Guide to Mediguns: Difference between revisions
Utility Medicells |
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== Introduction == | == Introduction == | ||
So, you have chosen or have been chosen to be in possession a VeyMed Medigun, great! This guide should contain all of the information you'll need to know to efficiently utilize a Medigun | So, you have chosen or have been chosen to be in possession a VeyMed Medigun, great! This guide should contain all of the information you'll need to know to efficiently utilize a Medigun | ||
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Revision as of 08:05, 2 October 2022
Introduction
So, you have chosen or have been chosen to be in possession a VeyMed Medigun, great! This guide should contain all of the information you'll need to know to efficiently utilize a Medigun
How the Medigun works
Aside from the medicell system, mediguns function exactly like other energy guns. Meaning that they need weapon re-chargers to charge and are also likely able to fit in the same spots that other energy guns would. However, unlike other energy guns, Mediguns are unable to fit inside of Turrets and Emitters.
How Medicells work
Medicells are what enables the Medigun to use different types of healing, by inserting one into a Medigun you enable the gun to use a firing mode corresponding to the inserted cell. However, most Mediguns have a limited cell capacity, meaning that you are only able to hold a few at once. When, removing medicells, the firing mode granted by the removed cell will be removed whenever the cell is removed from the gun. Medicells are able to be used and swapped an infinite amount of times.
- To add a medicell to a Medigun, click on the Medigun with the cell in your hand.
- To remove a medicell from the Medigun's storage, Alt+Click on the Medigun to have the most recently inserted cell pop out.
Medicells with safety modes.
Certain Medicells like the Brute and Burn ones, have a built in safety system that prevents the user from causing harm to a patient.
- The safety can be toggled by using the medicell in your hand.
- However, turning these off is a bad idea in most scenarios unless you have the means to deal with the consequences.
- To find out if a medicell has a safety system, examine it, if it does have a safety system it will display a message like this, "Medicell has the safety turned (on/off)"
Standard Medicells
Type of Medicell | Damage healed | Tier 1 Healing | Tier 2 Healing | Tier 3 Healing | Disgust? | Safety? |
---|---|---|---|---|---|---|
Brute | Brute | 7.5 | 11.25 | 15 | Yes | Yes |
Burn | Burn | 7.5 | 11.25 | 15 | Yes | Yes |
Toxin | Toxin and Radiation | 5 Toxin 40 Radiation | 7.5 Toxin 60 Radiation | 10 Toxin 80 Radiation | No | No |
Oxygen | Oxygen | 10 | 20 | 30 | No | No |
Type of Damage | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Clone (above 100 damage) | 5 (66%) | 3.7 (33%) | 1.67 (11%) |
Clone (above 50 but below 100) | 2.5 (33%) | 1.85 (16%) | 0.88 (5%) |
Base Disgust | 3 | 2 | 1 |
Disgust (above 100 damage) | 3 | 3 | 3 |
Disgust (above 50 but bellow 100) | 1.5 | 1.5 | 1.5 |
Brute and Burn cells with the safety enabled will never heal someone above 50 damage of the damage type, Clone damage and extra disgust only applies if the safety is explicitly turned off.
Utility Medicells
Utility Medicells are Medicells more focused around providing a wide range of utility and support uses rather than the pure healing of standard Medicells. All utility cells are able to fire through windows.
Blood Clotting
This Medicell functions as a coagulant, injecting the user with a clotting agent significantly weaker than Sanguirite and also injects Iron. This can be particularly useful in scenarios that may not merit coagulant, like post surgery, or in triage scenerios where medipens are sparse.
Temperature Readjustment Cell
The Temperature Readjustment Medicell functions by raising/lowering the patients body temperature by 30k with every shot until it gets the temperature into a normal range.
Medigun models
Model | Acquisition Method | Cell Capacity | Battery Life | Charge Rate | Self-Charging? | Utility Cells Only? |
---|---|---|---|---|---|---|
CWM-479 | Purchasable through cargo | 3 | 10 Shots (1200) | 100% | No | No |
CWM-479-FC | Upgrade a CWM-479 with a fast charge kit | 3 | 12 Shots (1500) | 200% | No | No |
CWM-479-CC | CMO's Locker. | 6 | 15 Shots (1800) | 250% | Yes | No |
- Guide to AI Modules
- Critters (Game controlled beings)
- Guide to Races
- Guide to Food and Drinks
- Guide to Drinks
- Guide to food
- Guide to Hydroponics
- Guide to Playing Music
- Guide to Paperwork
- Random Events
- List of Supply Crates
- Makeshift Weapons
- Cargo Policy
- Guide to Space Exploration
- Guide to Smithing and Reagent Forging