Please revert the medical supply refill nerf.

I didn’t read the whole thread. Has anyone yet suggested adding recipes for medicines to autolats or some other replicators (like on Eris or Sojorun)? There is hydroponics on the ship, and usually on land too, for growing organic matter, which might give the chef a little fun. At the same time, it will be possible to recycle the mountains of crap that litter the game map and make my myopia and astigmatism stronger with each round. You can also add the production of ammunition or even shells (scr*ngus?) on a ship or on the ground, in replicators. Let them choose whether to make fortifications from plasteel or use it to produce armor piercings. In my memory, there were rounds when all the boxes with cartridges in the fob were already empty and one ordinary 10x24 box at the right time could be enough to turn the situation around.

cm janitors think everyone knowing about chems and their recipes is failrp last bastion of failrp whatever

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This has always been a bad change because it doesn’t do anything but make the game more tedious for marines and their supply chain roles. The only time I run out of bandages now is when the round drags on and the pilot, requisitions, and sometimes even medical staff decide that they have better shit to do with their lives and go cyro.

As is, there’s nothing stopping me from going to CIC at round start, requesting medical permission on my ID and then filling shitloads of beakers with all the healing chems from the medlink attached weymed+ machines and then bringing them down to the FOB. So despite having limited supplies, they’re still functionally infinite, only now the game is more annoying because marines have been given a few more hoops to jump through.

I wouldn’t mind so much if this was actually building to something. I had the idea that maybe marines would be given alternative and less desirable methods for healing. Like blowtorching a knife and using it to cauterize a bleeding wound or alcohol being a viable, but kind of shit painkiller.

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5 Likes

PRs shouldnt be merged when they’re unfinished

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That is design 101.

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I actually really like this change as a marine. I’ve always loved looting perma bodies for meds and ammo.

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this is just transport APC again. we’re going in circles now.

me irl not knowing what paracetamol or tramadol does. I just buy it when the doc says so

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Although i am not a medic main i still got a good bit of time as a medic, AND I GOT TO SAY THE NURF IS DUMB.

like for most rounds it doesn’t really matter too much but that mostly do to the how fast rounds are now a days. it only ever matter if the round is really high pop or dragging on past the 1 hour mark.

But when it does matter its just plan dumb…like really think about it who uses the most packs? its the skilled medics!!

The nerf is mostly a tedious punishment for the skilled. it does not reward creative thinking, or add anything new… the thing is that as it stands before the nerf you already had rampant looting on the part of the medics do to the fact that you had to go all the way to fob anyhow to get to a med-vender and it that’s time wasted not defibbing and a risk of getting lurked.

what’s more this nerf disincentivizes techs from fixing the APCs and getting the colony’s med-vender that are near the front line up and running. a front line med-vender before was a god sent, now well useful its not the game changer it use to be. a front line med-vender is nothing more than a crate filled with meds now…buts harder to get set up and move…as lest with a crate you can move it along the front with ease as needed.

Franky really the nerf will not be as much of a pain if the base stock on the med-venders was upped and they added some kind of restock crate that you put in the venders. as it stands it feels haft baked, and not properly balanced.