You sacrifice all damage or survivability capabilities (no AP mags, no B12) for full utility since you can now fireman carry people away if you lose your roller bed, and can quickly use injectors (which lets you do things like rapidly inap injector on a downed marine to keep him in crit instead of dead).
The kit does NOT give any extra medical, hence you will have to ask medical for their supplies if you want more, and you still cannot use pills either.
Not as OP as the original first responder as it used to give you a full belt and everything else.
Honestly, I don’t personally see the use in this. Fireman carries have been and will be a hot topic that people will argue about giving to the average marine, but it’s honestly just a worse roller bed. On top of that people don’t have to sacrifice their damage as they can easily order AP mags from req. A fireman pamphlet would still be cool to have, tacking the ability to use injectors fast though will just be used for personal benefit more than anything.
I wanted to type, “okay but there’s no point to the rollerbed fire extinguisher and first responder pouch, or even helmet medhud, Fireman carry is only utility outside of combat, also giving a pfc instant injection-”
This will just be used by people to get instant injections, they get AP from req and there you have it.
You can be this by getting just using existing pointbuy and a rollerbed.
Personally I feel like we’ve expanded a lot of the requirements for first aid treatment without improving the space to carry all the gear (actually it’s been nerfed continuously), and what we really need isn’t a kit but space increases on the first aid/responder pouches, and sensible things like MRE’s fitting in them.
My “bare minimum” first aid loadout takes 6 small slots. This is just for treating myself, not for treating anyone else.
At this point why would you not just be a hospital corpsman? Hospital corpsman are already a hybridized doctor-marine role that allows them to do all the things you can do above. The only reason I can see players picking that is so that they can quick inject themselves. I know there’s a select few players who occasionally run as medical support, running to the frontlines to grab marines and bring them back to the medics, but this pamphlet doesn’t really make that style of play more viable.
Also players can just rush req or the prep room for AP mags. Very few rifleman mains would not take that kit. It wouldn’t create an auxiliary role, it would become very meta immediately.
Because PFC’s are meant to be disposable, so having them be quick patcher-upers and carriers of wounded makes more sense than a corpsmen who should be focused on fixing people / defibbing, not diving in to get bodies or bring wounded back while giving them enough first aid so that a corpsmen does not have to worry about it.
Now if the issue is of people using this just for the injections, instead of a 45 point kit, maybe restrict it to Req? I dunno, I still think its a good thing to have a niche of people who are able to give first aid rapidly + carry people out fast if need be (there are builds around this such as external webbing chads).
Basically the latest(last 3 years) medical trend of CM has been towards lowering the medical self-sufficiency of your basic marines and making them rely on the medics more. There was also a promised medical rework, that would make the doctor side deeper, but this got postponed the usual way.
Personally I don’t have any strong opinion on this either way, only the minor comment that the current PFC-level medical pouches are a bit suboptimal from the ergonomic PoV, because you always have to take 2 of them to then combine and get your basic gauze-splints-bica-tram-kelo one. If it was up to me I’d either:
Buff the first aid pouch size to 5(or even 6) and just put everything in instantly.
Nerf the medical pouches by removing bica-kelo-tram from the non-medic roles, but buff first-aid and pain-stop injectors to have like 6 doses per injector, while keeping them relatively weaker than the medic-level meds.
Exaggeration since mini-medic was so strong back then because not only did it give you the skills, it ALSO gave you all the equipment needed to be self sufficient (it gave you a full medical belt alongside other tools), while this iteration only brings back the skills with the bare minimum in tools, and if you want to be super efficient you’d have to essentially be like a corpsmen that begs Doctors in medbay.
You also overestimate req’s ability to give you everything you need. AP might be common place at the start of the round, but you go through it quickly if your actually at the front, and every extra mag you can get from PFC vendors starts to go up very quickly. Mathematically speaking, lets say you spend 30 out of 45 points (since in almost all instances you want the medhud) is reserved for 3 AP mags of m39 or mk2 (the most common weapons used).
Lets say every marine did this.
On high pop you get about 40 or more squad marine riflemen, midpop is about 20-30, low pop is 10-20.
So lets say you round it all to 20ish riflemen who all spend their points similarily (this is just a simulation, I know some people are suboptimal and choose things like the 20 point nade packets).
Thats 60 AP mags, or 6 MK2 AP buyables (if you don’t get good RNG from free req packages) which is a LOT of money for req to spend when it has to account for purchasing spec equipment if they solely scrap things for metal, and some plasteel purchases for FOB.
So no, sacrificing your entire 45 points for this kit is a HUGE investment if multiple other people do so, because Req will not have everything you want, especially something important like AP ammo.
I already don’t but any AP mags, nor use them. Because i just use other weapons that aren’t reliant on AP mags.
So if you count in every single HPR, XM88, SMG, M4RA (Both those last guns are barely used, so lots of AP ammo in squad prep), MOU5E, M2C, and shotgun main, you suddenly just buff all of them up since 90% of them just get a medhud and some random filler.
So this will just be a general buff to a good chunk of the marines.
it didn’t used to… unless it got powercrept some time later after I had stopped playing…
when I remember minimedic it was like, bica kelo tram a medkit and a medkit pouch, a pamphlet and a medhud.
I actually honestly really liked mini medic because it meant you had a cadre of guys to top people off, and then you had actual medics for the serious cases, but it did lead to a lot more ODs than we get nowadays.
I can see the arguement against it because if you did it now I’m pretty sure people would just vend lifesaver rigs from the weymed and constantly med themselves, kit their limbs every time they got damage, etc.
But in terms of actual self sufficiency, most people carry way more personal meds than they did back then, at least imo-- stuff like UNGA then would’ve gotten you brigged by the MPs, then taken out behind the shed and shot by the admins, nowadays you can get away with getting research to make you a reagent pouch with a bazillion instant injections of healing chems including chemline ones. wild.
will only get bought for the med 1 pamphlet to inject self faster, health analyzer faster, and trauma/burn kit self. Dreams of marines teamworking using this are very idealistic (even if it’d probably be really effective) - it’d primarily just buff pfcs which isn’t necessarily bad but isn’t necessarily good either.
I personally think medical 1 pamphlet might be cool as its own item if it locks you out of buying medhud. That way it’s more of a tradeoff
Might fix the problem, but didn’t make any realistic sense. It has the same argument as “survivors should be immune to sentinel neuro stun”, like sure. From a balance perspective that could work, but when you look at it from a realistic standpoint, why does someone trained in using what is essentially epi pens fumble as hard as someone who isn’t when injecting themselves.