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(Updated Squad Medic to have Guide to Medicine and Guide to Chemistry for OD limits, Added (and the OD limit (Check the Chemistry link for OD limits)), LOTS of spelling mistake fixes.)
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|guides = [http://wiki.baystation12.net/Guide_to_Medicine Guide to Medicine], [http://www.colonial-marines.com/wiki/Chem_Guide Guide to Chemistry]
|guides = [http://wiki.baystation12.net/Guide_to_Medicine Guide to Medicine], [http://www.colonial-marines.com/wiki/Chem_Guide Guide to Chemistry]
}}
}}
As a Combat Medic your job on the field ranges from tending to minor injuries to stabilizing critically wounded Marines for transportation back to the Sulaco for surgical intervention. You won't be able to fix every injury you find but you can keep a patient alive long enough to get treatment.


==== Combat Medic Overview ====
==== Combat Medic Overview ====
-----
-----
Ultimately your responsibility is to quickly and efficiently heal and get wounded Marines off the battlefield alive, and help get them back into the battlefield as soon as possible. You are equipped with a wide range of medical tool, ranging from medical huds, advance first aid kits to clotting agents and defibrillators.  
Being a medic is stressful, confusing, and frustrating. You don't know surgery, a good part of your job is screaming at command to send the dropships for guys with fractures (everybody), you have to role play not knowing what the worm icon on your medic HUD is round after round, marines with their lungs dropping out of their chest will run away from you as you try to jab them with Quick Clot, and marines will pull their wounded buddies to death trying to find you. And if, by God's great mercy, you see another medic doing their job, they're probably just ODing the critted marine on tricordazine. Fucking tricordazine. And yet, we're absolutely vital to the Marine effort, and more importantly vital to the quality of the round for every single Marine that heads to the planet.
 
 
Ultimately your responsibility is to quickly and efficiently heal and get wounded Marines off the battlefield alive, and help get them back into the battlefield as soon as possible. A dead marine is no good to you or your squad. Depending on your skills, a competent field medic is worth upwards of a dozen marines. It's the greatest feeling in Colonial Marines to know that a Marine would have died without you, that you went out of your way to save their life, and their round gets to continue.
 
 
You '''don't know''' how to perform a surgical operation. Improvised or not, you have no knowledge of surgery as you are a combat medic and not a field surgeon. Surgery is handled only by the trained Sulaco doctors.
 
==== Quick Start Guide ====
----
You are equipped with a wide range of medical tools. Your equipment is located through the second door of your squad's prep room. It's got two marine lockers and a medical vendor. Prep for a medic should take a long time and don't feel bad about it. The medical vendor can get you all the basics. These items should be mandatory:
 
* Medical HUD (equip this to see every marine's health status at a glance)
* Medical encryption key (click it into your headset so you can communicate on the medical channel)
* Health analyzer (this goes in your pocket; you'll use it constantly to scan marines)
* Marine medical jumpsuit (identifies you as a medic to other marines)
* Combat lifesaver bag/belt (to carry all your goodies)
 
How do you know what else to take? It's very intimidating. Different medics will take different stuff. Don't be afraid to dump things you don't find useful. There's a simple poster on the wall in your prep room that outlines which medicines do what. Here's the basic structure, which should help you include in your inventory:
 
Treat injuries generally in the following order: Suffocation, Brute, Burn, Toxin, Fracture, Pain. (Check the chemistry link for OD limits.)
 
* SUFFOCATION (blue on the health analyzer)
  Treat with DEXALINE
  Treat with IMPROVALINE
  Do CPR if necessary (click with two empty hands)
 
* BRUTE (red on the health analyzer)
  Treat with TRAUMA KITS or GAUZE (prioritize bleeding and remember to target the correct body part)
  Treat with TRICORDAZINE
  Treat with OINTMENT (target the right body part)
 
* BURN (orange on the health analyzer)
  Treat with ADVANCED BURN KIT, or OINTMENT (target the right body part)
  Treat with KELOTANE
 
* TOXIN (green on the health analyzer)
  Treat with DYLOVENE
 
* FRACTURE
  Treat with SPLINTS (if it can't be splinted, get the marine to Sulaco's medbay)
 
* PAIN
  Treat with TRAMADOL
 
 
As a medic, you might also want to take multiple Medkits (basically boxes to store stuff and dramatically increase your carrying capacity), one or two stasis bags, and/or an emergency defibrillator for reviving marines that show up as dead (if you catch it fast enough, they're not really dead yet). You might also head to medbay and see if the doctors have made some PERIDAXON+ (repairs organ damage) or BICARIDINE (better than Tricordazine). The doctors are happy when you ask them what they're cooking up. The medbay lobby also has medic vendors. Perhaps wear a sterile mask from medbay storage for Marines to identify you more easily.
 
 
==== Weaponry and Combat====
----
You've traded combat for medicine. Equipped with all the tools for saving lives you won't have enough room to carry any heavy weaponry. Let the guys in your squad protect you. Medics typically equip the one handed M39 SMG. It has a slightly higher ammo count and can take down any smaller target in close range. The M39 SMG does slightly less damage per shot, but it can still be a reliable weapon in capable hands. It's practical to leave one hand free for saving lives.
 
Others recommend carrying no weapon. Why? Because it can distract you from your duty. Your primary job is to heal, not fight, and being in possession of anything that goes 'bang bang' is more than enough to distract you enough. Remember, the moment you see someone go down, you should drop everything and work on fixing him up. This should be your standard reaction in this situation. Of course you can still carry a gun if you so wish. But carrying a gun can be a burden. Leave the shooting to the other classes and fix them up when they go down.
 
==== Medic Tips ====
----
DYLOVENE and INAPROVALINE mix to produce TRICORDAZINE. If a patient is given these two drugs, they may combine to negate the treatment or cause an overdose.
 
 
If someone has anything less than 15 damage on one part just bandage, ointment, slap the ass. Don't waste any TRICORDAZINE on something minor. The only chemicals you shouldn't pass on using is DEXALINE and DYLOVENE, because you can't put a brute patch on toxin damage.
 
 
Remember that pain's both a concept and a threat to the Marines. Always shove a pill of tramadol or two down a patient's throat after treating their injuries.
 
 
Stay behind marines during combat. Your job is to heal people, not lead the breach into a nest. If someone receives any injury, no matter how small, treat it how you can! Even a tiny amount of burn damage can paincrit someone after awhile, and can lead to infections. It's best to check for scrapes when they arise and bandage them.
 
 
Get ready to yell at marines and communicate with them. You'll chase down marines who insist "I'm fine" as their organs hang out of their chest. It's just a fact of life, but it gets easier when they pass out from the pain/blood loss/brain damage/decapitation from the ancient ravager they couldn't see because they were blind and running away from you.  Don't tell people with fractures to get up and walk. Yell at them to Rest or lay down, then move them yourself. If wounds are bandaged you can't rip them by pulling, which is faster than grabbing. If some idiot won't stand still for treatment, use your voice and scream at his dumb ass to hold still and get fixed. Communicate frequently with the medical staff and let doctors know when the pod or shuttle is bringing up wounded.
 
 
Be mindful of other medics. If it looks like they have a patient under control, don't barge in and try to handle it yourself. Only step in if the patient is in critical condition or if the other medic proves to be incompetent. You should assume they know what they're doing until they prove otherwise. Watching from a distance to make sure everything goes smoothly is fine. You can keep an eye on their health bar with your HUD. If you do need to assist another medic, try to work on damage that they aren't currently fixing. Assume that the first medic on the scene will follow the correct order for treatment (see above). Be EXTREMELY careful while giving pills to another medic's patient. It's usually best to avoid giving drugs in this situation as you may overdose the patient.


TO BE FINISHED.


-asd---------------
Use stasis bags only when you have no other choice. They can help you drag a patient in critical condition away from combat if you need to move quickly (aka you just spotted a pack of ancient aliens ripping your squad to shreds) or if you can't prevent a patient from dying. Given enough time, stasis bags will eventually kill the occupant. At the very least, they can cause enough brain/genetic damage to incapacitate any marine that was in decent condition.




You are the combat medic of your squad. The one that keeps everyone alive when all hell breaks loose with a range of medical equipment. As the combat medic, your sole task is to keep everyone alive, healthly and combat ready because a dead marine is no good to you or your squad.
Try to carry around a folded roller bed at all times, if possible. Roller beds save lives, the speed at which you can whisk the wounded out of bad situations is simply lifesaving. Whether it's beating out their terrible wounds from killing them, or dodging a Ravager that would have caught you both if you had to grab them and slowly carry them out - roller beds are not absolutely vital, but once you start making a habit of acquiring them, you'll love two. Click and drag it on yourself to fold it up and carry it.  Double click it to unfold it. Drag a Marine to it to buckle them in. Click the roller bed to unbuckle them. You can grab one from medbay storage with little fuss at roundstart, and there are two more in the Medical Dome on the planet. If there are no roller beds, use the grab intent to drag patients with rib or skull fractures. Pulling them will cause organ damage.
Equiped with a wide variety of medical items that is stocked in your medical vendor inside your squad prep room contains all the necessary tools to keep everyone alive. Your medical equipment is located on the second door of your squad prep room you were assigned to with two marine lockers and a medical vendor.


Your vendor houses an array of items such as:


* Pills
Consider OXYCODONE for you, the medic. An injector can be used for shooting yourself up if you're wounded in combat. Pain slows you down and that kills patients on the front line. Jab yourself with Oxy and you'll run at the usual speed, even if your right arm is hanging limply at your side, your ribs are broken, and Tramadol wouldn't help. With Oxycodone in your system, nothing short of death will stop you from saving your patients.
* Auto-injectors
* Emergency defibrillator
* Bottles of various life-saving chemicals with syringes
* Marine medical jumpsuit
* Stasis bags
* A pre-equipped belt known as the combat lifesaver carrying an array of medical items and more inside the vendor


All you know as a medic is the different kinds of chemicals that can affect the marines such as for example: Tramadol as a pain killer or Delaxin-plus heals all oxygen loss.


You don't how to make them but you only know which is which and what chemical does what and the OD limit (Check the Chemistry link for OD limits).
Consistency is key. Everyone is going to talk about "The best medic loadout", or what you absolutely must carry in order to maximize your efficiency as a medic. Fuck that. Carry a loadout you as an individual can navigate efficiently, make sure you can stop bleeding (both internal and external), and treat toxins and burns. Other than that, carry what you can handle. Once you've decided what to carry, stick with it, learning the loadout so you can swiftly navigate it when the seconds count. Constantly changing your loadout breeds inefficiency.


You also '''don't know''' how to perform a surgical operation. Improvised or not you have no knowledge of it as you are a ''combat medic'' and not a field surgeon in the battlefield. Surgery is to be handled by the trained professionals which are the Sulaco Doctors and no one else.
<br />
<br />
<br />
<br />
==== Weaponry ====
 
Equipped with all the tools for saving lives you won't have enough room to carry any heavy weaponry as you traded combat for medicine, but with only a limited amount of space for a weapon there is the one handed M39 SMG with the capabilities of a slightly higher ammo count as well as it being a decent enough weapon to take down any target with a good rate of fire. Although the M39 SMG trades five more bullets for a slight damage reduction, it can still be a reliable weapon in the capable hands of a medic as you can simply switch to it without the need to use your other hand where it could be used for saving lives.
==== Source material: ====
----
[http://www.colonial-marines.com/viewtopic.php?f=135&t=7843 Miserable Medic's Sharing Tips]
[http://colonial-marines.com/viewtopic.php?t=4482 Field Medic Loadout Guide]
[http://wiki.baystation12.net/Guide_to_Medicine Baystation Guide to Medicine]

Revision as of 03:51, 1 September 2016

MARINE
Medic.png
Combat Medic
Difficulty: Medium
Supervisors: Squad Leader
Rank: Not defined
Duties: Stabilise and keep your squad alive
Guides: Guide to Medicine, Guide to Chemistry
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


Combat Medic Overview


Being a medic is stressful, confusing, and frustrating. You don't know surgery, a good part of your job is screaming at command to send the dropships for guys with fractures (everybody), you have to role play not knowing what the worm icon on your medic HUD is round after round, marines with their lungs dropping out of their chest will run away from you as you try to jab them with Quick Clot, and marines will pull their wounded buddies to death trying to find you. And if, by God's great mercy, you see another medic doing their job, they're probably just ODing the critted marine on tricordazine. Fucking tricordazine. And yet, we're absolutely vital to the Marine effort, and more importantly vital to the quality of the round for every single Marine that heads to the planet.


Ultimately your responsibility is to quickly and efficiently heal and get wounded Marines off the battlefield alive, and help get them back into the battlefield as soon as possible. A dead marine is no good to you or your squad. Depending on your skills, a competent field medic is worth upwards of a dozen marines. It's the greatest feeling in Colonial Marines to know that a Marine would have died without you, that you went out of your way to save their life, and their round gets to continue.


You don't know how to perform a surgical operation. Improvised or not, you have no knowledge of surgery as you are a combat medic and not a field surgeon. Surgery is handled only by the trained Sulaco doctors.

Quick Start Guide


You are equipped with a wide range of medical tools. Your equipment is located through the second door of your squad's prep room. It's got two marine lockers and a medical vendor. Prep for a medic should take a long time and don't feel bad about it. The medical vendor can get you all the basics. These items should be mandatory:

  • Medical HUD (equip this to see every marine's health status at a glance)
  • Medical encryption key (click it into your headset so you can communicate on the medical channel)
  • Health analyzer (this goes in your pocket; you'll use it constantly to scan marines)
  • Marine medical jumpsuit (identifies you as a medic to other marines)
  • Combat lifesaver bag/belt (to carry all your goodies)

How do you know what else to take? It's very intimidating. Different medics will take different stuff. Don't be afraid to dump things you don't find useful. There's a simple poster on the wall in your prep room that outlines which medicines do what. Here's the basic structure, which should help you include in your inventory:

Treat injuries generally in the following order: Suffocation, Brute, Burn, Toxin, Fracture, Pain. (Check the chemistry link for OD limits.)

  • SUFFOCATION (blue on the health analyzer)
  Treat with DEXALINE
  Treat with IMPROVALINE
  Do CPR if necessary (click with two empty hands)
  • BRUTE (red on the health analyzer)
  Treat with TRAUMA KITS or GAUZE (prioritize bleeding and remember to target the correct body part)
  Treat with TRICORDAZINE
  Treat with OINTMENT (target the right body part)
  • BURN (orange on the health analyzer)
  Treat with ADVANCED BURN KIT, or OINTMENT (target the right body part)
  Treat with KELOTANE
  • TOXIN (green on the health analyzer)
  Treat with DYLOVENE
  • FRACTURE
  Treat with SPLINTS (if it can't be splinted, get the marine to Sulaco's medbay)
  • PAIN
  Treat with TRAMADOL


As a medic, you might also want to take multiple Medkits (basically boxes to store stuff and dramatically increase your carrying capacity), one or two stasis bags, and/or an emergency defibrillator for reviving marines that show up as dead (if you catch it fast enough, they're not really dead yet). You might also head to medbay and see if the doctors have made some PERIDAXON+ (repairs organ damage) or BICARIDINE (better than Tricordazine). The doctors are happy when you ask them what they're cooking up. The medbay lobby also has medic vendors. Perhaps wear a sterile mask from medbay storage for Marines to identify you more easily.


Weaponry and Combat


You've traded combat for medicine. Equipped with all the tools for saving lives you won't have enough room to carry any heavy weaponry. Let the guys in your squad protect you. Medics typically equip the one handed M39 SMG. It has a slightly higher ammo count and can take down any smaller target in close range. The M39 SMG does slightly less damage per shot, but it can still be a reliable weapon in capable hands. It's practical to leave one hand free for saving lives.

Others recommend carrying no weapon. Why? Because it can distract you from your duty. Your primary job is to heal, not fight, and being in possession of anything that goes 'bang bang' is more than enough to distract you enough. Remember, the moment you see someone go down, you should drop everything and work on fixing him up. This should be your standard reaction in this situation. Of course you can still carry a gun if you so wish. But carrying a gun can be a burden. Leave the shooting to the other classes and fix them up when they go down.

Medic Tips


DYLOVENE and INAPROVALINE mix to produce TRICORDAZINE. If a patient is given these two drugs, they may combine to negate the treatment or cause an overdose.


If someone has anything less than 15 damage on one part just bandage, ointment, slap the ass. Don't waste any TRICORDAZINE on something minor. The only chemicals you shouldn't pass on using is DEXALINE and DYLOVENE, because you can't put a brute patch on toxin damage.


Remember that pain's both a concept and a threat to the Marines. Always shove a pill of tramadol or two down a patient's throat after treating their injuries.


Stay behind marines during combat. Your job is to heal people, not lead the breach into a nest. If someone receives any injury, no matter how small, treat it how you can! Even a tiny amount of burn damage can paincrit someone after awhile, and can lead to infections. It's best to check for scrapes when they arise and bandage them.


Get ready to yell at marines and communicate with them. You'll chase down marines who insist "I'm fine" as their organs hang out of their chest. It's just a fact of life, but it gets easier when they pass out from the pain/blood loss/brain damage/decapitation from the ancient ravager they couldn't see because they were blind and running away from you. Don't tell people with fractures to get up and walk. Yell at them to Rest or lay down, then move them yourself. If wounds are bandaged you can't rip them by pulling, which is faster than grabbing. If some idiot won't stand still for treatment, use your voice and scream at his dumb ass to hold still and get fixed. Communicate frequently with the medical staff and let doctors know when the pod or shuttle is bringing up wounded.


Be mindful of other medics. If it looks like they have a patient under control, don't barge in and try to handle it yourself. Only step in if the patient is in critical condition or if the other medic proves to be incompetent. You should assume they know what they're doing until they prove otherwise. Watching from a distance to make sure everything goes smoothly is fine. You can keep an eye on their health bar with your HUD. If you do need to assist another medic, try to work on damage that they aren't currently fixing. Assume that the first medic on the scene will follow the correct order for treatment (see above). Be EXTREMELY careful while giving pills to another medic's patient. It's usually best to avoid giving drugs in this situation as you may overdose the patient.


Use stasis bags only when you have no other choice. They can help you drag a patient in critical condition away from combat if you need to move quickly (aka you just spotted a pack of ancient aliens ripping your squad to shreds) or if you can't prevent a patient from dying. Given enough time, stasis bags will eventually kill the occupant. At the very least, they can cause enough brain/genetic damage to incapacitate any marine that was in decent condition.


Try to carry around a folded roller bed at all times, if possible. Roller beds save lives, the speed at which you can whisk the wounded out of bad situations is simply lifesaving. Whether it's beating out their terrible wounds from killing them, or dodging a Ravager that would have caught you both if you had to grab them and slowly carry them out - roller beds are not absolutely vital, but once you start making a habit of acquiring them, you'll love two. Click and drag it on yourself to fold it up and carry it. Double click it to unfold it. Drag a Marine to it to buckle them in. Click the roller bed to unbuckle them. You can grab one from medbay storage with little fuss at roundstart, and there are two more in the Medical Dome on the planet. If there are no roller beds, use the grab intent to drag patients with rib or skull fractures. Pulling them will cause organ damage.


Consider OXYCODONE for you, the medic. An injector can be used for shooting yourself up if you're wounded in combat. Pain slows you down and that kills patients on the front line. Jab yourself with Oxy and you'll run at the usual speed, even if your right arm is hanging limply at your side, your ribs are broken, and Tramadol wouldn't help. With Oxycodone in your system, nothing short of death will stop you from saving your patients.


Consistency is key. Everyone is going to talk about "The best medic loadout", or what you absolutely must carry in order to maximize your efficiency as a medic. Fuck that. Carry a loadout you as an individual can navigate efficiently, make sure you can stop bleeding (both internal and external), and treat toxins and burns. Other than that, carry what you can handle. Once you've decided what to carry, stick with it, learning the loadout so you can swiftly navigate it when the seconds count. Constantly changing your loadout breeds inefficiency.



Source material:


Miserable Medic's Sharing Tips Field Medic Loadout Guide Baystation Guide to Medicine