TGMC:Researcher

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Revision as of 12:59, 18 June 2024 by imported>Ephemeralis (Fleshed out and brought up to date, added what I hope to be some useful advice and encouragement)
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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.
  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