Bottom post of the previous page:
Wait Epinephrine is a healing chem? I figured it was just a anti nuke op/deathsquad emergency weapon. Rush up and stick one with your issued medipen and it'll instantly bypass their hardsuit or armor and constantly knock them out for 50 ticks giving the other assistants a chance to scrable toward them and grab their weapon.Jokes aside I've been struggling to keep medbay afloat both as a CMOs, Chemists, and med doctors for a few rounds now while at the same time digging a little through the code.
The Good:
-Calomel and other purging chems work. Its actually pretty effective at handling a poisoning now. Calomel itself can't put a paitent in crit so its a good thing to slap on when people come in with lethal levels of chems.
-The life reaction might be fun if you can both get the CMO to give up some Omnizine from the hypospray and get the chaplain to bless a beaker of water for you.
Epinephrine:
Did you test this? At all? I mean if this is a joke it was only funny for the first shift. Yes it stops you from suffocating while in crit and it heals you if you're at that narrow ranige of -65 to -10 but why would you ever use it when it has that side effect of knocking you out at random, a 33% chance each tick. As its working now those Epinephrine medipens that everyone has are more a griff tool than anything. One tiny prick and the recipieant can hardly function for 50 ticks. I have letimately loaked up syringe guns with the stuff to use as a nonlethal weapon.
Sleepers:
And to think I was considering raising a fuss about them getting removed. As they are they practically do more harm than good. What would you like today? We've got saline, epinephrine and saline, saline salbutamol epinephrine and saline, saline saline saline saline baked beans and saline, and saline and sleep toxin. Whats that? Baked beans are off.
Salbutamol is the only useful drug on the list and it can't be injected when the paitent is in crit and needs it. For some reason thats reserved for Epinephrine so anyone that gets rushed to a sleeper likely gets a double dose of that and are stumbling around with 20u of that until it metabolises over the next hundred ticks.
So that leaves us with Saline for the injured. 20u will heal less than 20 if their damage is just brute or just burn. Welcome to Medbay, enjoy your stay.
Medibots:
Thought these guys might have Omnizine in them? Think again. They also have saline. So that injection of 15u will heal you less than 15. They do have Salbutamol in them but thats only for oxy damage. Little guys do have charcoal in them though so they're actually pretty adept at handling a poisoning assuming they attemt to treat your toxic damage and not some other damage type you probably have.
Cryo:
Cryogenics got away relitively unmolested. Clonex its as easy as adding soidum and sulfur to the Cryox you start with to get the clonex. If you run out of Cryox though thats more tricky. You either need a medic to bring you out a salbutamol pill or: Make oil to make Phenol to make Salicylic Acid to make Salbutamol to make cryox. Mannitol is actually easier than Alkysine was. Mutadone isn't too bad, just mix up some acetone and mutagen and add Bromine.
To be honest with the state sleepers are in and how limited the patches are in supply I tend to use cryo to cary medbay. At least for moderately injured paitents.
Charcoal:
I guess its the new go-to for anti toxin application. Now that heaters work properly its not nearly as time consuming to make. Beakers staying hot even when empty seems to be an issue still but I won't complain too much. For some reason all the charcoal bottles that spawn on station are filled with saline-glucose instead of charcoal.
Styptic, Silver Sulfadiazine and Synthflesh:
They seem to heal pretty well but you need large doses. You can trust a 40u patch to heal a bit more than 50 damage so a person crited will need at least two. As a chemist its very time consuming and dull. Each large beaker batch makes 2 patches and you either need to put each individually in the smartfridge or label a bottle and cram in 6 or 7. It gets old fast.
Starting medkits:
Wow. Just wow. I'm pretty sure these are 25u patches. 3 brute 3 burn. This lasts you about one brute damage paitent and 2/3rds a burn damage paitent. Gives you an extra dose of Epinephrine to fuck people over with.
Atropine:
Seems like it might be useful if it didn't stop working when the paitent reached -25 health and didn't leave them with a bunch of residual toxic damage. Haven't really experimented with it yet. It might be useful but it requires mixing 3 intermediate chems in its recipe.
Strange Reagent:
Havent managed to get both holy water and the CMO's Hypospray in the same shift yet but really I have to question how much it'd help. It gibs if the victim took more than 80 brute or burn damage. So thats pretty much everyone that comes in. If they only took 80 damage they wouldn't be dead. Only reason it'd be useful is someone who died of suffocation or tox damage. As a CMO though I'd be scared to put it in the smartfridge. Chances of someone slapping a patch on a blugeoned cadaver and gibbing them is too high.
Working with another compitent chemist:
Things can actually go okay in this situation. Share some of the intermediate chems between the two of you and you can probably keep up with the demand. Maybe if its a slower shift you'll have time to make some of those fun new drugs.
Working on your own as a chemist:
Doesn't mater if you're truly alone or if your coworker is just useless its going to be a rough shift. Gotta get that Cryo mix up then start churning out patches and charcoal. Aside from a few extra medkits which have next to no healing chemicals in them you're the sole supplier of healing drugs on the station.
Working in Medbay with no chemists:
Welcome to your own little hell. You have enough supplies to heal about 150 points of damage in your medkit. The only thing in the sleepers is Saline. Only got Cryox in the tubes. Everyone will have Epinephrine in their system and will blame you. Probably because med doctors 2 and 3 didn't know what drug to use in the useless sleepers. Expect rioting and smashed windows.
Overall:
Right now I want oldchem back. Maybe it was too easy but this is too far in the other direction. I'm not sure if this can all be fixed. It doesn't feel like a lot of thought went into this and just straight transfered a lot of drugs. Like Epinephrine, I understand on goonstation you can still move about after you hit 0 with a penalty of occasional blackouts. Here Epinephrine would make sense. There is almost no situation its helpful in a station where you black out at 0.
What the system sorely lacks is a way to heal people large amounts over time. Tricord was probably too good but Bicard and Kelotine were good for that. They almost did make things too simple though. These chems like Atropine seem like they might be the right thing but they stop working at levels that would bring you to barely concious on goon but leave you knocked out on TG. If it got tweaked so it raised your health to 10 then it'd be an effective chem to bring someone out of crit with. Add in a more chems like charcoal that heal a small amount guarenteed every tick. Maybe even limit it so it only works on paitents above 0 to stop it from being too useful on critted people. This lets you give someone a pill and shoo them out of medbay, roughed up but alive and recovering.
I think we need to take a step back and remember we're playing a game for fun. Now Speesmen are going to get thumped with toolboxes, shocked on doors, and fall out hull breaches. Getting hurt is part of that fun. Some people may get a rush when they're dragged to medbay in crit. The issue is that now that fun relies on the compitence of two chemists being able to keep up with it all. The doctors have relitively little input on it since they only have enough supplies to heal one person from the start.