Barotrauma

Barotrauma

92 ratings
Barotrauma - Rapid medic response in critical situations
By Drifter
This guide will explain how to respond efficiently to critical medical emergencies aboard the submarine.
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Introduction
The guide below provides a representation of how a medic can respond to medical emergencies aboard the submarines occurring in unexpected critical fashion.

You will find the following features in the guide:
  • Equipment preparation for critical situations
  • Responding efficiently with medical attention
Equipment needed
Typically your inventory management would be separated into 3 main components: maintenance survivability, and medical equipment.

Having the needed items ahead of a critical situation is important ahead of time.This means that between missions in a station, or during your fabricator duties onboard a submarine, you should make effort to accumulate these essential items.



Maintenance equipment

Core equipmen (red): these items ensure you can perform sub maintenance on the sub until your medical presence is required in a specific location.
Non-essential (green): the watering can is essential to have if you would be protecting a garden from floods.
Medical items (purple): these slots can be filled in variation. More about medical items below.


Survival equipment





Medical item combinations
During your playthrough, you will find yourself at different stages of medical item accumulation - either through crafting or salvaging. The quality of the items can determine which people you would be able to save in a critical situation. Below you will find a tiered list of medical items.

Additionally, the linked guide provides bit more detail on the crafting process of these items, which can help you expand on the quality of your items as well in the future.
https://steamcommunity.com/sharedfiles/filedetails/?id=2907356424

Do note that these combinations are organized in tiers based on crafting difficulty - T1 item sets are easier to obtain than the T2 sets - and can be different in your playthroughs. The combination of items is aimed at being able to resolve any critical injury (e.g bleeding, blood loss), and uncommon injuries (e.g. psychosis).
Situation predicaments
To begin, lets develop some ground rules taking inspiration from the Asimovs 3 Robot Laws, which can be followed in order:

  1. Heal Yourself
    - cant heal if you are dead.
  2. Heal Others
    - unless conflicting with Rule 1.
  3. Replace others
    - fill in roles of dead crew if ordered, unless conflicting with Rule 1 & 2.

Situation examples

Depending on extent of injury, you will have very little, or moderate time to react in order to save a life. This can range from a few seconds to a minute+. The framework below provides an effective logic to deal with any critical situation effectively.

Lets explore some examples.

Mild threatening injury - blade attack on body and head

This man was attacked with a knife. Similar afflictions can occur when fighting crawlers and others underwater creatures.

Radiation sickness due to fuel rod exposure

This crewmate was exposed to radiation without suit protection. You have some time to acquire missing medicines before radiation sickness reaches peak condition and kills the subject.

Critical injury - direct and splash hit from 40mm grenade
Due to low vitality, a good reaction would be needed to stop bleeding and restore HP. Additional damage from external sources will most likely kill the subject (e.g. stray bullet or stray spineling spike)

Critical and time-sensitive injury - gunshot and stab wounds, with heavy bleeding
Due to heavy bleeding and Low O2, the patient will be dead soon if left without medical attention. We must act efficiently to address this.

TDLR: Basic Response Logic pattern
PLEASE NOTE: If the patient has very little Low Oxygen affliction, ALONGSIDE time sensitive injuries like Blood Loss, its probably worthwhile skipping the CPR step and applying the relevant medicine right away.
Conclusion & final remarks
Thank you for reading. If you have questions or notes to correct, leave a comment below or on my profile and I will address the issue ASAP.

Safe sailing o7


13 Comments
Power Ranger Mar 19, 2023 @ 10:56am 
protein bars for burns
🅾️rder💲 Feb 7, 2023 @ 3:57am 
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⠀⠀⠀⠀⠈⠻⣿⣷⣦⣀⣠⣾⡿ ㅤㅤ Rated :heart_me:
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有为青年就是导 Feb 5, 2023 @ 12:35am 
Kazmu Feb 4, 2023 @ 3:32am 
I also typically don't use bandages on burns unless we have a surplus as the burns simply go away on their own after a while. Also, plastiseal is pretty easy to make and more effective.

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
Kazmu Feb 4, 2023 @ 3:32am 
Imo, fentanyl is almost never worth using given how rare it is, morphine being similarly effective less addictive/overdosable + significantly lower medskill to use, and its use in steroids/deusizine.

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
doubledigits_acw Feb 3, 2023 @ 6:56pm 
i feel like you should apply blood loss treatment first so you have more time to work with since curing blood loss restores a lot of hp
ThatCat Feb 3, 2023 @ 3:03pm 
I would argue that applying morphine first might be a good idea in some situations, as it gives you more time to work before the patient dies.
Buffskin Feb 2, 2023 @ 8:48pm 
Good guide, would change a few minor things.
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
Playmaker-M1 Jan 8, 2023 @ 10:03pm 
* Rum also reduces cough infection
* 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)
Playmaker-M1 Jan 8, 2023 @ 9:48pm 
Nice, but as always here so my additions:
*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.