SUPER SMACKHEAD'S Healing The Blood-Red Guide by Jack Jargn

QUICK CHEM COOKING GUIDE

inaprovaline - 45

25 oxygen
25 sugar
25 carbon

Bicaridine - 90

45 inaprovaline
45 carbon

hydroxide - 100 (hot plate)

50 hydrogen
50 oxygen

puncturase - 100 (MIX BIC AND HYDROXIDE EVENLY, may need to put on hotplate for a few seconds again)

50 bic (exact)
50 hydroxide (exact)


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Being a nuclear operative teams corpsman means you must carry them upon your shoulders like Atlantis or whatever that guys name was.
There are a few general things that must be discussed before moving onto which reagents to bring, some combat mixes, and how much you need.
First stop on the list, but MOST important of all:

BAR TOOLS AND YOU

The tools of trade are found within the humble bar, as it contains UNBREAKABLE containers.
There are many MANY things to be found that'll extract even more value from your precious, PRECIOUS backpack space.
Firstly, 300 unit containers give you 50% more chemical storage without taking up any more storage than a standard jug. These can be found in the soda dispenser above the med sign, Namely the jugs of: Coconut water, Coffee, Dr. Gibb, Green tea, Ice, Root beer, Smite, Sugar, and Tea.

In addition, in the bruise-o-mat, you will find shakers, these will be discussed later in the "SURVIVING BOMBS AND SAVING YOUR CHEMS." Section. But, below them you will find the holy grail to saving your team;

The ice bucket.

Despite taking up the same space as a small beaker or a shaker, they carry 200 UNITS OF REAGENTS. This doubles the space's carrying capacity, and carries the same sacred property of shakers that'll be touched on later. I would advise either keeping spare chems in there, or a supporting chem, (I.E Smack or poison). In addition, this is also where you can make The Doctor’s Delight, which I heavily suggest using.

doctor's delight - 240 (add all to blue bucket in janitor closet)

40 tomato juice
40 orange juice
40 lime juice
80 cream
40 trico (dissolve 4 pills from the white medkit in the surgery room)
stir bucket with barspoon


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ORGANIZATION, THINKING QUICK AND MENTAL CLARITY

A big part of being able to keep your team alive is knowing what damage they have taken, where and how much. The 300 unit jugs are powerful, yes, BUT they conceal their reagents from you, so you MUST remember which containers hold what chem. I recommend sorting them in specific spots you won't forget so you can draw the required chem at a moment's notice. The same applies to the shakers and ice buckets. This is why I carry my bruiz in a shaker and my lace in a normal jug, as the lace is far less used than my bruiz, I can afford losing that should I be bombed. In addition, the fact that only my bruiz is in a shaker allows me to instantly recognize such and go to it without having to think. As for that TDD/OMNI bucket, that goes in your medical chest rig, as it's reserved for emergencies. If you know what damage they suffered or have a moment of downtime to scan them using your corpsman pda, you should ALWAYS do that first.

THE HEALING JUICES AND HYPO

So, with that all in mind, we can finally discuss creating the chemicals themself. Assuming you have made it this far up, you have surely served a few shifts at an Interdyne facility or as a sleeper within NanoTransen. If you haven't, you're a nepotism bathing freak and I hate you. So, unlike creating chemicals for a clinic, you are constantly on the move as a corpsman, you do not have enough time to inject somebody more than twice typically amidst HELLISH combat. As such, the corpsman creates mixes of chemicals in order to minimize time to heal and focus required on one person. The average species can only intake two reagents at a time, so it comes down to ratios, effectiveness and synergy. Mixing Punct and Derma for example is a poor idea as that wouldn't handle the bleeding that piercing damage always comes with. Warops and Stealthops demand roughly the same things.
For stealth ops, what I personally bring is

230 punct, 70 tranex, OD 3 injections, inject 3 times to full stop bleeding, VERY important.
240 derma, 60 pyra in an emptied 300 jug, OD 2 injections.
200 dex+, 100 saline in an emptied 300 jug, OD irrelevant.
100 bruiz in a shaker
150 bic with 50 tranex in a jug, OD 4 injections.
100 TDD in a shaker, use SPARINGLY as this is *exclusively* for the punct.
3 bottles of ethyl in the medical rig as both bic and TDD can cause drunkness.
170 tdd, 80 omni in a bucket as back up/emergency
cut up the free Donk Co pizza with a boot knife on the ship and shove it in a cigarette box in case you over use this and cause hunger.

Warops is nearly the same but I increase the omni to 130 alongside bringing 300 units of lepo, 100 bicardine and 100 arith in the same container and ditching the TDD shaker as the arith will clear out the rads.

Now, you may be wondering, “SUPER SMACKHEAD, how do you get ALL of that omni!?!” Well, it's very, very simple. On your medical rig you will find a bottle of omni, pour this into your chem master, next look in your duffle bag and grab the *blue* combat pen. Inject that into a large beaker and pour it into the chem master, then pull out your uplink and purchase another combat medipen for 4 tc and repeat the last step. It does dip into your TC a bit, but it's more than worth it. Never forget to switch your entirely original, patented, Gorlex Hypo to draw as well as inject. But, there is one thing so deadly to you that you must plan around it.
Bombs. Bombs. BOMBS. BOMBS BOMBS!!!! BOOOOOMMMBBSS!!!!

SURVIVING BOMBS AND SAVING YOUR CHEMS

This is by far your biggest threat, for even if you survive, hell even if you don't go DOWN, there is a very real chance that it destroys *every single chemical* you have created. There are very few things to be done about this. But never *none*. There are 3 types of containers we can access that will not break.
Shakers, Ice buckets and the plastic bucket in the bathroom.
You could stand fully in the nuke itself and they would come out unscathed, this is why you should bring backups of your punct mix and derma mix in shakers. You will still be strapped and pushed against the corner, but you can still win. And if things get even worse you can use the last of your energy to push med to take their chemicals, you will likely lack tranex to make punct seal wounds but healing the gunshots is what's important. The omni mix is strong enough to deal with most things and the shakers will give you at least a little bit of time. I wish you the best of luck should you have to fight under such dire circumstances. Always be on the lookout for chemists, and other assorted mischief makers who can explode, you develop the sense of whos aimin up to bomb or waiting for a good chance to suicide bomb. Moving onto redder pastures, we should not discuss how corpsmen fight in comparison to an operative or their commander.

KILL THE BOYS IN BLUE.

As you may have noticed by now, a lot of your space is dedicated to the massive amount of chemicals you carry. So what's left for weaponry? When using the duffle bag you got space, but the speed loss can be fatal, 10% doesn't sound like a lot, but it genuinely is life or death most of the time. Should you stick to the duffle, I would say pick up a gun that lets you mid range as you won't be able to outspeed most crew members. But what if you spend that 2 TC on the syndicate backpack? What options do you get then? Well. Not much, honestly. I can only really justify bringing an energy sword and energy shield then looting weapons dropped by people dumb enough to try. Though, I did hear the head of security on the 14th station has been equipped with a prototype self recharging gun? Honestly, I would make the space on my back for that, the guns themself aren't the issue, it's the ammo, so for something to be entirely self contained would be an unimaginable boon. Depending on if you wanna dope up on smack, that determines whether or not you will be staying in the back ensuring their survival, or being a front lining monster who's making space for your team to charge. Either way, don't be dumb, if you die, they die. Genuinely, no way around it. But that said an L6 isn't a bad option either in my opinion since it's astoundingly space effective. Never use a chinalake though, if you are forced to clake yourself to get people off of you, it'll kill all your chem’s and well, you may as well just have died at that point.

SUPER SMACKHEAD BELIEVES IN YOU

Being a corpsman is a terrifying job, it's difficult, people RELY on you and the boys in blue will always shoot at you first. And in earnest, you will fuck up. Even after reading this, you will. Shit, if I sent this to past SMACKHEAD, I still woulda made the same mistakes. You learn from trying and failing. Again and again and again. You will do amazing though. Just give your skills time and yourself slack.

Ooc control tips.

Personally, I always put my hypo in my medical chest rig and make sure its my last grabbed thing so I can just shift+e to instantly pull it out, but as mentioned, this is just personal preference, I know plenty of people who prefer to just click it inside their chem bag. Additionally, dont forget you can right click someone as your getting closer and then click on their little box that shows up from that to hypo them, I find thats way more consistent than just left clicking.