One thing that I saw lately and that pleases me is chems making less pills ( other than a handful of basic meds to put on the counter) and more jugs, most personnel use syringes too. I like it!
Keep note, if the person has high rads or poison and is dying when revived cause of airloss you can put them in a stasis bed which will keep them alive long enough to ingest some meds to be able to get them stable
Something that a lot of people don't know is if you use chems like Bicaridine that heal "general" type of damage like "4 Brute" it's split between all types of that category even if you have 0 in the other types. For example if you have 20 damage all Slash and you take 10u of Bicaridine you will only heal ~12 Brute damage and be left with 8.
Yeah, i only knowledge this after messing around with modular grenades, i calculated the overdosing from chloral hydrate and bicardine and added the counterpart like dylovene, it never was right until i found that out after testing alot.
little advice to parameds: do not drag dying or dead person to med (they will rot, if patient is one of the perma deads put patient in body bag THEN drag to med), stabilize them first, AKA make sure patient will survive untill you reach med, so if patient gasping for air and has extreme slash damage (180 slash, 20 airloss), use bruse packs a bit, shock patient then inject epi or inaprov right after then rush to med, also make sure injecting more inaprov on the way so the patient won t die gasping for air (always carry roller beds AKA a way to transport patients faster and body bags, do not use pills as paramed unless chem is refusing to give you liquid medience, you most likely gonna respond to extreme cases so pills will slow you down and time is critical for those patients) [OUTDATED]
As long as you have liquid epi and/or inap you could store some pills in your backpack as after you inject them with the epi/inap you could feed them some pills and rush them to hospital. I don't know if they changed the "saveable" dead rotting in bodybags but if you don't think you can revive them on the spot, or the location they are in is not ideal, put them in a body bag and then carry them, the doctors (or you) in medbay will have more time to save the dead patient before he or she rots. Being a paramed is a lot of fun! So is getting arrested by security because you did your job! Fun! Wholeheartedly recommended.
Also, a roleplay advise, paramedics are PARAMEDICS, means your job is to save people and bring them to medical so a doctor can tale care, i see alot of paramedics acting as a doctor just outside, means they revive and treat people to full at the spot, you will wasting time for yourself cause sometimes when things get hectic and chaotic, it's mich better to just barely bring them to med and head out again to save more, time is the most important thing because there is maybe someone almost rotting out there while you play superdoctor x)
outdated, after the recent changes, you just have to carry defib, and don t need to stabilize patient, just shock him every 8 minutes so it will not rot@@ICanHazRecon911
This is very helpful, I ended up using this and the in game guide to learn quickly. One of the medical staff even trained me and tested my skills by making me revive a dead person.
One thing I ran into that even the CMO didn’t know is that, if a patient is consistently taking cold damage, that can either be from them starving or from them sitting on a stasis bed
Still wish the defibs didn't come out in the way they are, they are almost identical to their SS13 counterpart without having any of the systems in the back that actually supports it, so it's not hard to hit a dead-end while trying to treat someone. I absolutely love SS14, but man, that defib is really *not good.* I'm not one to complain about the lack of content because I treat SS13 and SS14 as separate games, but the defib just cannot stand on its own properly, and the implementation being basically 1:1 draws me with no other choices but compare how they work in each game.
can you cover how to set up mix chamber as atmos in your spare time ? i do set everything right but the mix still doesn't go into Mix Chamber EDIT: Nevermind i figured it out on my sandbox but it still is a video idea for you.
I tried that 2 months ago, dead people can't be healed in cryo because they don't metabolis, cryo pods have a slot for beaker wich acts like a syringe where it slowly puts the chemical into your bloodstream, since you are dead, you don't have a bloodflow. But you can add the chemicals, and when you revive it will work instandly. And no, rotting people can't be revived other than cloning. Maybe one day when surgery is added and you can put his brain into another body.
I wonder if the guy with 199 poison would be savable then, if in the single tick dylovene would metabolize once lowering the poison damage a bit before the game killed them for having total damage over 200
@@whitedawn2122 No, that's one of my main complaints with the defib, in SS13 (the other iteration of this game) defibs would equalize all non-healable while dead damages, such as poison, to 150 so the doctor has a window of time to heal it after the shock, here that just doesn't happen.
@@LiltenheadI think you pronounced em well (tho English is not my first language) in fact thanks to you now I know that bicardine in reality is bicaridine
Watching this very quickly as my patient bleeds out. I knew I shouldn’t have relied on ChatGPT throughout med school…
Lol
One thing that I saw lately and that pleases me is chems making less pills ( other than a handful of basic meds to put on the counter) and more jugs, most personnel use syringes too. I like it!
Yeah, and it is more effective treatment.
@@Liltenhead indeed!
Keep note, if the person has high rads or poison and is dying when revived cause of airloss you can put them in a stasis bed which will keep them alive long enough to ingest some meds to be able to get them stable
Something that a lot of people don't know is if you use chems like Bicaridine that heal "general" type of damage like "4 Brute" it's split between all types of that category even if you have 0 in the other types.
For example if you have 20 damage all Slash and you take 10u of Bicaridine you will only heal ~12 Brute damage and be left with 8.
How do people not know that?? That's like the most basic fucking information. I can't believe how dumb our generation of wizden players fucking is.
this makes a lot more sense since i would be incredibly confused as to why the healing quantity never matched up with the actual numbers
Yeah, i only knowledge this after messing around with modular grenades, i calculated the overdosing from chloral hydrate and bicardine and added the counterpart like dylovene, it never was right until i found that out after testing alot.
little advice to parameds: do not drag dying or dead person to med (they will rot, if patient is one of the perma deads put patient in body bag THEN drag to med), stabilize them first, AKA make sure patient will survive untill you reach med, so if patient gasping for air and has extreme slash damage (180 slash, 20 airloss), use bruse packs a bit, shock patient then inject epi or inaprov right after then rush to med, also make sure injecting more inaprov on the way so the patient won t die gasping for air (always carry roller beds AKA a way to transport patients faster and body bags, do not use pills as paramed unless chem is refusing to give you liquid medience, you most likely gonna respond to extreme cases so pills will slow you down and time is critical for those patients) [OUTDATED]
As long as you have liquid epi and/or inap you could store some pills in your backpack as after you inject them with the epi/inap you could feed them some pills and rush them to hospital. I don't know if they changed the "saveable" dead rotting in bodybags but if you don't think you can revive them on the spot, or the location they are in is not ideal, put them in a body bag and then carry them, the doctors (or you) in medbay will have more time to save the dead patient before he or she rots. Being a paramed is a lot of fun! So is getting arrested by security because you did your job! Fun! Wholeheartedly recommended.
pills are not ideal since they slow acting, like if your patient has 180 poison, pills not gonna do shit you you need liquid to stabilize him
Also, a roleplay advise, paramedics are PARAMEDICS, means your job is to save people and bring them to medical so a doctor can tale care, i see alot of paramedics acting as a doctor just outside, means they revive and treat people to full at the spot, you will wasting time for yourself cause sometimes when things get hectic and chaotic, it's mich better to just barely bring them to med and head out again to save more, time is the most important thing because there is maybe someone almost rotting out there while you play superdoctor x)
outdated, after the recent changes, you just have to carry defib, and don t need to stabilize patient, just shock him every 8 minutes so it will not rot@@ICanHazRecon911
This is very helpful, I ended up using this and the in game guide to learn quickly. One of the medical staff even trained me and tested my skills by making me revive a dead person.
One thing I ran into that even the CMO didn’t know is that, if a patient is consistently taking cold damage, that can either be from them starving or from them sitting on a stasis bed
Please note, if you are bleeding you can drink your blood off the floor.
I am unsure if it helps you but it is funny!
Could help in a pinch if you are just unable to get medical treatment.
Its a useful trick if you're stuck in a holding cell and sec wont give you anything to drink!
Technically i think you can cure 200 poison, by giving them emergency toxic pen and then defib it may let them metabolize for couple seconds, no?
someone did this in front of me when i was working a med shift and it was litearlly like watching magic i had no idea what the hell hapened
Band aids, if they fail ointment and If they fail then your in big trouble
Remember to always epi before defibrillator, most times that is enough to take them out of crit within the second
Still wish the defibs didn't come out in the way they are, they are almost identical to their SS13 counterpart without having any of the systems in the back that actually supports it, so it's not hard to hit a dead-end while trying to treat someone.
I absolutely love SS14, but man, that defib is really *not good.* I'm not one to complain about the lack of content because I treat SS13 and SS14 as separate games, but the defib just cannot stand on its own properly, and the implementation being basically 1:1 draws me with no other choices but compare how they work in each game.
If you make an updated long vid of eng my life will be complete
can you cover how to set up mix chamber as atmos in your spare time ? i do set everything right but the mix still doesn't go into Mix Chamber
EDIT: Nevermind i figured it out on my sandbox but it still is a video idea for you.
Just started this game, would love to find some people to play with
Ominous knife on the ground
Just a prop
Would be nice if med got the advanced med beds
Liquid Dex+ is a cheaper and "less-torturous-for-chemical-to-refill" alternative to liquid epinephrine.
Epinefrine heals all types of damage, so it is preferable. Botanists can grow linchji to make them easily
Yes pls tell more ppl to use epinephrine i see so many ppl dont use it when its the best thing for ppl in crit.
I thing when you defib a dead guy who have 200 poison he have 5s for a heal like anti-poison pen. But still nice video
make a guide teaching the administrator tools (ADM) please
this is a good video guide, but you forgot to say about the combat aid kit
I just covered the ones you see more often.
Body bag moment
What about cryonics? Can it heal dead people? And what about rotting people ? Is cloning the only way ?
I tried that 2 months ago, dead people can't be healed in cryo because they don't metabolis, cryo pods have a slot for beaker wich acts like a syringe where it slowly puts the chemical into your bloodstream, since you are dead, you don't have a bloodflow.
But you can add the chemicals, and when you revive it will work instandly.
And no, rotting people can't be revived other than cloning.
Maybe one day when surgery is added and you can put his brain into another body.
I am still catching up to the switch and being new-ish to the game. What makes this slightly out of date?
meds have changed
This is good content 👍
I wonder if you can still make romerol
Unintended Zombie Apocalypse?
You can't make it
Could you inject dead patients before defibing them so that the meds begin metabolizing immediately when you revive them?
Tested and works in estação pirata, which is the Brazilian downstream, can't tell you about Wizden but probably does there as well.
Yes
@@Liltenhead Can the same be said for pills? A doctor friend in one of the rounds tried it and said it hadn't worked.
I wonder if the guy with 199 poison would be savable then, if in the single tick dylovene would metabolize once lowering the poison damage a bit before the game killed them for having total damage over 200
@@whitedawn2122 No, that's one of my main complaints with the defib, in SS13 (the other iteration of this game) defibs would equalize all non-healable while dead damages, such as poison, to 150 so the doctor has a window of time to heal it after the shock, here that just doesn't happen.
Chem is pain!
Chem is life
Chem is love.
Chem is meth
Hearing you pronounce some of these medicines (bicaridine, ipecac) is KILLING ME.
I know I'm not good at pronouncing medicine but most of these meds are made up so I tried my best lol
@@LiltenheadI think you pronounced em well (tho English is not my first language) in fact thanks to you now I know that bicardine in reality is bicaridine
Just make the patient chug various pills at once and they will be totally fine!
(it's a joke, don't do that please)
How do I now the person rotted and is unrevivable?
Shift click. it will literally show what is rooting. And also flyes above corpse.