The Medbay Commandments

Player-made guides on how stuff works.
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Surrealistik
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Re: The Medbay Commandments

Post by Surrealistik » 08 Feb 2018, 05:24

Note that Hyperzine was recently ninja nerfed and is now basically useless, especially for rapid medical response.
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Surrealistik
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Re: The Medbay Commandments

Post by Surrealistik » 08 Feb 2018, 15:48

Added recipes for Keloderm
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Re: The Medbay Commandments

Post by TheDonkified » 08 Feb 2018, 18:31

Surrealistik wrote:
08 Feb 2018, 05:24
Note that Hyperzine was recently ninja nerfed and is now basically useless, especially for rapid medical response.
How was hyperzine ninja nerfed? Just curious.
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Surrealistik
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Re: The Medbay Commandments

Post by Surrealistik » 08 Feb 2018, 19:05

TheDonkified wrote:
08 Feb 2018, 18:31
How was hyperzine ninja nerfed? Just curious.
Unannounced change where it only increases your speed to your max baseline speed (for example if you're slowed by resin/injury, etc) if it's lower. Could be useful for dragging, but I haven't checked that yet. Either way, pretty situational at best.
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Re: The Medbay Commandments

Post by Bronimin » 08 Feb 2018, 19:25

Admins tired of doctors dosing up and blazing around without the MPs doing anything, I suppose. It's been like this before, right? I've seen in the changelog that at one point all it did was reduce slow from armour.

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Re: The Medbay Commandments

Post by TheDonkified » 08 Feb 2018, 19:48

The real question is if it still does heart damage. I think it could be a good counter to the seas of sticky resin we see in places like LV caves, but persistent heart damage from hyperzine would make it competely useless.
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Surrealistik
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Re: The Medbay Commandments

Post by Surrealistik » 09 Feb 2018, 00:20

TheDonkified wrote:
08 Feb 2018, 19:48
The real question is if it still does heart damage. I think it could be a good counter to the seas of sticky resin we see in places like LV caves, but persistent heart damage from hyperzine would make it competely useless.
I think it does hence in part my disfavourable opinion of it, but I have yet to test that.

Either way though, I can't see this being too useful since you're going to want to clear that resin anyways due to hyperzine's low OD ceiling and fast meta rate.
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Re: The Medbay Commandments

Post by Surrealistik » 14 Feb 2018, 15:08

Added earlier but I'm giving this a specific mention because it's important and basically no one does it:

Lastly, after (or even during, depending on Medbay's security) an attack on the ship or Medbay, you'll want to consult the crew monitor at the first opportunity to determine the status and location of any dead or badly injured crew.
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Re: The Medbay Commandments

Post by Surrealistik » 25 Feb 2018, 15:50

Added basic Big Dermaline, Big Oxy and Big Dex+ recipes in light of Marine Law changes.
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Re: The Medbay Commandments

Post by Weaselburg » 27 Feb 2018, 15:51

Take it from a Unga: When there is a infection, ususaly it started as a very minor or regular minor wound that the Marine deemed unimportent, and they just slapped a bandage and maybe some ointment on it and continued fighting. Then it got infected and they fell over and died. Infections are devesating, although rare. (As most times if you get a minor wound you have a major/medium one aswell.
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