A3 Legacy Medical Information
Views
Actions
Namespaces
Variants
Tools
Introduction: Staying Healthy in the Mission
What you have:
- 2 Bandages, nothing else.
- You don't get morphine, epi, or blood.
What if I Need Morphine?
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you'll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it's imperative that if you are injured you seek treatment immediately.
CCPs and their role in respawn waves
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.
ACE Interaction
- Self Interact
- Dragging/Carrying
- CCP Interactions
Role of Medics in Game
Staying Alive
It's expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:
- Treat Pain
- Treat blood loss
- Build CCPs
- Provide surgery and medevac
- Place a field hospital
- Request reinforcements
- Remain an effective fighting force
Obviously, this isn't an optimal outcome. As such, if you're a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else's death lower as well.
Blood transfusions
It's not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you're taking unwanted naps.
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It's up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.
Morphine/Epinephrine/Atropine
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you're giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone's heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.
CCP placement/usage
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.
Once you've built your CCP and it's in it's final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you've done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they're reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don't let them out of your sight until you've got a plan for them.
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.
As of right now, CCPs cannot be repacked. It's important that their placement is strategically advantageous and that they will remain useful for a decent period. It's up to medics and their commanding officers to determine when and where to place CCPs.
Surgery
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it's up to GI to remain conscious of their medical state and seek attention appropriately.
Deceased
Medics will be in charge of caring for the living and managing the those that have died. You will have body bags to remove the body from the field. Keep in mind that this will remove all inventory from said body and thus is important that any necessary supplies such as radios from Team Leaders or ammo for your AR is retrieved before the medic covers the body.
Understanding the Medical Officer
Roles of the Medical Officer
- The medical officer is the only person who can place the field hospital and access the medical transport vehicle.
- Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.
- The medical officer works with other medics and medevac crews to provide medical attention in the field.
- This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.
The Field Hospital and the Medical Vehicle
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations.
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned.
It's up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It's recommended that you use the medical vehicle to gather supplies if more are required.
The Finer Points of Advanced Medical
Bandaging
- Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.
- Quick Clot: These bandages will quench bleeding faster. If you're losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.
- Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.
Blood, Plasma, and Saline
- Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.
- Plasma: Similar to blood, it will bring color back to a player's screen and increase their blood level.
- Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.
Tourniquets
- Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.
- Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.
- Let medics know if you have tourniquets on already so they don't accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.