TGMC:Chief Medical Officer

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Версия от 12:54, 25 июля 2023; imported>Mmksquared2 (→‎Further Tips: Grammar, and some minor additions)
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Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.



MEDICAL
Файл:DMCA CMO.png
Doctor
Access: Medbay
Difficulty: Medium-Hard
Rank: Lieutenant
Class: Civilian
Supervisors: Captain
Duties: Perform surgery, fix people with holes in them. Exert authority over your Medical Officers, get ignored.
Guides: Surgery, Guide to chemistry, Chemical recipes, Guide to Defibrillation
Quote:"I'm bored. .mHeading out to do Alamo surgery."


Introduction

Welcome to the most variant job in medbay. Your job is to direct medbay and advise corpsmen on ensuring that marines are in peak condition to fight; however, either medbay is dead silent making you want to just go do planetside surgery or medbay is in a frenzy with marines coming in from the Alamo or teleported by medevac screaming in bloody murder that they need to get shrapnel out of their chest.

Fortunately for you, your training will prepare you against boredom and stress simulator 2023!

As an officer you can pilot the tadpole, you have the best medical skills of any job and can do surgery making you one of the stronger auxiliary tad pilots.

The CMO's guide to actually having fun

The CMO compared to the regular medical doctor is uniquely positioned with his or her skillset to be one of the best supporting jobs for the marines both ground side and ship side. You have the best medical skills of any marine in the corps, rivaling that of a synthetic and can actually use guns (although not effectively) and being a non combatant frees up significant amounts of storage space for medical duties compared to the researcher who often has to put himself at risk to do his job.

Round Start

When the round starts you should do several things

  • Go into both surgery rooms and insert the anesthetic tanks into the surgery tables
  • Go to the advanced medical vendor (usually found in chemistry) go to misc grab a surgery webbing and put it on your uniform, then grab the medical tweezers from your surgery pouch and put it in there
  • Throw your surgery pouch wherever, you don't need it anymore
  • Vend a few of the stasis bags from the basic medical vendor and put them on the floor, prioritize putting them under medivac beacons
  • Find the nearest engi & tool vendor, vend yourself a welding helmet some welders and cable coil put on the welding helmet as your hat already does nothing. These tools allow you to fix robots and synths which you otherwise couldn't do
  • Find the cloning machine (looks like a cryo tube) and turn on its computer to begin running it, if your lucky a dead player can respawn earlier than they normally would be able to by using it while dead
  • If you aren't experienced with chemistry find the spare vendors that are either in req or near the Alamo landing pad, in the weapons vendor go to boxes scroll down and click vend medical crate then find a clothing vendor and vend 8 backpacks and 2 back welding kits (under the backpacks section)
  • Fill crate with said backpacks then drag them to your nearest basic medical vendor were going to be filling them with medical supplies for either the Tad or Alamo
  • Optional, vend a hand label or find one it'll be useful for marines to tell what backpack has what medical supply
  • In any order fill each backpack with one of each of the following medical supplies, Bicaridine, Kelotane, Tramadol, Tricordrazine, Dylovene, Splints, Burn Kits, and Trauma Kits.
  • If you picked up a hand label label each backpack with whatever meds you put in them, a full backpack of each will be more than enough to keep the Tad supplied all round.
  • If you want to further supply the tad you can also grab 2 more backpacks and fill them with Cable Coil & Welders
  • Drag the filled crate to the tadpole, leave it with the PO as at this point you may not know if you can go planetside or not

Before Going Down

First before actually going down with the marines, there is one critical factor that determines if you can or not.

CHECK HOW MANY MEDICAL DOCTORS YOU HAVE

NEVER GO GROUND IF YOU ARE THE ONLY DOCTOR

SERIOUSLY DON'T

You will not only get flamed by the entire marine corps but also probably bwoinked for abandoning medbay with no doctors, having nobody to do surgery will lead to pregnant marines bursting and infecting the ship with annoying xenos.

You are only expected to go to ground when there are medical doctors who can do your job, while you are able to go to ground with only 1 other doctor I would always check with them first before doing so, you do not want to leave them to be overwhelmed and unable to do surgery on everyone.

Congratulations you can go to ground

You have 2 options for how you play planetside, you can either choose to be a coward planetside but stay in the FOB and do surgery, or the far more enjoyable route and get on the tad and tag along with the PO. Once in a blue moon there wont be a PO to pilot the tad, allowing you to take on his role, as you are arguably better at the task than the actual pilot officer himself due to your medical & surgery skills.

Planetside Supplies

A recommended list of supplies to take with you when going planetside, bold supplies are critically important to your success

  • A roller bed to perform surgery on
  • Some kind of cleaner to ensure you can clean your hands surgery to surgery
  • Surgical Supplies
  • A Sidearm so a single rouny can't ruin your day (they still will)
  • A welding helmet
  • A welder
  • Cable Coil
  • Backpack welding kit (you do not need to wear it as it clicking it on the floor with a welder will still refill it)
  • Anesthetic (Advanced hypospray loaded with 6 of the 10 anesthetic injectors in the advanced med vendor

Further Tips

  • DON'T FORGET TO LINK PEOPLE TO THE ANESTHETIC SYSTEM BEFORE DOING SURGERY (drag click them to table after laying them down)
  • The inflight surgeon med vendor on the tadpole (on a wall) can refill even drained injectors by restocking them and can take any kind of injector, if there's still spare time load it up with spare Bic & Kelo injectors. (This is totally godam broken abuse while its still in the game)
  • Space cleaner is your best friend and incredibly easy to make, carry a spare beaker with you to ensure the cleanliness or the tad or fob
  • Anesthetic Injectors are also replenished by the tads inflight surgery vendor, abuse this if there is no surgery table to load a spare tank into
  • You can mount and use the heavy smart gun emplacement just like and other marine, do so if you have nothing else to do
  • You labcoat is the underrated king of medical storage, as it can store 5 hyposprays in it, including custom hyposprays you can make in chemistry
  • If your staying ship side, taking the cryo beakers and adding Peridaxon Plus to them will allow cryo to also heal organs.
  • The advanced pill bottles are almost never fully used, feel free to give them to anyone who asks.
  • Having the surgery wiki on an alternate tab will significantly speed up surgery time. memorizing common ones such as fracture repair and larva removal doubly so.
  • The Body Scanner will tell you which limb has internal bleeding, dont rely only on the handheld scanner.
  • You will want a recoil compensator on any gun larger than a pistol, as your weapons skill is incredibly poor
  • If you are lost on what you should be doing planetside refer to here for a basic gist of your job, although remember you should not be fighting unless its a dire emergency
  • Stick with the tadpole, do not let the PO launch it without you
  • If the PO dies during an assault you can launch the tad to save it and anyone still alive onboard
  • Do not sell any larva embryos, put them in the grinder to create larva jelly, when combined with leomine it duplicates it allowing you to make more of the top tier meds

Orders

As any member of Command Staff, you have access to Orders which can be used to buff nearby troops with helpful effects. Using one causes you to shout out a unique phrase over the radio (Provided you have one). After giving an Order, there is a cooldown period until you can give another one. You can give Orders using the action buttons on the top-left of the screen.


Orders effects are influenced by your Leadership skill, which increases both the effect and range.

Range = 3 + Leadership

Command Description

Move order

Increases movement speed. Great for Running from Chasing Xenos and getting to objectives. Gives a Speed bonus equal to -0.1 - 0.1*Leadership.

Hold order

Reduces damage received by 10% per Leadership. Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Reduces the effects of dizziness and jitteriness.

Focus order

Increases accuracy by 10% + 5% per Leadership as well as making Aiming instant.

Attack order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Attack a given point.

Defend order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Defend a given point.

Retreat order

Places a visual indicator, displayed to all marines as a Pointer and a Map Icon, urging them to Retreat to a given point.

Tips

TGMC
Roles

TerraGov Marines Command Captain, Field Commander, Staff Officer, Pilot Officer
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer, Researcher
Marines Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon-Based Combat robots, Synthetic, AI
Xenomorphs Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Baneling, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor