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Medic pulse
Posted: 2008-12-03 03:04
by Cassius
can the medic be given the ability to check for pulse, to see if somebody is revivable ?
Re: Medic pulse
Posted: 2008-12-03 03:10
by Fluffywuffy
Well you already can tell if somebody is revivable. Not need.
/lock?
Re: Medic pulse
Posted: 2008-12-03 03:27
by Dude388
Actually it would be cool if when the medic perform CPR, you'd get one of two audio cues from the medic (even though I understand the CPR animation doesn't show pulse check)
You perform CPR on a dead solider, Medic says...
"Damn....he's gone"
You perform CPR on a solider that can be revived, Medic says...
"Hey! I've got a pulse!"
I like it, might be hard to code though.
Re: Medic pulse
Posted: 2008-12-03 03:49
by SevenOfDiamonds
yeah instead of having the "WIA/KIA" person saying "I'm dead" or "I'm revivable". The medic would have to make the decision by finding out for himself when arriving. (somehow)
But having the soldier screaming when wounded or silence when dead could be another way.
Re: Medic pulse
Posted: 2008-12-03 03:51
by Dude388
SevenOfDiamonds wrote:yeah instead of having the "WIA/KIA" person saying "I'm dead" or "I'm revivable". The medic would have to make the decision by finding out for himself when arriving. (somehow)
But having the soldier screaming when wounded or silence when dead could be another way.
I knew I didn't word it right
Those messages are said by the
MEDIC not the WIA/KIA, by bad I'll edit that.
Re: Medic pulse
Posted: 2008-12-03 05:12
by Jordanb716
I think he means over voip or ingame chat
Re: Medic pulse
Posted: 2008-12-03 07:08
by Cobhris
SevenOfDiamonds wrote:But having the soldier screaming when wounded or silence when dead could be another way.
In since vBF2. Critically Wounded troops scream "MEDIC!!!!!!" Dead ones are silent.
Re: Medic pulse
Posted: 2008-12-03 09:50
by Rudd
Guys...look for the revive icon above the body
Re: Medic pulse
Posted: 2008-12-03 10:37
by daranz
Dr2B Rudd wrote:Guys...look for the revive icon above the body
Revive icons time out, and don't appear again unless the person clicks to call for medic or right clicks on give up. Map seems to be more reliable at showing revivable casualties, though. And, you can always try to look through the body - if you can see through it, you can't revive them.
Re: Medic pulse
Posted: 2008-12-03 11:43
by OkitaMakoto
daranz wrote:Revive icons time out, and don't appear again unless the person clicks to call for medic or right clicks on give up. Map seems to be more reliable at showing revivable casualties, though. And, you can always try to look through the body - if you can see through it, you can't revive them.
I wonder if you could also tie the "show revive icon" trigger to the suggested pulse taking. I mean, if it could be done effectively, even though its a small thing, its always nice to add more "realism" or technique to a class. Even if its not amazing or even needed all the time, itd be a net little option to have...
I see potential, IF it can be done like that...
though I agree its not terribly important compared to other things

Re: Medic pulse
Posted: 2008-12-03 12:00
by Valtasar
Dude388 wrote:Actually it would be cool if when the medic perform CPR, you'd get one of two audio cues from the medic (even though I understand the CPR animation doesn't show pulse check)
You perform CPR on a dead solider, Medic says...
"Damn....he's gone"
You perform CPR on a solider that can be revived, Medic says...
"Hey! I've got a pulse!"
I like it, might be hard to code though.
Love that idea.
Maybe its not so important but still that would be very cool.
Re: Medic pulse
Posted: 2009-02-21 16:55
by Denisb
I really want to have that idea in PR v9.0 ?
Cause maybe if we got many good ideas like this maybe it would be a PR v9.0 and not just v8.5
Re: Medic pulse
Posted: 2009-02-21 18:12
by Camlost
No/very low pulse is not the same as unrevivable. The mortality rate generally increases but still, it often means only there's a major bleeding going on or that the circulation is in some other way impared, not that the patient is dead. Just as often, an absent pulse(i.e not palpable) has no clinical significance whatsoever(1). By chest compression, you can keep the blood flowing for minutes and minutes if the bleed isn't too bad, and thus the patient might be saved. In fact, an absent pulse is by many health professionals not even considered during CPR due to the individual variations as to how palpable it is and as to how (un-)important its absence is(1). Variations in either the venous pulse(v. jugularis) or the arterial pulse(a. carotis) can be a diagnostic marker for a variety of acute disorders, however, but as far as my knowledge goes, it isn't the same as death.
If your patient happens to be a heavily bleeding soldier penetrated by a bullet in the abdominal/thoracic region, the jugular venous pulse wouldn't be particularly high, maybe even not palpable(though not palpable doesn't equal gone). Any possible morphine injections could contribute to further lowering the pulse indirectly(though adrenal injections would do the opposite). A patient like this might make it if he got to surgery quickly enough. As the game currently solves all medical injuries with 3 chest compressions and an epipen however, I don't suppose any of this really matters.
Bottom line; although a non-palpable jugular venous pulse seems to be the main diagnostic marker for death in the movies, that's not always the case in reality. Moreover, checking the pulse is just one of dozens of tests any field medic would conduct if the patient was both wounded by a bullet and unconcious. To make the medics job realistic, you'd have to those, which gameplay wise would be a bore and probably pure hell to code in for the devs. Checking the pulse and making a decision as to revive/not to revive based on that finding is not realistic.
Citations
1 -
http://circ.ahajournals.org/cgi/content/full/112/24_suppl/IV-19