I tested how powerful Vigor was at max strength, I was able to swim outside of the sub without a diving suit for about 2 minutes before finally getting crushed
10:52 Unfortunately, the side-effect afflictions aren't a challenge at all when you use the right medications. It's only a problem when you use the wrong ones (90% of the time it's Fentanyl without the required skill level). It's boring once you know the healing meta which simplifies to three procedures. For healing injuries you choose just 3 out of 7 possible medications (Bandages or Plastiseal, Opium or Morphine or Fentanyl, optionally Saline or Blood Packs when someone's unconscious specifically from blood loss), then 2 occasional antidotes (Calyxanide and Anaparalyzant) and CPR for unconscious players (including a diving mask/suit with oxygen.) That's 95% of active medic gameplay. But there are mods that make it more interesting! And if you're using a difficulty mod like Barotraumatic or Europa War, it's not so boring even with vanilla medicine.
@@sarunasjadzgevicius3633 Thinking in those terms, I'd say up to 50% of the time spent as a medic is making and sorting medications. Medics don't spend that much time actually healing in vanilla, this isn't Neurotrauma ;)
So much complexity in the mechanics, but it all boils down to disappointing simplicity in gameplay. It seems to me like all those stats and redundant affliction types serve no purpose other than overwhelming new players.
EDIT: 2022 Holiday update 11:04 You forgot that CPR is inefficient without oxygen from a mask or a diving suit. While you can use liquid oxygenite, steroids, etc, basically nobody ever does that just because CPR + oxygen works. Thanks to the recent syringe gun changes, you can now use it any way you want (provided you have enough Medical skill), which makes vanilla medic gameplay a tiny bit better. You'll want to use Fentanyl (again, with the required Medical skill) for efficiency when Morphine is scarce.
You can load a syringe gun with antibiotics just incase you encounter husks so your can give the crew resistance to them quickly. Apart from loading it with raptor bane thats the only use I can think of outside of traitor/pvp plays.
As a word of mention, the affliction Psychosis and also be gotten from being near certain objects, like alien artefacts - specifically the alien psychosis artefact gives 0.5% Affliction Psychosis every second when being held. I'm not exactly sure, but I think it's also possible to gain this affliction from taking hits from creatures of the deep.
Update for current situation of the game: - Syringe gun applies just as if it was applied manually, so you still need to pass the skill check but it won't *always* fail. This only happens past Rising Tide update. (Released February 24th, 2022) - If you don't have enough Medical Skill the syringe gun will have extra spread
Hyperzine in the medic-gun, seems like a good idea. Since it has no skill needed, there's no downside to using it in the gun. I might try a strat where I grow plants for profit, and trade for as much hyperzine (& precursor chemicals) as I can get from every base.
Good guide, hopefully there will be less doctors that overdose everyone on accident. Can you do a drone guide next? I see you use the kastrull that comes with a drone. Maybe you can find out how they work. Because I love the idea behind them and I pulled only one succesful drone mision off. Maybe you can do it better :)
Solid organization, writing, delivery, and video; great work! I wish there were an improved husk egg that would give the immunity to crushing pressure in just a few seconds-useful to treat someone out of their dive suit, whether planned or not.
Thank you for the kind words. I agree, that would be a nice resistance, there is one listed on the wiki, but you can only activate it as part of a mod or through the command line terminal, so no gameplay way yet.
would like to see a guide for what rach class does, combat guide for security, wiring for engineers, orders and piloting for captains, and how to prioritize repairs and crafting for mechanic
I tried to take notes, and realized your decay and grow numbers are all over the place, the stuff you say doesn't match the info displayed. It's a great video giving an overview of the topic, thanks for the link to wiki hopefully they will have better number consistency
One Question last session our Captain was fully paralised during outside mission. We brought him back into the ship and our medic to bring him back with Anaparalyzant but it didn't work we tryed that to help him ~10 min. After that i navigated the Sub towards the next outpost and docked. The captain was stll paralysed and the rest of the crew chew him up and killed him that he can respwan. I just want to know if there was another way and not kill him.
Unfortunately, the syringe gun is quite limited and (largely) useless. Anabolic steroids and the accompanying vitality inflation are great at stabilizing downed crewmates.
I agree, mudraptors are few and far between. For multiplayer traitors as well you can see someone firing it at you. Would be good to see how the updates in the future change this.
thank you, a question though: some medicines (like bandages), require you to target a specific limb with it, while others (like morphine) don't if i have the correct medical skill and use morphine on someone who has let's say, 60 damage to their left arm, and 20 damage in their right arm, how does the heal work? does it heal 30 damage in their left arm and 20 damage in their right arm? or does it heal 50 damage in their left arm AND the 20 damage in their right arm? does it split heals between damaged body parts? also, does it matter what body part i target with using morphine?
morphine effects the whole body, so no need to worry about making it limb specific. For limb specific afflictions it will only heal the damage to the specific limb if you use a bandage on a specific limb. As far as i am aware it does not split between body parts. However everything is still subject to change.
There will be updates in the new release, but for the old UI you would need to roll back the game version, which is not easy to do you need to know how to build a game binary from scratch. @@ShanRoulette2024
Neurotrauma players: I smell Ẁ̴̥̄́̑̍̌̇͒̈́̐͊͘͠È̴̛͚̰̪̰̻̽́̇̾̂̏̑̾̐̾̕̕͝A̴̛̗̻͍͕̘͉̟̖͑̂̌͊̐̋̈́̐̈́̓K̸̙̮̳̲͎̠͊̂̉̈́͂̆̓̈̔̀̕͝͝ͅN̵̨͓͚̱̹͈̱̙̞̈́̒͂̇͒̀͋̓̅̑͋̒͠͠͝ͅE̷͕̞͚̞͇̮͖͍̓̽͗̿͛͂͗̂͊̿͐͛́͘͠Ş̷͎͕̼̬̦̹̻̝̭̗̦̻̥́͐̅̌̏̈́̑̈́̐̃Ş̶̧͙̼͍͓̝̦̥̟͉͙̃́̉̔̈̈́͘̚͝
Hello there, thank you for your guides. I want to ask if there is updated guide on what and which resources to buy when you are starting the game and whatnot. I just bought the game.
Your more than welcome. There isn't a guide on what to buy in the beginning, but i would say with the new update. Magnesium, lead and dementonite are very valuable currently, as they allow you to make ammo and advanced weapons and tools.
Huh you know things are much more interesting when your on ship doctor is a complete hack It’s more entertaining when they are desperately trying to stop the 4+ afflictions from killing you with a myriad of drugs while the crew panics.
listin some recommendations for video ideas. 1. Make a playlist for your guide videos 2. Creature guide ( I really wanna know how you beat thalamus at this point ive been stuck for 2 days in sp cuz I cant pass my mission and need the credits to finally upgrade my submarine
Here you go on the playlist. ru-vid.com/group/PLpRSK_IeqAY-hYGP3Ucr32mUna9PkZ2UD For the creature guide, i will do one, but it will later on as the developers are currently working on more creature updates.
im always having trouble with npcs having nerve damage and ruptured lungs from randomly leaving the sub with the sonar being activated. How do i cure or treat ruptured lung and nerve damage?
Going to be honest, I never use glue as anything more then an ingredient for crafting the blood clot warning kinda discourages me, as a medic I just carry around a ton of plasteal blood, fentinol and anti biotics or the equivalents of such items, often the only time I lose patients to blood losses is when I spend to long trying to find witch limb is bleeding, however the habit of giving cpr and a blood pack immediately generally gets around that if you remember to do so, on the other hand, I just give opiates for burns and basicly any non blood or O2 related damage, if I have them I will use Deusizne for important personnel in critical condition as it's a cure all, meanwhile for husk, I will just pump you with a ton of antibiotics and give you just enough morphine to keep you alive unless it's a vip then I will use the calyxinide or more morphine. Most of the time though I tell people to lay down if they are not important. However in my single player campaign where I got all the antibiotics, I didn't have a medic for the longest time yet also never really had any issues that really needed medical stuff aside from one time I shot arty Doolittle and my mechanic well my mechanic shot me with as we were being boarded by a pack of raptors in in barsuk, though currently early sub upgrades hull all the way to T4 have made it so we have not gotten any injuries outside of bed rest injuries in a very long time, combined with the lack of a medic, I have not seen any point to crafting any med other then a ton of unused bandages early on.
@@IronicandDead The bag never spawned was the issue. It's happened a couple times so far, where we get husked in a cave, die to said husk. Come back to kill it and our stuff, and everything is gone. What used to be 'My Character' is just a regular husk npc now with now duffel. I'm not sure, maybe it was a bug or something, we make sure to bring anti husk meds with us everywhere now.
I wish it was on purpose, this was footage from one of my first game-play sessions, when i didn't know what a husk was, i think i was trying to figure out how do i save the survivor, not realizing it was biting me. Fits well for the medical guide :D
Medical Officers are a must if you have a team of more than 5 crew. They will save your whole squad. The AI will heal anyone injured, so you just need to supply them with enough medications. Pro Tip: If you are going outside the submarine, bring a toolbelt consisting only of medicine (morphine, bandages, plastiseal, blood packs and calyxanide). If you are bitten, or injured, you can heal yourself without needing to go back to the submarine.
The easiest and cheapest way is to dock at a station and use the medical facilities there, however on a mission you can use Calyxanide. Hope this helps
@@IronicandDead Ty, your info and tips about the game, help me a lot, unfortunately there are no good chanels about Barotrauma in spanish. In english i think you are the best.
4:00 so lemme get this straight...if I didnt swap out my husk gene, which prevents the last stage from ever happening, for a hammerhead gene...I could have swam outside with just body-armour...no oxygen mask or diving suit...and...be fine?... (And does it still have thag effect today?) If yes...f*ck me I regret my decisions..