Field Medic & Doctor Guide

Player-made guides on how stuff works.
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Seehund
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Re: Field Medic & Doctor Guide

Post by Seehund » 19 Oct 2015, 13:30

Infernus wrote:Sadly, you are not allowed to do surgery as squad medic. However Sulaco doctors can set up a surgery room in the FOB.
That actually confuses me;

quoting the rules,
"Squad Medics should not be performing major surgery - only enough to save a patient's life. They should be stabilizing their patient in order to send them back to the Sulaco."

Perhaps it should be better explained, or have the part about "only enough..." removed?
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Derpislav
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Re: Field Medic & Doctor Guide

Post by Derpislav » 19 Oct 2015, 13:51

"Well, I've opened you up to remove the shrapnel and I tooootally caaan reach your damaged organs from here... but nope, not my job."
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somhuan
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Re: Field Medic & Doctor Guide

Post by somhuan » 19 Oct 2015, 17:38

Aw man, that sucks. It's a lot easier to find yourself in situations where you're cut off as a combat medic than situations where you have to go down to the planet as a doctor.

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Infernus
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Re: Field Medic & Doctor Guide

Post by Infernus » 20 Oct 2015, 07:21

Derpislav wrote:"Well, I've opened you up to remove the shrapnel and I tooootally caaan reach your damaged organs from here... but nope, not my job."
I didn't see that the rule got updated, but Derp pretty much explained it now.

HOWEVER, a good medic should never have to perform field surgery, as he can keep the patient stabilized no matter his wounds are, as long as he has meds.

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Disco Dalek
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Re: Field Medic & Doctor Guide

Post by Disco Dalek » 20 Oct 2015, 16:46

Infernus wrote: I didn't see that the rule got updated, but Derp pretty much explained it now.

HOWEVER, a good medic should never have to perform field surgery, as he can keep the patient stabilized no matter his wounds are, as long as he has meds.
I have to agree. There's really no situation besides alien infections that can't be stabilized by drugs or a stasis bag in the worst case scenario. Besides, if medics could perform surgery in the field, what would the doctors do all round?
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Voldirs
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Re: Field Medic & Doctor Guide

Post by Voldirs » 20 Oct 2015, 17:08

Also, stasis bag can stop or slow embryo growth, right?

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Infernus
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Re: Field Medic & Doctor Guide

Post by Infernus » 20 Oct 2015, 17:36

Stasis bag and cryo tube will slow it down.

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Re: Field Medic & Doctor Guide

Post by Derpislav » 20 Oct 2015, 18:15

Not that much though, I've shoved a recently-facehugged marine into one, loaded him on the shuttle, and he bursted the moment it arrived on Sulaco.
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Re: Field Medic & Doctor Guide

Post by somhuan » 21 Oct 2015, 07:28

Hey, I ask this because I don't notice it covered-
Do toxins slow alien progression on this server? Some of the ones I go to have it set up so that if a host is poisoned with toxins, the larva grows much slower.

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DiscountDan
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Re: Field Medic & Doctor Guide

Post by DiscountDan » 21 Oct 2015, 12:31

Question: Are there any auto injectors for anti toxins?
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Infernus
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Re: Field Medic & Doctor Guide

Post by Infernus » 21 Oct 2015, 15:47

DiscountDan wrote:Question: Are there any auto injectors for anti toxins?
Yup, Dylovene auto injector. They can be vended from marine medic vendors or found (x2) in combat lifesaver bag.

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WyattH
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Re: Field Medic & Doctor Guide

Post by WyattH » 21 Oct 2015, 15:53

Sadly the only way on this server to actually get TOXIN is from grinding shrooms

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Re: Field Medic & Doctor Guide

Post by somhuan » 21 Oct 2015, 17:11

Grinding mushrooms, eh?
So I should acquire some emergency shrooms and make someone trip balls if I can't get them back to sulaco quickly enough.

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Re: Field Medic & Doctor Guide

Post by Disco Dalek » 21 Oct 2015, 18:48

Found a useful trick recently. Not sure if this has been mentioned elsewhere, but instead of using a hypo to give a heavily damaged patient 20 units of tricord and nearly emptying it, it's a lot easier to give them a dylovene pill and an inaprovaline pill. The chems will mix in the blood and create 50 units of tricord and leave 5 units of inaprovaline as well. You can get around 350 units of tricord from two pill bottles this way.
Aka Dennis Hunt the (usually) overworked medic/doctor.
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Re: Field Medic & Doctor Guide

Post by Adjective » 21 Oct 2015, 18:53

I approve. Nice guide.

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Re: Field Medic & Doctor Guide

Post by xBoBox3 » 22 Oct 2015, 10:05

Disco Dalek wrote:Found a useful trick recently. Not sure if this has been mentioned elsewhere, but instead of using a hypo to give a heavily damaged patient 20 units of tricord and nearly emptying it, it's a lot easier to give them a dylovene pill and an inaprovaline pill. The chems will mix in the blood and create 50 units of tricord and leave 5 units of inaprovaline as well. You can get around 350 units of tricord from two pill bottles this way.
Holy fuck why didn't I think of this before, this is really really smart.
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Mac
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Re: Field Medic & Doctor Guide

Post by Mac » 23 Oct 2015, 11:37

Disco Dalek wrote:Found a useful trick recently. Not sure if this has been mentioned elsewhere, but instead of using a hypo to give a heavily damaged patient 20 units of tricord and nearly emptying it, it's a lot easier to give them a dylovene pill and an inaprovaline pill. The chems will mix in the blood and create 50 units of tricord and leave 5 units of inaprovaline as well. You can get around 350 units of tricord from two pill bottles this way.
Need to be careful with this as soon record will have an OD level if 60u
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Disco Dalek
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Re: Field Medic & Doctor Guide

Post by Disco Dalek » 23 Oct 2015, 11:41

Mac wrote: Need to be careful with this as soon record will have an OD level if 60u
I doubt you'd ever need more than 50 anyway. Never meant we should use all 350 units at the same time.
Aka Dennis Hunt the (usually) overworked medic/doctor.
Currently AWOL due to my computer dying.

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KittyLava
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Re: Field Medic & Doctor Guide

Post by KittyLava » 05 Nov 2015, 13:27

Just to note for other players whom do doctoring, for example if you have broken bones in the or chest of a patient, including something lodged inside of them within the same region. You can get that all done in one operation. First start with internal organ surgery for example, after you get the skull or rib cage opened for surgery, you can proceed imminently with your standard internal organ surgery alongside foreign object removal even if it's a knife stuck in that region, pretty much like taking out a piece of bullet shrapnel there.

Now where's the interesting part after you've finished using the hemostat for any foreign objects without damaging your patient more, and restored their internal organs alongside eyes/brain if you're condensing surgeries down. After you bend the skull/ribs back into place and use bone gel, you can use the bone gel again imminently afterwards to begin broken bone surgery as internal organ/foreign object removal was finished. Reduces the chance of infecting the patent as it's all one surgery still whilst saving operation time. Once finished cauterize and wash up.

Now if you don't have a trauma kit available or wish to save it when there's only brain damage or eye damage present, you can also use the old versions for those surgeries to patch them up. I.E. taking bone chips out, then attempting fix-o-vein in case there's been hemorrhaging around the brain, after you've opened the skull like normal internal organ surgery in that case. Now for those unfamiliar with eye surgery; it's scalpel, retractors, hemostat, cauterize for separate surgeries. If it's mechanical you're mostly stuck doing old fashion eye surgery.

I hope these notes help out for several doctors, as it also saves you time doing things in the OR, unless there's multiple areas effected in which that case would take a while. Given eye observations for patients with broken bones, you can narrow down some areas where they may be effected. Health analyzers will notify you of anything that can be splinted with broken bones unless already splinted; leaving the head, chest, and groin mostly as a question of where. In that case you can move to the body scanner to narrow down where on top of isolated internal organ damage/shrapnel.

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