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⠀⠀⠀⠀⠈⠻⣿⣷⣦⣀⣠⣾⡿ ㅤㅤ Rated
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ABX is easier to come by than calyxanide, and should be used if you know someone got hit by a husk. Just be sure to use it fast, as it only cures 30 or 15 husk infection.
Use morphine before anything else, it's the general "cure-all" and is very good at making sure someone doesn't die. Also, turn opium into morphine instead of using it on its own.
2/2
Antibiotic glue is similarly not worth using a lot of the time as it's used to craft deusizine, plus bandages/plastiseal are far easier to come by and have significantly less medskill req.
CPR should only be applied when patient is downed primarily due to o2 loss, like they suffocated until they were downed. In most cases, if you fix the main cause of downing, like blood loss/wounds, you won't need to worry about CPR. I see too many newbie meds just using CPR instead of fixing any wounds.
1/2
1. A recent patch made burns recover all on their own, and a more recent one made radiation sickness recover as well. Along with bleeding and bloodloss recovering as well, you might want to say minor variants can be ignored.
2. Injections affect the whole body, regardless of site. Only bandages, plastiseal, and glue are limb specific.
3. No pomegranade extract or syringe gun. Pomegranade juice can down a fool nonlethally if there's no chloral hydrate on board.
4. Bloodpacks and glue are generally a waste of resources. Glue is limb specific, meaning a whole healthbar of damage better be on the limb you use it on. Saline restores half a healthbar (25*2 bloodloss scaling), the ~240 vitality bloodbags restore is usually wasted. Emergency only.
5. meth boosts melee attack speed 50%, steroids boost melee damage 35%. Inject the clown.
6. Stabilozine fixes everything else but paralysis
7. Tell your crewmates bandages save lives
8. Have a weapon
* Medicine boosters lack "tonic" for buff extension
*Hyperzine gives only a 400 vigor&hyperactivity effect, but also if the skill check goes wrong (unlike anabolic steroids)
*Deusizine is completely absent, by far the very best cure in the game.
*As already written, in the autoinjector belongs Deusizine (miniheilmittel) or Anabolic Steroids/Hyperzine (because of the high damage resistance), the combination of Hyperzine and Deusizine still corresponds a little to the former overpowered anabolic steroids.
* The order of action is very nice, if someone goes by the click system below, you can also recommend the following order:
1st CPR button,
2. torso click and heal (blood loss takes place in the torso)
3. extremities click through and heal (bandages and wounds are almost always found here)
4. head click and heal (Other pains of all kinds can be found here)
*Melee and ranged weapon is a core item.
* As a melee weapon, the crowbar is recommended, because of the relatively high stun and damage and the additional effect of opening doors later, the heavy wrench is recommended, because of damage, stun and wrench effect.
* Ranged weapon depends on taste.
* Medical clothes can be placed in the bar and save space.
*Ethanol is not a basic resource that any medic takes against psychosis. The psychosis effect is so ridiculously weak in the game, degrades so quickly, and has no dangerous tendency that it's not even worth it. Ethanol is there for boozing for fun or for the sweat gas tanks.
*Broadband antibiotics is a basic resource that any medic takes with them because 2 broadband they are cheaper than a calyxanide in the early husk stage (up to 50).
*Stabilozine is a basic resource every medic should carry as it helps against opiate overdose, any poison, radiotoxin, etc.