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[PR] Equips medical doctors with medical belts and medical pouches on spawn.
#5
I'm of similar opinions to Urs. You don't need a medical pouch. My go to med doctor loadout is full of what I consider "base" medical chems. Stuff you can easily make more of.

I carry a synthflesh mender with spare beaker for resupply, hypospray, beakers of charcoal, epi, saline, and MAYBE salb. That's my belt full.
Then I grab a defib and a mannitol pill/autoinjector or two. One backpack slot and 1-2 backpack/box slots.
Then in my pockets I have an oxytank and upgraded health scanner.

With these items as a med doctor I can save practically anyone. You also spawn with an amazing medkit. Both brute and burn automenders and good stuff in the medkit. Depending on scenario I may have some anti rads or surgical tools but those are situation dependent.

But I 100% agree with giving med docs the medical belt.
Edit: Figure I'll expound on why I do very much like the idea of giving medical doctors medical belts on spawn.
As it stands somewhat recently engineers and mechanics were given utility belts full of tools on spawn. This helps during high pops, I frequently will raise job caps to allow for more roundstart jobs. On some jobs it works flawlessly. Most eningeering jobs, even mining now that the ore scoops are in the fabricators. Other jobs I'll do a little for, I'll expand botany a bit to allow for more botanists, can be done in a few minutes. Medical doctors getting belts would make it so I can raise the job cap and not have to spawn more belts and other assorted supplies for the extra doctors.


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RE: [PR] Equips medical doctors with medical belts and medical pouches on spawn. - by Sord213 - 12-08-2020, 08:20 AM

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