Imagine you are the HM of a 10-man Delta squad. When performing a flank attack on Xenos (separated from the main force), your SL is burned unconscious by a spitter while trying to save an over-extended marine. The SG immediately provides fire support, and the CT starts to build a cade-line.
After you heal the SL and PVT. The CT is knocked down by the warrior/defender while repairing the defense line. During this time, two more PVTs are sent to you. The SG, who is the next target of the Xeno and does not have many PVT flesh tanks, is also damaged by the runner/luker to less than half of his health. Do you choose to let the SL retreat or directly heal? If you heal, what will you do and how do you decide the priority?
I would do this
1 Make sure you are in protection (wall or build a cade to block your body), give SG MB, KD pills
2 spam Revive mix (in, pr, tc, dx/dx+, epi, ox) and immediately revive those who can be revived (HM and CT first)
3 Heal those close to Perma, wake up the pvt to do CPR and armor removal
triage, essentially the people that are in the most critical or vital of a role get first choice when it comes to treatment, if 5 marines go down and there is a smart gunner medic and 3 riflemen, then im going to get the medic up then smart gunner.
Considering you can just give RM and defib spam everyone (if you are in a mass casualty situation, always speedkit (if above 240 dmg) and then defib spam, don’t bother lining or grafting.), you don’t actually lose any time by healing the SG and SL. Defib spam dead marines with one hand, feed pills/kit/splint to the living with the other. Multitasking is cracked.
If the xenos are literally going to break through and fuck everyone, then run. Don’t stay and save those dead marines, just rollerbed the most essential person and run for your fucking lives. You dying needlessly means everyone’s odds get worse. Your life as a medic always comes first.
The most important part of a mass casualty is getting combat-able marines up quicker. So crits → Red lines → Orange lines → Green lines.
and further heal prios up to personal discretion.
This is true too although sometimes it’s situationally better to get riflemen up faster. Most vital for current situation = heal prio. Like say you need someone to defend medics and drag bodies and there’s a lot of flares, revive the shotgun guy instead, and roller the sg. But I do think a majority of the time sg is more valuable. Or if SG is heavily fracced and there’s an unfracced marine available, the unfracced marine might be a better revive just because they get up much faster and move much faster. And ofcourse, awareness of who you are reviving, their loadout, and skill with loadout is good information too. Awareness of front is good information too.
Existing heal-prio meta (as taught in the medic guides) is simple and effective, great for new medics, but I believe flawed, antiquated, and lacking in situational discretion. Maybe reevaluation is a good idea.
i am missing key info did we make contact with any T3? if not…
so if am doing the math right i only have 3 bodies and 3 mid to low HP apes (and SG) with 3 in fine shape PVTs. i can assume that spec is with ungaing with main front line along side any other CTs or HMs.
also i am dealing with mix of T1/2 with broad caste placement, but at least one spitter and one heavy and one light, The xenos have at least ok team work. i have partly intact defense line, most likely has at least one hole and are in bad shape likely some not wired.
looking at all the info this is what i would do.
First i would go for the near perma bodies spam kits and epi, then defib.
Second i will heal spam kits (if have some stock left) and give KD and MB to low HP apes (and SG).
Third get to the rest of the green/yellow line bodies, giving prios to CT.
( if i have a HM body that will always be first order)
now if this was the front line i would have just gotten to all the bodies first before giving out heals, but this a low man power flank. WE will fold if can’t keep up fighting power and we lack reserves, so have to keep lads who are still up and running alive.
Also partly why i am not wanting to flee due to the how the xenos composition is. The xenos we are dealing with have the right mix to get us badly if we flee.
A runner to jump me rollering a body or fire carry, a to spitter get in reliable DPS and last of all heavy xeno if they can get in close can tank the SG fire and go in for the finishing blow. more or less while not the greatest line up they got good mix for running us down, with out just risking turning into mush.( le funny roony gangs are quite the lark but damn can they just melt if teamwork is not good.)
Now if t3 shows up we are bailing right fast. yes the rout will likely take out much of squad but not running will cause full wipe.
The one and only correct way of handling a masscas (or any downed marine, for that matter) is:
Throw your corpses to some other medic (preferably synth or plat dude) and go ,abcd charge! He gets to heal people, you get to frag as a PFC+. Win-win situation
If you are, in fact, the only medic around - proceed to the next step
Look at the bodies and state that you’re not a medic. Observe honest reactions
Determine easily revivable marines and stall them till blinking red. I love my ungas extra salty
Revive the needy with revival mix, feed them pills and don’t use any kits, let them lie and get some well-deserved rest (watch for huggers and bold runners)
Throw some splints at your patient’s feet if needed. Sometimes they’ll walk away unsplinted, but it’s their issue
Correct revive order is: metabuddies (of course) > CTs (you need cades) > SG > SL > Riflemen > HMs (they steal revives) > Spec (he stole your spec roll)
You can’t splint and defib at the same time, tho
Thanks a lot for making this question much more clear! I learned some healing tips and situation analysis here.
1 Prepare more kits for spamming (change loadout)
2 The Fight or flight decision is based on the possibility that Xenos break through the cade-line. If we have skillless marines or Xenos T3 appear, it’s impossible to hold and buy enough time to heal, we need to regroup for the next pushout.
One thing that does push someone lower on my priority list is if they have IB. Since IB takes a lot of time, I tend to focus on getting more bodies in the fight during a mass cass situation than fixing one marine that eats of up the time of saving two or three others. Granted, if they are yellow or red, I’ll defib them and leave them bleeding until I get the others back in the fight and can come back to them. If I’m not being bald I’ll blood bag them while I work on others but using only one hand does slow me down a lot.
The faster I get marines up as a whole means if we retreat, I only have to drag the Kentucky Friend Marine with 5 fracs and 2 IBs to safety not try and figure out how to move/abandon three of four easy revives.
Iron actually generates more blood than a marine loses from IB, so if you carry Fe, you literally don’t have a time limit, because that marine will never die from IB as long as they have Fe in their system.
Feed Lcpl Fraggerton an Fe pill, do what you gotta do with PVT Stanley’s 720 burn corpse, fix Lcpl Fraggerton’s IB afterwards.
Once they hit 2 counts of IB though, it’s over for them.
small issue is that blood replacement takes away from your fullness. Iron does nothing to feed you and only speeds up blood replacement meaning you get hungrier faster.
Still if need to keep ape in the fight Iron is great but will hit you with a rather bad down side after while if they have not packed a lunch.
Trauma and burn kits are disgustingly good. With the recent non-combat click delay removal (biggest buff to medics and comtechs there is), you can spam click both use kit and switch body part as quickly as you can without delay. I’ve seen CO’s spam that shit on themselves and are already good to go back in.
Inaprovaline is godtier imo, any crit marine you should stab with a revive mix. If you can prevent them from flatlining it saves you a great deal of time having to remove their armor and using a defib on them. As it can become very messy keeping track of their weapon and armor if xenos do push you.
NOTE: If I am remembering correctly oxygen damage adds up to the total health but does not count toward it (so if individual has -130% damage with 60% being o2 damage they are still revivable)
During the defib process you can spam kits on other hand to get the marine above the -100% threshold to get them up and going again. I even just inject revive mix > strip armor > use defib > scan body during the defib and use kits if needed to be as time efficient as possible.
An important thing to remember though is that CM triage differs heavily from irl triage. Unless a marine has a skull over their head, or 10 seconds left on the timer with 600 tox damage, there is almost no such thing as an unrevivable marine.
IMO, in a big body pile, it goes medics first, red-liners with low damage, red-liners with high damage, meta-buddies I know to be reliable (sorry but its true, joe schmo pyro spec is less valuable than someone I know can consistently put up numbers), specs, then SGs, and then everyone else is lumped in after that.
If multiple medics are downed, then the best medic is getting revived first regardless of timers. If some random bravo PFC medic has to perma to get a plat corpsman up faster, then frankly it is what it is.
Still, a medic with sufficient tempo, and even one person running CPR, can get everyone up no matter how big the pile is.
You should basically always be stripping, injecting revive mixture, and starting the defib clock before even whipping out the medscanner. If they’re sub 400, can get by on kitspam from there, if they’re north of 600, get CPR and support and move on unless its red line, in which case focus on them. Very rarely is there a situation where this’ll actually take long enough to let anyone go perma if you know what you’re doing.
Let me tune in here.
First and foremost, give a look around yourself and where you actually are. The worst sin to do as a medic is to revive someone and then have them dragged off by a xeno into the hive, I would rather fumble a green dude with less than 200 till he permas than have that happen to me.
If your position is at risk of being overwhelmed and\or enveloped by the enemy - check if there’s anyone you need to revive ASAP. If not, scream “FALLBACK WE ARE GOING TO DIE HERE!!!” and run to the frontline or the closest cadeline, depending which is closer.
After you feel safe and comfortable - start performing triage. First come medics(And synth if you have an engi near to restart them), then CO\SO\SL or basically any figure that makes orders and thinks, then specs, then SGs, then engineers, then Jones, and only THEN come the riflemen. Unless the spec is VERY new or is a griefer, then you revive them last.
After you spread out all the corpses you have based on their value in the battle - focus on who is closest to perma and who is still green. You should prioritize fellow medics above all else, but if there’s a marine blinking red and hes fixable - revive them first, dont leave people to die and ignore them. Continue following the order that I provided above until someone gets too close to permaing.
Remember to give out medicine before or during the revival as the defib is going, then splint them while they are unconcious or not if you have time, prioritize everything else above feet and hands if you feel like there might be a retreat, those bodyparts cant get IB.
Now, what if your LCpl FTL has called an Incen OB badly, and around 7 marines are now before you with 720 burn? First thing you want to do is SCREAM OUT IN PAIN AND MISERY, calling your fellow medics to your exact location because you can only revive 3-4 dudes with burns at the same time before the rest go bad. Pick out any medics among the pile, if any, and prioritize with triage order in mind. First use kits, then graft, then rev mix and hit them with a defib. If you can kit again - do it. Hit them with a defib again and again until they are revived afterwards. If you are not too slow - you wont have anyone going perma nearby.
Remember, medic together strong and to always keep an eye out for a sudden hugger that wants to get either you or your patients. A good medic always has enough of a reflex to pull out their boot knife and rend the damn crabs as they appear in front of them.
Volunteer a rifleman who knows basic first aid. Basic medical supplies available to riflemen + CPR can save most marines in critical given a bit of time for the medicine to do the work.
It might sound counter intuitive but one thing I’ve gotten into the habit of doing is removing a marine’s armor as a last step before I revive them. Small caveat being if they were on fire so that they stop burning as much. My reason for not taking the armor off first is so the marine doesn’t lose their gear if I have to move to a safer location. That said, what works for me might not work for everyone. At the end of the day “slow is smooth, smooth is fast.” Do whatever works best for you.