can generally stop them enough for you to grab the wounded and pull them to safety.

Hypospray - beg for one, load it and 2 60u bottles with Oxycodone. That'll cover you. Generally. Great for helping patients escape during unplanned retreats and for keeping you on your feet when you get ravaged/boiler clouded so you can treat yourself because no one else will! (Just try to get someone to splint you. It's like pulling teeth.
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Re: Squad medic's items overviews

Post by Crab_Spider » 11 May 2017, 12:20

QC ODs at anything beyond 3 units, in fact, I'm surprised no one bothers to make pills of it so I can regulate it (I get very bored and RP this shit. That's how sad things get) But beside that, if you're giving QC, ALWAYS give bicardine to cancel out the brute damage
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Catalog of squad medic value

Post by Challenger » 11 May 2017, 13:43

My belief right now is that QC OD's at >=4 units, like the wiki says. Are you saying that it's the case that it ODs at >3 units? Giving Bicaridine after QC is something that I find unnecessary at the moment because the brute damage values are so low the patient will heal the extra wounds in less than a minute anyway.
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Re: Catalog of squad medic value

Post by Crab_Spider » 11 May 2017, 13:46

Challenger wrote:My belief right now is that QC OD's at >=4 units, like the wiki says. Are you saying that it's the case that it ODs at >3 units? Giving Bicaridine after QC is something that I find unnecessary at the moment because the brute damage values are so low the patient will heal the extra wounds in less than a minute anyway.
Sometimes, I give QC first when someone is suffering IB, and after the splints are set, the brute damage will make them fall off. Although that is a good point
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: A comprehensive overview of the Squad Medic's tools and items.

Post by Casany » 11 May 2017, 15:02

I didn't see any mention of keloderm in this entire lineup. That shit is the cure all for burn damage. I downed one pill and survived 3 seconds in a boiler cloud with almost no damage.

And I personally think you should ask for bicard pills. They increase brute healspeed which allows marines to get back into combat faster. Trauma kit and bicard are a good mix because the effects stack to make a VERY quick healspeed.
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Re: A comprehensive overview of the Squad Medic's tools and items.

Post by Symbiosis » 11 May 2017, 15:07

Important Note:

If you're in medbay and the MP's try to arrest you for leaving the briefing area, keep them tied up as long as you possibly can to buy other Medics time to finishing gearing up!
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Re: A comprehensive overview of the Squad Medic's tools and items.

Post by Ikmalmn » 11 May 2017, 19:26

ANOTHER GREAT PRO TIP

You have 3 Medical HUD's on your dispenser, 1 for you and other medic.

As long as APOP hasn't change the amount of medics in a squad limit to 3, use the spare medical HUD and give it to someone you can trust i.e Pilot Officer, SL, Urist McRambo.

It's insane for how useful the medical HUD's are, also, sweet sweet rail flashlight, those things wins battles against sentinels or spitters.

Alsoanother another pro tip

If you choose the pill bottle route, you can prepare your pills (as in the pills itself) let's say 3 or 4 of them prepared on your belt. That way, you don't have to fumble the extra 3 second to open the pill bottle, wasting 2 of your hands just to heal Urist McRambo that got charged by a Ravager. Also, when some free time arrives, you can open up the pill bottle and prepare some more pills at the ready. (I'll try and make a screenshot)
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Re: A comprehensive overview of the Squad Medic's tools and items.

Post by Sleepy Retard » 11 Sep 2017, 09:57

Currently defunct, removing any mention of it in the wiki until further notice.
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Challenger
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Re: A comprehensive overview of the Squad Medic's tools and items.

Post by Challenger » 15 Sep 2017, 05:14

Guide updated.
(outdated) guides to: squaddie | medic loadouts | FOB design | macros.

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