Regarding the skill cap- I disagree that the skill ceiling for medics is high enough. In fact, I believe it has literally gone down over time. Health analysers now quite literally hold your hand and coddle you by telling you almost everything you have to do (Heck, there’s even a step by step instruction on the surgical kit, although the surgical kit is a waste of space). What makes an experienced medic is how you do it.
Changing IB from bica OD to an actual surgery isn’t really that far off from adding an extra injury type.
As for crafting things… I am firmly against this idea. I don’t want to run out of supplies, only to have to spend time finding resources scattered across the map and then crafting them together like minecraft- I’d play engineer for that. This is effectively “increasing” the time it takes to resupply by a large margin, and also exposes medics to high risks from backliners.
First and foremost, In order to even make people use this mechanic, you would have to nerf medical logistics even further, which inevitably means reducing the amount of medical supplies at the start.
This is essentially 2 nerfs rolled up into one- If you want your mechanic to be used, you must starve medics severely enough such that they’re forced to use it in the first place.
No, it is a potential balanced fix to the current nerf.
Health Analysers holding your hand lowered skill floor, maybe marginally lowering skill ceiling, because now you don’t have to deduce, or ask marine if he “feels something broken moving inside” his chest, groin, or head.
Spending time finding resources is only a last resort option when supply chains are broken and you run out of your normal healing stuff that was nerfed to not be as easly accquired.
It is something you could do, not have to. Better to look for wood to make splints than to not have splints at all.
Normally you should get stuff from Req/medical down to FoB and then down to you.
It doesn’t seem like a current nerf, but worse, because it gives something back to balance things out. Especially the part where it was proposed that regular medicine could be buffed a bit in exchange.
Inventory and supply management is part of the game, even with 3 hour round as medic main i never experience problems like lack of medical supplies.If you are out of medical supplies before 4 hour round you didnt prepared enough supplies on you for doing your job. Actually i liked this nerf because it removes people who play medic just for medical skill and actually forced them to do and carry medical supplies other then being PFC+.
i got nothing to say about this other than it is shit - between req having squad coords that the CIC needs to approve to send to the limited vendor/crate limits
All this change has done is make playing medic a roundstart checklist to the wey med to load up 19 medkits roundstart and drop them in FOB while having to beg the sniper/demo for their backpack so you can carry another 6 loaded medkits yourself. Asking req for medical supplies has a lower chance of giving said supply than ahelping for it.
As personal experience from playing req, trying to get any medical supplies to send as CT is impossible even if you hold the CMO at gunpoint, and hoping that they do bother to fill crates themselves to load in the alamo or drag them to req EVEN if you give them the crates ends up with the ASO/IO taking them to the computer lab because medbay was not touching them anyways.
Seems to be a culture problem in that sense. Since docs don’t WANT to bother with logistics, since they believe only CTs should do it. We just need to change some attitude of CMOs or similar and it would probably be normalized.
There is also no indication ingame that they should partake in logistics, no text describing the job roundstart, no room purposed to help with logistics, no mention on the wiki etc etc etc…
Having medical partake in logistics is doable and recommended, after all they could use the extra workload. But changes need to be made to push them along in this direction.
True. I really think they SHOULD be part of logistics, especially nurses (they don’t do anything anyway), and it should be said somewhere officially that they should do so.
I don’t know how people keep forgetting this is the reason everyone’s guns suck ass when compared to the movie, because they’re all firing HEAP rounds in the movie while we’re firing regular ass 10x24mm.
As a medical main I can confirm this, as a nurse I’m too busy cooking up and secretly distributing drugs, as a doctor I’m too busy speedruning surgery and as a CMO I’m too busy looking at my sick ass cap on the mirror.
Alright, jokes aside, yeah. Medbay should be held on a stricter standard than what we have nowdays. The only duty that CMOs get is ensuring that a doctor deploys… and that’s it, sure, there are some other stuff expected, like them keeping the landside surgeon supplied, and working as a researcher when there are none. But the only thing that command will outright demand is a landside surgeon, that’s it.
So maybe the first step is just having commanders tighten the leash on CMOs and then we might start seeing CMOs tighten the leash on idle doctors and nurses.
Apparently, the M37s can fire this ammo (the A2 from colonial marines, we use the same model), there doesn’t seem to be any information about which ammo the other versions use:
The B15 seems to make the M37 a discount grenade launcher instead of being a HEAP shell, so the point stands. Our shotguns should instakill every beno just as they do in the film.
as a medmain who’s been slogging through the changes:
i’m still kinda opposed to this change (i’ve adapted by basically carrying two bags which is poor practice honestly) but i’d gladly support it even on the condition that the requisition overhaul is finally implemented
the entire medvendor rebalance kinda seemed too premature - besides yelling at requisitions (who are too busy playing subway surfers mid-round), the only other option is to go back to the Almayer (which isn’t so bad honestly) but it’s. stupid inconvenient. sure it’s time for more RP, but very rarely someone actually wants to speak with you in the FOB or shipside unless you’re like metafriends with them. realistically medical supplies should be sent down at all times at FOB, and by the time you got to the almayer the xenos have probably breached FOB and are loitering at the landing pad already.
on the off chance that req is actually working, they’re more often than not on a really short budget and have to spend money on essentials. now a medic or a req guy could beg medical for supplies, but this also doesn’t work because half of the time doctors are AFK / busy being in brig for 20 minutes for OD’ing the CMP on oxycodone / too busy working on the 16 hugged marines.
since this change was implemented i swear i’ve only seen medical supplies get dropped in the FOB/front like three times. a genuine good way to alleviate this would be to add a couple of medical vendors in requisitions as well - req is practically, a warehouse - why shouldn’t it have those too?
side note: do CTs have access to medical vendors? i think they should