Advanced Medical Guide

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Revision as of 07:34, 20 January 2022 by Wagner (talk | contribs) (Added in most of the tables and formatted some stuff as well)
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TMTM’s Advanced medical system is confusing to the uninitiated, but this will help you through the process of stabilizing and reviving downed friendlies. To fully understand reading will be required. Use the table of contents below to navigate through this document. If you are playing Standard Medical Operations use this guide instead.

Abbreviations

BP = Blood Pressure
PSB = Plasma, Saline, Blood
EPI = Epinephrine
HR= Heart Rate<be>

General Info

Here are some general tips and pieces of advice that you should know whether or not you are a medic.

  1. When a person's pulse is below 20 or above 200,they enter cardiac arrest and have 3 minutes (TMTM default) to be CPR’d again before they die
  2. Performing CPR has a 40% chance to restore heart rate
  3. If someone is unconscious, DO NOT give them morphine
  4. If you have self-medicated yourself and you start to hear your heartbeat (it is tied to your effects volume), consult the closest medic. This can be caused by too much epi or morphine
  5. Pain increases blood pressure
  6. Never take more than one morphine at a time
  7. If you have lost enough blood, taking morphine can knock you unconscious.
  8. You can not give someone too much blood
  9. Tourniquets will stop medication and blood from going into your system
  10. Medics perform medical actions faster than any regular infantry, so it's better to have a medic bandaging/giving blood instead of doing cpr
  11. If someone is providing medical to someone downed do not crowd around them, they will ask for help if needed
  12. Remember to get stitched after bandaging wounds since they will eventually reopen

TMTM Specific Settings (Compared to ACE default)

  1. Players bleed out 50% as fast
  2. IV transfusions are 4x faster

Useful Information

Types of Injuries
Type of Injury Description Effect
Avulsion Tissue torn away from where it belongs Extreme pain & high rate of bleeding can cause limping on legs w/o fracture
Velocity Deep penetrating wound Can cause fractures. Very high pain & fastest bleeding
Crush Tissue crushed under heavyweights Can cause fractures & limping. Slow bleeding & high pain.
Laceration Tear that separates tissue without carrying it away Moderate pain & medium blood loss
Fracture1 Broken bone Cause extreme aim shake on arm injuries, cause limps on leg injuries. Extremely painful & no blood loss
Puncture Caused by shrapnel or slow-moving sharp objects Light pain & slow bleeding
Cut Caused from shrapnel or sharp objects Light pain & light blood loss
Abrasion A scrape Slow bleeding, though large ones can cause moderate amounts of pain.
Contusion2 A bruise Cause moderate amount of pain
  1. Fractures can only be healed by splints
  2. Contusions cannot be healed by bandages, only PAKs or time
  3. All other wounds can be healed by bandages

Injuries can be either Minor, Medium, or Large. The larger the wound the more bandages it will take to staunch the bleeding.


Bandages
Bandage Effect (↑=Better) Reopen Chance (↓=Better) Delay to reopen (↑=Better)
Basic Medium Medium Medium
Packing Medium High High
Elastic Highest Highest Low
Quikclot Lowest Lowest Medium
Other Items
Splint Instantly fixes one fracture
Tourniquet Stops bleeding from limb, causes pain after 2 minutes, blocks injections, vitals, and PSB to affected limb

Resource Effects on Pulse and Blood Pressure
Resource Pulse Blood Pressure Notes
PSB None Increases based on administered amount Patients will have no pulse if blood is too low
Morphine Decreases Drastically Decreases Drastically Will suppress an individual's pain levels. Takes 60 seconds for full effect and lasts ~30 mins.
Epi Increases Increases Will increase the chance of individual waking up when stable. Lasts ~2 mins
Adenosine Decreases Decreases Can be used to counteract epinephrine. Lasts ~2 mins