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|jobtitle = Medical Researcher
|jobtitle = Medical Researcher
|access = Research, Medbay
|access = Research, Medbay
|difficulty = Medium
|difficulty = Easy
|Rank = N/A
|Rank = N/A
|Class = Corporate Civilian
|Class = Corporate Civilian
|superior = Nanotrasen
|superior = Nanotrasen
|duties = Research xenomorphs while help marines get req points. Cultivate and grow xenomorphs in the research pens.
|duties = Probe dig sites groundside using your excavation tool and special minimap with the sites marked. Mildly med marines. Perform TAD surgery and cry when you give everyone necrosis.
|guides = [[TGMC:Guide_to_research|Guide to Research]], [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Guide to chemistry|Guide to Chemistry]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC: Paperwork|Guide to Paperwork]]
|guides = [[TGMC:Guide_to_research|Guide to Research]], [[TGMC:Guide_to_medicine|Guide to Medicine]], [[TGMC:Guide to chemistry|Guide to Chemistry]], [[TGMC:Surgery|Guide to Surgery]], [[TGMC: Paperwork|Guide to Paperwork]]
|quote = "I JUST SCAN 30 XENOMORPHS, AND I'M EATING NACHO! THE GREATEST DAY OF MY LIFE!!!!"
|quote = "I JUST EXCAVATED 30 SITES, AND I'M EATING NACHO! THE GREATEST DAY OF MY LIFE!!!!"
}}
}}


==Overview==
==Overview==
You have recently been contracted by TGMC to research xenomorphs so that you can pay for your college debt on xenobiology. As a Medical Researcher assigned to the TGMC by your corporate overlords at Nanotrasen, your primary job is to dissect and research things. Since you are also a medical provider and be with the marines in deployments, you are also (loosely) expected to heal marines.
 
You have recently been contracted by TGMC to research xenomorphs so that you can pay for your college debt on xenobiology. As a Medical Researcher assigned to the TGMC by your corporate overlords at Nanotrasen, your primary job is to excavate digsites for rare materials. Since you are also a medical provider and can be with the marines in deployments, you are also (loosely) expected to heal marines.  


GREAT THINGS COME TO PEOPLE THAT HAVE PATIENCE!
GREAT THINGS COME TO PEOPLE THAT HAVE PATIENCE!
{{TGMC-Skills
|job=Medical Researcher
|premsg=You're a decent surgeon, great splinter, and have the unique capacity to find digsites. However, you have penalties in CQC and melee usage, along with firearm usage.
|cqc=-1
|police=0
|melee=-1
|medical=4
|surgery=3
|engineering
|construction
|firearms
|powerloader
|lead=0
|sg
}}
==Duties==
As a Medical Researcher, you have similar skills to a Medical Doctor, but a very different set of responsibilities. You're employed for mostly for research, though much of this research will involve rolling around with marines who ''will'' need to be healed.


==The Requisition Pipeline==
''Traditional'' wisdom might lead many players to scream at you to remain shipside in the event of there being no doctors aboard. Most of them probably don't get that your surgery skill is more than sufficient enough to handle field surgery planetside with a little bit of preparation, know-how and the right reagents backing you up. This is a frequently overlooked strength of the researcher role, especially since you'll be spending so much time on the ground and around the ungaball. Private Bald got hugged and every corpsman's medevac is on cooldown? If you brought a roller bed, some surgery tools and some antibiotic reagents with you, you're the fix to that particular problem now. '''Do not let yourself be forced to stay shipside if you don't want to be.'''


As a medical researcher, you have all the skills a medical doctor has, but a very different set of responsibilities. You're employed for research, not for medical work, though people ''will'' need to be healed, and if you're the only doctor onboard, you're going to have to be that doctor, ''one way or another''. In plainer terms: if there's no other Medbay staff, ''do not deploy''. You can still do the more significant half of your job on the ship, as long as marines are patient enough to send corpses up on the Alamo instead of using a fulton or ASRS pad, and having a competent surgeon ready to take dying patients is more important than an extra B18.
Consider equipping yourself out as a lightly-armored marine would, with surgery tools and an assortment of strong medicines to keep you and your bald-headed escorts healthy. You also start with a bottle of lemoline, which you can (and should!) use to make some [[TGMC:Guide_to_chemistry|top-tier healing medicines]] before you deploy. A good example of this is something like Somolent, which couples well with your surgery skills to let you heal huge amounts of brute and burn damage on someone while you're operating on them. Many of the lemoline-requiring chemicals are well worth the effort to make, and you even have the access to raid medbay for many of the precursors if you're observant or curious enough to find out where.


But say that you aren't the only doctor awake, and there's more than enough doctors and corpsmen to meet the medical needs of the platoon. Then, you can focus on your research. You have two tools to this end; the xenomorph analyzer (blue bonesaw) and the subterranean extractor (hand drill). Both will start in your satchel. And speaking of your unique gear, you also start with a snazzy armored labcoat that's plainly worse than a standard light vest, because it lacks a lamp and simply has less armor. Still, prioritize fashion if you want to risk it (or if you aren't deploying anyway).
==Claim Jumping==
If you're not content sitting safely behind barricades, your excavation tool has the perfect solution for you: wander out into the darkness and <s>die horribly to a single Young Runner because your combat skills are awful</s> dig up your own research material! You'll need an entire empty satchel to carry everything back at once, so carry extra storage along on the way over. It's also best to bring a friend since your combat skills aren't great.


== Xenomorph Analysis ==
This is a four-step process, more thoroughly detailed in the [[TGMC:Guide to Research|Guide to Research]], but in-depth knowledge isn't needed to do the job as efficiently as possible.
This is a four-step process, more thoroughly detailed in the [[TGMC:Guide to Research|Guide to Research]], but in-depth knowledge isn't needed to do the job as efficiently as possible.


# Find a dead xenomorph. Most researchers accomplish this by waiting in the FOB on the ground, to head off any frontliners dragging their prize back to the ASRS pad. This is ideal, because your civilian-level combat training makes acquiring your own corpses difficult.
# Find a digsite using your map. Green digsites are common materials sites that will give tier 1 xenomorph materials. Gold digsites are rare digsites that will give mysterious substances with better rewards. '''Be warned: xenomorphs can see the location of digsites as of recent updates, and some may patrol or set up fortifications on them. You will probably die if you go out on your own. Requisitions may have some gear to help you handle this solo (like the scout/sniper cloaks), but they're expensive.'''
# Hit it with your science bonesaw. This takes about five seconds, and is also the only part of the process that doctor-level medical training is actually needed for. A xenomorph chunk will pop out at your feet; higher ranking xenos give better chunks.
# Stand within three tiles of the site spot and use your excavator (activate it using your special action key). This takes a few seconds. A xenomorph chunk or mysterious orb will pop out on the ground.
# Throw the chunk in the science tube. Using the research console again will pop up a menu that will show you potential rewards and probabilities. There's nothing else to do with the xenomorph materials, so analyze away! You can unlock the console and drag it around. It's generally best to keep one in the FOB and the other on the ship, because if both get melted by acid you're out of a job.
# Throw the chunk in the research console tube. Using the research console again will pop up a menu that will show you potential rewards and probabilities. There's nothing else to do with the materials, so analyze away! You can unlock the console and drag it around - you can also stuff it into a crate if you need to drag it aboard something like an APC or haul it around with other supplies.
# Use whatever reward you get. You'll always find credits, which can be sold through the ASRS pad or in Requisitions on the ship, but there's also a decent chance of getting unique implants with questionable combat effectiveness. Keep in mind that these implants can be pulled out by clueless Corpsmen poking around with their tweezers.
# Use whatever reward you get. You'll always find credits, which can be sold through the ASRS pad or in Requisitions on the ship, but there's also a decent chance of getting unique implants with questionable combat effectiveness. Keep in mind that these implants can be pulled out by clueless Corpsmen poking around with their tweezers.


You can pretty easily double the amount of points Requisitions gets from each xeno kill by just sitting in the FOB and doing this to whatever comes through. Unfortunately, AI-controlled minions can't be dissected for research material, so you're only able to get value out of "real" xenos. This is the more significant part of your job, as the other half only gets you more material for the research console.
If you can't muster up an escort to take you out to a digsite (and this will be about 99% of the time), stick with the corpsmen following the ungaball and pray the push goes somewhere near where you want to be. When it inevitably doesn't, consider yourself a corpsman++ - your increased medical skill means you defib better and at higher thresholds and splint ''significantly'' faster than they do. You can defibrillate a shocking number of people back into life with absolutely no medkit use with your enhanced skill levels, so make sure to know and abuse this fact often and well.
 
While you're waiting, remember that you're a perfectly capable surgeon in a reasonably safe area, and that a lot of marines will be wandering back to the FOB in hopes of finding a medevac so they can get surgery. If you're going to oblige them, remember to bring down antiseptics and anesthetic, either in pills or air tanks.
 
== Claim Jumping ==
If you're not content sitting safely behind barricades, your other tool has the perfect solution for you: wander out into the darkness and <s>die horribly to a single Young Runner because your combat skills are awful</s> dig up your own research material!


This is much more simple than analysis. All you need to do is open up your map HUD and move to any of the pink or gold Xs marked on your (and only your) map. Once you get there, take out your extractor and press the unique action key to get digging! By default this is spacebar, but in any case it will be the same button you press to rack shotguns. You'll need to stand still for quite a while and be within three tiles of the X to dig anything up, which is difficult because you don't actually have your own map indicator (yet). Of course, you shouldn't be doing this alone, so just ask your escort to walk around until they overlap with the map icon. Pink digsites will give you four tier 1 xenomorph pieces, and gold digsites will give you four pink spheres, which can provide some very interesting implants and a lot of credits if you're lucky enough. You'll need an entire empty satchel to carry everything back at once, so carry extra storage along on the way over.
==Defending Yourself==
As a civilian role, your firearms training is absolutely woeful. Most guns will have huge amounts of screenshake. You can still use them, but expect them to be a problem.


== The Holy Grail ==
Shotguns are a decent choice because of this, especially since you'll be spending a fair bit of time wandering around mazes getting to digsites, or shooting at runners sneaking at the flank of the frontlines for the people scraping dead marines off the ground. It's good practice not to carry ''too'' much ammo with you - you shouldn't be using much, and between the medical supplies you'll invariably need to carry, the equipment for digsites and space for any samples you want to bring back, your storage space is going to be at a ''serious'' premium.
Very rarely, a sufficiently clueless hive leader or Carrier will leave a loose xeno egg lying around. If you (or anyone) is lucky enough to find one of these, it's your responsibility to get it into a research chamber on the ship and infect a monkey with it. When the monkey bursts, you and the entire marine force will be rewarded with a friendly green alien that you can communicate with! It's very rare for this to happen on a round where it'll make a difference, for various reasons, but at worst you can probably get a pet Rouny out of it, and at best you'll have a Shrike escorting you to your next digsite. You'll have to adminhelp to get the resulting xeno corrupted, so results may vary. You have five cubes total (just spray one with the fire extinguisher to get your monkey), which isn't enough for a Queen, but is more than enough for a decent fighting force. It needs to be stressed; listen to the admins when doing this, or there's a good chance either you or your xenos will end up gibbed.


Also, remind the marines that green xenos are friendly whenever this happens, because the last thing you want is your pet getting buckshotted by someone who thinks he's saving you.
Particularly insane researchers may want to roll Harvester weapons with the Vali chemical system, especially since they get fairly easy access to many of the advanced chemicals that make the combination really punch above its weight.
<br><br>
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Latest revision as of 13:02, 18 June 2024

This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Medical

Medical Researcher
Access: Research, Medbay
Difficulty: Easy
Rank: N/A
Class: Corporate Civilian
Supervisors: Nanotrasen
Duties: Probe dig sites groundside using your excavation tool and special minimap with the sites marked. Mildly med marines. Perform TAD surgery and cry when you give everyone necrosis.
Guides: Guide to Research, Guide to Medicine, Guide to Chemistry, Guide to Surgery, Guide to Paperwork
Quote:"I JUST EXCAVATED 30 SITES, AND I'M EATING NACHO! THE GREATEST DAY OF MY LIFE!!!!"


Overview

You have recently been contracted by TGMC to research xenomorphs so that you can pay for your college debt on xenobiology. As a Medical Researcher assigned to the TGMC by your corporate overlords at Nanotrasen, your primary job is to excavate digsites for rare materials. Since you are also a medical provider and can be with the marines in deployments, you are also (loosely) expected to heal marines.

GREAT THINGS COME TO PEOPLE THAT HAVE PATIENCE!

More information about skills
Medical Researcher Skills
Medical
4/5
Surgery
3/5
Engineering
0/5
Construction
0/5
Police
0/2
Powerloader
0/4
Leadership
0/4
CQC
-1
Smartgun
-4
Melee
-1
Firearms
0
Stamina
0


Duties

As a Medical Researcher, you have similar skills to a Medical Doctor, but a very different set of responsibilities. You're employed for mostly for research, though much of this research will involve rolling around with marines who will need to be healed.

Traditional wisdom might lead many players to scream at you to remain shipside in the event of there being no doctors aboard. Most of them probably don't get that your surgery skill is more than sufficient enough to handle field surgery planetside with a little bit of preparation, know-how and the right reagents backing you up. This is a frequently overlooked strength of the researcher role, especially since you'll be spending so much time on the ground and around the ungaball. Private Bald got hugged and every corpsman's medevac is on cooldown? If you brought a roller bed, some surgery tools and some antibiotic reagents with you, you're the fix to that particular problem now. Do not let yourself be forced to stay shipside if you don't want to be.

Consider equipping yourself out as a lightly-armored marine would, with surgery tools and an assortment of strong medicines to keep you and your bald-headed escorts healthy. You also start with a bottle of lemoline, which you can (and should!) use to make some top-tier healing medicines before you deploy. A good example of this is something like Somolent, which couples well with your surgery skills to let you heal huge amounts of brute and burn damage on someone while you're operating on them. Many of the lemoline-requiring chemicals are well worth the effort to make, and you even have the access to raid medbay for many of the precursors if you're observant or curious enough to find out where.

Claim Jumping

If you're not content sitting safely behind barricades, your excavation tool has the perfect solution for you: wander out into the darkness and die horribly to a single Young Runner because your combat skills are awful dig up your own research material! You'll need an entire empty satchel to carry everything back at once, so carry extra storage along on the way over. It's also best to bring a friend since your combat skills aren't great.

This is a four-step process, more thoroughly detailed in the Guide to Research, but in-depth knowledge isn't needed to do the job as efficiently as possible.

  1. Find a digsite using your map. Green digsites are common materials sites that will give tier 1 xenomorph materials. Gold digsites are rare digsites that will give mysterious substances with better rewards. Be warned: xenomorphs can see the location of digsites as of recent updates, and some may patrol or set up fortifications on them. You will probably die if you go out on your own. Requisitions may have some gear to help you handle this solo (like the scout/sniper cloaks), but they're expensive.
  2. Stand within three tiles of the site spot and use your excavator (activate it using your special action key). This takes a few seconds. A xenomorph chunk or mysterious orb will pop out on the ground.
  3. Throw the chunk in the research console tube. Using the research console again will pop up a menu that will show you potential rewards and probabilities. There's nothing else to do with the materials, so analyze away! You can unlock the console and drag it around - you can also stuff it into a crate if you need to drag it aboard something like an APC or haul it around with other supplies.
  4. Use whatever reward you get. You'll always find credits, which can be sold through the ASRS pad or in Requisitions on the ship, but there's also a decent chance of getting unique implants with questionable combat effectiveness. Keep in mind that these implants can be pulled out by clueless Corpsmen poking around with their tweezers.

If you can't muster up an escort to take you out to a digsite (and this will be about 99% of the time), stick with the corpsmen following the ungaball and pray the push goes somewhere near where you want to be. When it inevitably doesn't, consider yourself a corpsman++ - your increased medical skill means you defib better and at higher thresholds and splint significantly faster than they do. You can defibrillate a shocking number of people back into life with absolutely no medkit use with your enhanced skill levels, so make sure to know and abuse this fact often and well.

Defending Yourself

As a civilian role, your firearms training is absolutely woeful. Most guns will have huge amounts of screenshake. You can still use them, but expect them to be a problem.

Shotguns are a decent choice because of this, especially since you'll be spending a fair bit of time wandering around mazes getting to digsites, or shooting at runners sneaking at the flank of the frontlines for the people scraping dead marines off the ground. It's good practice not to carry too much ammo with you - you shouldn't be using much, and between the medical supplies you'll invariably need to carry, the equipment for digsites and space for any samples you want to bring back, your storage space is going to be at a serious premium.

Particularly insane researchers may want to roll Harvester weapons with the Vali chemical system, especially since they get fairly easy access to many of the advanced chemicals that make the combination really punch above its weight.

TGMC
Roles

TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor