Tactical Realism 2 - Advanced Medical Fix.

Discussion in 'Public Suggestion Box' started by Mr. Viscosity, Oct 20, 2018.

  1. Hello!

    I've been exploring Advanced Medical over the last couple of weeks and myself and others [the ones using it everyday] have a couple of suggestions to improve the medical experience for everyone.

    A little Background:
    I used to be a member of the 82nd Airborne during Arma 2. Technically we were part of the Cav at that time there was no "Alpha Company" instead we used the 82nd's pilots and the Airborne were also trained as Recon Rangers. As a result of our being constantly behind enemy lines; We were trained in JTAC, ATC, Stealth and at least 2 people were always trained medics. Having the opportunity to work with Advanced Medical in Arma 3 has been absolutely awesome, but it's brought some alarming issues up with the current build.

    The Problems:
    As I'm sure you guys know the public has been receiving Advanced Medical very very well. Members love it, pubbers love it, but we all seem to have the exact same qualm with it's over all functionality.

    At present medic's cannot revive a player who's heart-rate has dropped below a certain point. We are also unable to fix broken legs. Presently the ONLY way to fix these two issues is to PAK someone. While I understand having the Personal Aid Kits it's necessary for certain mass casualty situations or for when a player gets "ARMA'd", but there are two very small mods that would solve the need for PAK's so frequently.

    [Frankly it's boring to just pak someone when you know that they just need a splint, or basic cpr.]

    Essentially the problems lie with the revival system. Once a player is considered "Dead" and in "Need of a Revive" we must PAK. CPR, Epi, Pain, it's all meaningless. A team of Pubbers, Cav members and I tested this out thoroughly on 4 different patients over the last two weeks and we spent a good half hour or more on each one. The best we could do was get their Blood Pressure and Heart Rate within 10 points of perfect, but with no way to revive - We're forced to pak. As far as I can tell, CPR doesn't even do anything - Whether it's just keeping a person from dying while paking or trying to bring a person back up when everything is fine.

    The Second problem is broken legs. Anyone can just PAK a guy and boom no more broken leg, no need for med-evac. Also boring.

    The Suggestion:
    Bojan has found 2 mods [community made] that bypass both of these issues and are actually very small in comparison to most other mods running on the server. I highly recommend the cav looks into Adv-Ace-CPR and Adv-Ace-Splint. Adding these two mods to the server would essentially provide the fix to the aforementioned problems giving us a more immersive and realistic experience; As well as more options, beyond that of: "You get a PAK, He get's a PAK, EVERYONE GETS A PAK!"

    I'll link the two mods below here:
    https://forums.bohemia.net/forums/topic/203195-adv-ace-cpr/
    https://forums.bohemia.net/forums/topic/213587-adv-ace-splint/



    Bonus Suggestion:
    Bonesaw / Mustang [at the present] are 100% not needed.

    CLS in each squad has the exact same abilities. I propose that Medics[Mustang] continue as is, but that all CLS slots be downgraded. A CLS should exist to stabilize a patient and provide minor to medium medical attention. However: The way it is now; CLS' might as well be Mustang.

    The idea being that if both aforementioned mods were added CLS' permissions would change and they would be able to stitch, and provide basic care, but can't PAK, can't Splint, and can't give surgery. This would make Mustang actually viable. [That's not to say they aren't handy right now, but really if each squad has a CLS there is no reason, in my mind, that I'd call for a patient to be moved to mustang / have mustang come out for a patient that will be 100% good to go by the time they arrive on scene.

    ---------------------------------------------------------------------

    PAKing [at the moment] feels a lot like basic medical with it's "Throw 50 bandages and 10 morphine at the problem and it'll be fine." Now it's just: Throw a PAK at him and he'll be fine.

    Thanks again for all your hard work, and from my perspective: people are LOVING the advanced medical - We just want those last two steps that would complete the experience now.

    As always; Love Tac-2 and the work you guys do!

    All the best,
    V
     
    Geki.T likes this.
  2. Tharen.R

    Tharen.R B/1-7 Commander Captain Active Member

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    Geki.T likes this.
  3. Geki.T

    Geki.T C/1-7 Section Leader Staff Sergeant Active Member

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    Hey Visc! So, I have a couple of solutions to these fixes. At the moment, ACE is working on implementing Splints and airway management into their core systems (soonTM), so the need for those mods is not needed right now.
    As far as CLS classes being able to PAK, I will resolve this on Sunday by bumping up the medical level to PAK to only be available for Mustang. In the future, we will have it be so CLS units will have the same permissions that infantry have.
    All of these issues are things I've been keeping a close eye on, and I have plans to fix them as needed :)
     
  4. Kane.T

    Kane.T 1st Lieutenant DD

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    Both of those mods are beautiful, another possibility is to change settings to allow surgical kits to heal hit points (I forget the exact wording). SK won’t instantly revive at that point but can fix legs and such without doing a “hard reset” on patient condition.
     
  5. Bojan

    Bojan

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    Hi all!

    I was talking to Visc about this and we've got some good ideas to get rid of PAKing everything:

    If we add the splint mod at least, we can restrict PAKs to medical facilities and vehicles (an ACE option). This way we can stabilize people in the field, and transport them back to a CCP to bring them back to life. This lets us do medevacs and other extracts but still lets players stay on the front lines instead of respawning. Since PAKs couldnt be used in the field, we could bring the splint mod in to make things less awful when you break your leg, and get to a CCP to get it properly fixed.

    Looking at the ACE project on Github, it looks like the last commits to the medical branch was Aug 25, which makes me feel like it wont be coming anytime soon. I strongly suggest that we use at least one of these mods in the mean time to help tide us over until its done.

    Lastly, I suggest we up (or down?) the damage multiplier for players to allow them to take more damage. Most of the time when we get to a downed solider, they are in the revive state (they should have died, but ACE settings prevent this) and *need* to be PAKed. It would be nice if we could get to people who are unconscious but alive a bit more often.

    tl;dr I want to get rid of PAKs; mods can help :)
     
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  6. Maco.D

    Maco.D C/1-7 Trooper Specialist Active Member

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    I agree with the above. A use for Medevac would be awesome but from what I have experience as of late that the AI has aim bot. So any type of hot LZ for medevac would be impossible.
     
  7. Maco.D

    Maco.D C/1-7 Trooper Specialist Active Member

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    A PJ squad would be awesome to have :D I remember watching a doc about them on youtube.
     
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  8. Jarvis.A

    Jarvis.A S6 Officer in Charge Lieutenant Colonel Active Member

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    Nice to see you around again @Maco.D
     
  9. Maco.D

    Maco.D C/1-7 Trooper Specialist Active Member

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    I'm always about hiding in plain side :D good to see you to mate :) hope your well
     
  10. Bojan

    Bojan

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    The great thing with ACE is that we can designate medical vehicles, so it doesn't have to be a helicopter flight to a CCP - it could just be a medical MRAP that pulls up that allows you to PAK inside it.
     
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  11. Vex.W

    Vex.W C/1-7 Trooper Corporal Active Member

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    @Bojan @Mr. Viscosity Medical Mrap and Deployable Medical station (Mobile CCP vehicle) where added to upcoming maps. Refrence the Tac-2 update thread in the general disscution thread.
     
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  12. Bojan

    Bojan

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    Awesome! Do we have any plans to remove the use of PAKs in the field? Its always boring for people to just ask for a PAK, takes away from the drugs + liquids that we bring out for people since they always want to be at 100% health. Of course, I understand playing a broken leg sucks too... Any chance for that splint script to be brought in? Perhaps we don't even need a mod if we can use an object that is already in game (or don't use objects at all)?
     
  13. Vex.W

    Vex.W C/1-7 Trooper Corporal Active Member

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    @Bojan I'd have to talk to geki but I wouldn't count on that come up.