#Naloxone Nerf
382 messages · Page 1 of 1 (latest)
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no, keep nalaxone as is, it is expensive, that is enough of a penalty
exactly, I will just let people od if they nerf nalaxone
Nalaxone having some shitty debuff like temporary drug sensitivity could work but like
Rahh!!!
sounds like average pharmaceutical company
I meant to respond to your message above that
but maybe a lil psychosis?
I would support everything giving you psychosis, cause currently psychosis is just funny and a sad reminder of what it should be
or temporary movement speed debuff
like, I have never once gotten or seen anyone else get psychosis and not immediately recognise it as psychosis
Psychosis kinda just annoying most of the time
The more exposure the worst for making it feel impactful
yeah, it doesn't do anything except make me hear random sounds which can be kind of funny, and make it to where I can't see and therefore can't heal my team, which is also kinda funny
or maybe reduce the effect of naloxone?
we need to add naloxone addiction
and we add another drug
to fix that addiction
and then so on
to infinity
naloxone is expensive and it's an antidote
also, opiates cause psychosis
not naloxone
Expensive?
This cost 1 opium and 1 stabilizine
Others antidotes have site effect s
Not really, abx is the only one and thats a poor mans antidote
Unless you count rum because it makes you drunk (I consider this a win)
stabilozine is valuable
Its pretty easy to stockpile when you are actively aware that you need it
Dirt cheap in shops and it comes plentiful from mobs like hammerheads
I dont think nax should be nerfed though, as right now its only used by people who care about getting past puking for a few minutes
Opiate withdrawal can be debilitating, but yeah, naloxone is in an okay place right now. Experienced players have no trouble saving up tons of medical items for late game, but that goes for all resources in the game.
Barotrauma just feeds too many resources to you overall, regardless of the world hostility. It has to do with both the variety of resources you can get from every outpost you visit (very few items are limited to specific outpost types) and the amount of resources you can get from stuff like abyss mining.
And that doesn't even take stealing into account, which is getting partially addressed in the next major update.
Naloxone should give 99% husk infection
wait, what do you mean they are addresing stealing in the next major update
it is currently pretty balanced, you try something stupid before you are well armed and you die, you try it without proper coordination, you die, you make one mistake, you die
What? you can drown gaurds like crazy right at game start with some wires and a motion sensor. they can drown over and over and you never get in trouble, also you can just put steal items on a body or in a box and then drag it to the airlock
guards should be searching your ship for stolen items, have 2-4 dudes posted right outside your airlock to search you every entry and exit, fine your sub crew for caught thefts and search your ship if items on their station go missing.
and they should have guard dive suits so you cant drown them
oh yeah, I forgot about the drowning method, and yeah, it would for sure be great if there were different punishments for different crimes, like, it really sucks that stealing = beaten and handcuffed, and anything violent = shot to death
they should definitely do more searching
sorry, I had completely forgotten about the cheesy methods, I am just used to stacking up and charging face first hoping for the best
I genuinely think that in my time as my group’s doctor, I have not used Naloxone even once. I’d never ever use it if they nerfed it.
I use Naloxone to deal with addiction, granted I don't get it super often 
Basically the only reason you’d use it is A. If your doctor is incompetent(which is probably punishment enough) or B. You’re trolling and decided to OD.
Its nice at the moment to get people out of puke stunlock from withdrawal
But yeah
thats it
Nerfing it is kinda stupid
I'd rather see it removed than being nerfed, and I dont want it to be removed
Because if you nerf it, it might as well not exist
Also giving psychosis to it is silly, psychosis is not a side effect that actually matters, its just replacing the annoying puking with annoying visuals
The only downside I could see Naloxone having is increased drug sensitivity
Though that basically just makes it the drug variant of ABX
The secret of naloxone is that you pump yourself full of stolen fentanyl and use one of em
You almost die but gain free medical
what difficulty though?
Or you're in the early game with no dedicated medic. Or maybe your crew went through a particularly rough fight during which a bunch of mid-combat healing had to be done, so now their blood is 30% opiates.
There's one nerf which I'd be okay with, because it adds flavor. Having naloxone block all healing from opiates for a little bit.
Since, you know, counteracting opiates is its whole thing.
yeah or significantly reduce their effectiveness
that would probably a good change to all meds, that every dose after the first dose for meds has reduced effectiveness.
would make high medical skill more valuable
I'm generally okay with how medial items work right now.
Campaign…
and the actual difficulty, hellish.
if you are not playing hellish ironman permadeath are you even experiencing true fear?
I was going to say that difficulty has no impact on the meds' functionality, but I guess higher difficulty does mean you end up needing to heal more often and the injuries you get are often more severe.
yeah and your need to both ration and get the largest buff out of them increases
doesnt difficulty just spawn more enemies?
Difficulty changes the preset settings
more costs, less health, more enemy health, less oxygen per tank, higher damage from repair fails
ect
And world hostility
Affects how dangerous Europa is. Higher hostility means more numerous or tougher enemies, more environmental hazards and new challenging mechanics, such as untreated wounds getting infected.
Sets the extra event manager difficulty and the level difficulty multiplier of the campaign.
Easy
-15 event manager difficulty
60% level difficulty
Medium
+0 event manager difficulty
100% level difficulty
Hard
+20 event manager difficulty
160% level difficulty
Hellish
+60 event manager difficulty
1000% level difficulty
World Hostility is the old "difficulty" setting and that's mostly what I was talking about.
this is why I use nalaxone, having a small crew means that 90% of our combat encounters consume a fair amount of fent per person, running out of nalaxone is the difference between hitting the latcher with the last railgun shell, or being puke stun locked and spending another 30 minutes in the abyss
Yeah, true. And in a small crew, everyone is gonna be self-healing, which naturally results in some failed checks.
that too
Yea ok…, twink…..
jsut use neurotrauma and a bunch of drug mods if u want it to be more challenging
im a navy seal on the USS lander europan naval special warfare command ill kill u bro
Meoow mrrrrrrp mreooowww
88 confirmed kills against jovian separatists btw
Irl
I’ve killed too many coalies to count
the lie
I’ve also killed too many seppies to count
Narcan irl and Naloxone ingame act nothing alike 😔
But yeah it'd probably be the closest comparison to a real life 'medicine'
Naloxone is the proper name of the medicine in real life too.
Narcan is a brand.
In-game naloxone is definitely more OP than the IRL one, since it doesn't just treat the immediate effects of overdose, but is also effective at dealing with physiological addiction and withdrawal.
My fault G I have alzheimers
This is so sad.
in not, looking at it compared to everything else, its so easy to just multi inject someone with morphine etc, any posion or anything. should require a longer animation/delay to work.
takes longer to move a plant potter than it does to pump somone full of 10x morphine
willing or not
💀 😭 🙏
u shoulda seen what it said before the edit 😭
crank up the cost of items and you should be good
personally, i think its pretty easy to tell if someone is actively going around and trying to inject people with evil bad stuff, and just shoot them in the head
just be better at being aware...............
man you can slam opaites and other drugs into someone faster than you can shoot them dead. In a drug vs gun duel does the gun even win?
i dont know, do you know how to use a gun in barotrauma?
sure, do you know how to push the fentanyl button 5 times?
oops you on the ground gg
i feel like youre coping with something...
sure well best of luck to ya
nah, you are right apollo, time to kill is way to low with guns compared to time to inject someone with 5 fent
if the person with the fent is not armored and the person with the gun has a fast firing shotgun, it might be a draw unless the one with the gun has a nalaxone on him
also you can wear armor/exo etc for guns, but drugs you can just spam it into someone.
compete bypass of all equipment. no need to find a vein, insert needle correctly, administer at a reasonable pace etc. you can just slam that right into the person thru the exosuit.
yeah, exactly, it is just too easy
not that I want that to change because I don't play with randoms and it is really funny to troll your friends, but I would understand if it did get changed
yeah, in some ways its fine in others its silly. should use medical skill for the time it takes to give the drugs, should have a progress bar to give it like it does for placing a potted plant. and if the person pulls away it should cancel it.
yeah, as I said, I understand where you are coming from, but I personally would like to not see it changed, cause being able to quickly heal other crewmembers as I am passing them is kind of essential for us not all dying, if there was a progress bar for me trying to heal someone I am pretty sure this game would become unplayable with only 3 people
True or decrese treatment effectivity
actually you can use 3 opium wait to addiction and overdose built up to max and use naloxone to gain +10-15 med skill for this in early game
you can also just use medicine on yourself when needed to not waste resources too much
if you are not playing on something like 0.5 vitality and trying to use one morphine with low skill on yourself then you'll be fine. bunks and hospital beds work like a charm for addiction and withdrawal anyway
I know but this is cheap med skill leveling
i mean, it depends on the difficulty settings and a team. you can set vitality on 0.4, fuel consumption on 0.5, but as long as medical officers and engineers respawn mid-round, you will be chillin'
let's better talk about infected wounds not being treated by combat stims xd
yea but is easy to treat
we gotta nerf antibiotic glue man
no healthy competition...
speaking of which, glue is really strong in comparison to naloxone in his niche and beyond. no bandage or plastiseal helps against infected wounds. gotta always carry abx or saline for that
ok
Glue is the only good option for late game, yeah. Which is... fine. I'd rather spend extra resources on glue than be forced to rely on antibiotics, which hardly heal infected wounds and also hurt you in the process.
I don't really know what the purpose of plastiseal is anymore, since it competes with glue for the elastin supply, while only serving as a relatively minor upgrade to bandages.
two abxs + one beer for the win (make sure matriarch genes got your kidneys covered)
now that's an interesting topic
What glue has over any other option is its in-combat healing. It effectively provides immunity from getting wound infection again for a bit.
basically healing straight from the bladerunner 2049
Something along those lines.
Maybe the logic is that elastin isn't hard to get or expensive outside of very early game, so you can have an excess of it easily.
And that excess can go towards upgrading bandages into plastiseal, after you've already made enough glue.
But then again, that money could just go towards getting more glue ingredients.
ye, would be cool to see plastiseal getting some spotlight. not even talking about how good default bandages are with middle medic skill tree
I wonder how broken it'd be if plastiseal provided brief bleed immunity when applied. That'd probably make it really good for healing in combat against humans.
sounds gimmicky. sounds cool
as for the naloxone topic... close the disscussion, delete the history of messages
Change this to gay husk sex idea
Remember when glue was deconstructor fodder, be careful what you wish for
I’m fucking killing you
I’m killing you
KILLING
YOU
!!!!!!!!
kinda a late bloomer on this topic, so only got acquainted with it's prime version of a big boy for multiple uses and no downsides
You'll have to forgive Eeble, he is a chimera larper
chimera talking
Basically beforehand it was an overpriced option for something already filled
knew it
Antibiotic glue was one use and useful for burns and bleeding 
if only something else did that
It was better than bandages and slightly plastiseal sure but like a complete waste of resources
Glue was basically plastiseal on steroids back in the day, but you'd almost never build up this much damage on one limb.
Indeed
Now its in a position where its the mid to late game anti thresher bandages
It's just really good for everything, unless the damage you take is minor. Since even in a normal fight, with threshers not being involved, you sometimes risk getting a wound infection.
And it immediately becomes a massive pain in the ass.
That'd be okay.
Though also bare in mind its failed check does organ damage
I did mention earlier how even though the glue is very powerful, you kinda do need a tool like that because of how oppressive wound infection becomes without it.
Indeed
But increasing the cost by one elastin and maybe making the failed check more dangerous works fine from the balancing standpoint.
And its wasteful against non infected wounds
It's not necessarily wasteful, because a non-infected bleeding wound can still become infected, if severe enough, either with a bit of time or if you take any more damage. And you never know how well you'll be able to time the application of bandages.
Depends on difficulty
Standard difficulty wise only threshers cause it
Pretty certain
Well, yea, below high world hostility glue is a purely anti-thresher item.
At high hostility it goes from being specialized to being a general-purpose item and is very much necessary.
don't forget: bleeding out until saline is always better than switching to your antibiotic glue
Most people will have access to bandages too
They arent particularly rare unless your medic is a freak who thinks bandages are too important to keep outside
btw, saline basically works as a mini antibiotic glue, since you can wait for bleeding to run out and apply saline onto the infected limb, treating blood loss immediately
Yeah
You can use blood to sustain yourself during fights
I often use alien blood when I'm too balling to bring bandages
Crippled organs be damned
it's just that you might carry the glue at this point and not waste slots bandages
here i am inquiring to nerf saline
psycho clowns do approve
But I'd say a lot of regular crew would carry bandages instead as they are dirt cheap and dont come with a dangerous mildly stinging skill check
what's the failed skill check damage on glue anyway
feels like it didn't even do much on 0.4 vitality run
like 6 organ damage I think 

55 medical check iirc
the yappers arrived
mind wipe assistants start yapping: 0
mind wipe assistants stop yapping:
i gave a random idea and I feel like I started a war of medics 
we call it shitposting in the hood
ratio checks out
non neurotrauma medics dont get an opinion
Neurotrauma medics dont get an opinion over vanilla mechanics 
Exactly.
You're not playing the same game, so you don't get to speak about vanilla balance.
Both sides of the spectrum can agree that Naloxone doesn't need any changes 
ok
thank god naloxone isnt changed in neuro 
the only difference is that you'll probably get less addiction than vanilla because you dont use morphine to heal
yes we do
The vanilla mechanics are the reason why they’re NT medics
I could say this about any mod in existence 

As someone playing Neurotrauma I wholeheartedly agree
Just don’t start mouthing off about NT and I’ll stick to my side of the fence
neurotrauma should be base game
i love neuro but no
Real
the only adequate and realistic nerf to naloxone is to make it give you some ultraminor psychosis (if failed talent check) and a bit more denial effect. Otherwise things will get really bad quickly, as whole barotrauma medicine depends on opiates and naloxone is necessary
game is already confusing enough for new players 🙏
please no
like we need less new players
neurotrauma aint even that hard 😭
it gets logistically hard once u start adding mods like the airways, eyes, realistic sonar, nt sepsis, etc
but the actual content isnt difficult
Neurotrauma literally makes it so that you have to have a wiki page open, or have gone through medical school, just to be medic and treat basic injuries, it also changes the whole flow of the game
the changes to the games flow is good
ppl shill how hard barotrauma is but its rlly not
even with all the deathwish mods and neurotrauma this game still isnt as hard as ppl prop it up to be
Real
Yeah, it is fun and good changes for experienced players, and for medics who dont want to play the rest of the game outside of medbay, but plenty of people are not those things
Also, true, this game is not that hard
ppl dying more often is good
if u dont have a medic on then ur not gonna live through serious injuries 🤷♂️
that seems like a fair gameplay tradeoff
if u dont have a medic just be more careful
Yeah, that is good, as a medic, I want to play the game, not look at a fucking wiki spreadsheet to try and figure out why this guy that was shot in the leg is having seizures
wtf is the fun in being a medic if all u do is drag morphine on someone
I want to simple give him the needed meds and move on
poisons
I dont understand how you dont see that neuro is better as a mod and would ruin the base game, I thought you were trolling when you first said it should be base game
yea we don't need medic simulator
exactly, neuro is tons of fun, but it is a lot to learn when the base game is already a lot to learn for newcomers
Neuro being base game would plummet community growth
New players would find it unfun to play with, confusing, and likely refund the game or never play again
exactly
yeah, I am still not convinced that guy wasn't trolling
Nahhhh NT should be vanilla frfr
NT is crap no only is it a massive distraction carnifex for half the crew, leads to medics taking up 90% of game time but it can also just be beaten by just setting up macros for all the surgeries.
well, you are wrong about neuro being bad, but that division is 100% why it should never be anything other than a mod, and macros sound like complex computer witchcraft
you may be stupid
and may may be an understatement
Neurotrauma can be fun for the medics but horrible for everyone else I feel 
And as said many a times by many a people, way too complicated for vanilla considering people already get confused by vanilla medical
The myth that morphine is a cureall leads to many deaths 
that is not a myth, the only thing opioids don't fix is blood loss, and that is why saline
also, for me I see it as the opposite, I would love to play neuro, I just don't want to be the medic, it would be fun to have realistic injuries and have to go have the doc amputate my leg because I let it get too infected, it is just that no one I know wants to play medical school simulator when they get on baro, so no doctor, so no neuro for me
Wow so cool! look at all that skill required! look at how much time it took! he really had to think about what he was doing! What you play NT?! Wow man that's so cool you are like a real doctor or something! How did you get so fucking cool? was it NT or did you know you were cool before that?
ok, so you are just an actual idiot
Have you ever considered the fact that if you actually want to play the mod, you don't have to minmax and set up a macro for every surgery
Nobody is forcing you to do this
its more the fact that you can, like if the mod was well done doing the different parts of the surgery would actually have their own cooldowns and times to perform, possibly based on the medical skill of the individual, location being performed, drugs given prior for prep ect.
Okay so that's literally how the mod works
The higher the surgeon's medical skill the higher percentage a surgical affliction starts with
nah you can do all that shit instantly, and stasis bags? what a fucking joke.
If you're by a surgical table you are able to do the surgery without negative repercussions
You need to give some kind of analgesic-inducing drug to even give surgery
and I feel that you're kind of forgetting that to even need surgery they're already injured with requires some kind of pre-requisite treatment/drug beforehand
So, there IS a cooldown at lower levels, based ON the medical skill OF the individual, in which location DOES play a part, in which a hypothetical scenario WOULD require pre-emptive treatment depending on the injuries sustained.
yeah and you can hammer all that out in a macro, thus making it all basically worthless. basically stasis bag them, give them some drugs and then macro the shit out of them.
you know what HAS a cooldown-progress bar? detacing a object from a fucking wall or picking up a potted plant! and somehow that takes longer then full amputation surgery on all limbs!
While you make a valid point in the stasis bags, the only way one can perform a surgery instantly is with a significant amount of preparation, involving having a HIGH medical skill, with significant buffs from various sources(clothes, talents, crew layabout, etc.)
It's a video game. They are also using COMPLETELY different systems. Do potted plants have afflictions or a health menu?
if they did NT would find a way to fuck it up
is this mod your baby?
did you make NT?
How fun do you think it would be if you were doing surgery on a crucial member of your crew, and got given the middle finger because of a pointless cooldown
because your baby is fucking ugly buds
Is this mod your ex? Cause you sure do seem to care about it
and hate it exceptionally
If you don't like the mod, just ignore it
simple as
Guys this is "naloxone nerf" topic stop spaming about NT
so true, also, after seeing the argument that just took place, that guy is either rage baiting or so incredibly dumb that it is not worth arguing with him
real nt medics dont use stasis bags
that shits for pussies
still so funny that this trolls only argument has been that you can macro it, whatever tf that means
a macro is a system that recreates keyboard/mouse inputs [commonly, a series of them] its been commanded and assigned to do, it is commonly assigned to a hotkey and can be used to automate tasks that happen in games or apps
is probably a basic explanation that can make you understand what a macro is and what "macroing something" means
that makes sense
if i knew more about neurotrauma, id actually tell you outright what macroing something on it means
but, i dont, ive never played with neurotrauma so i dont know shit lol
like a hotkey but for a complex series of things
That still is an overgeneralization.
Guy is suffocating? Morphine. Infected wound? Morphine. Most of the damage is from burns? Morphine. Overdosing on opiates? Mmm. Morphine.
"I do not think we have enough body bags!"
People overstate how complicated Neurotrauma is, but they also like to paint the vanilla medical system as something way simpler than it is in practice.
Contrary to popular believe, if someone is on the floor dying from o2 loss, morphine does not help 
It is funny and sad watching someone try to cure it
Honey, it's time for your half-hourly dose of morphine.
neurotrauma is hard for like a week at tops
i wouldnt call it hard but there is some silly interactions like 1 shots with it
especially with stuff like barotraumatic
how are u dying from one shot in nt
u can survive a lot of gunshots still especially if ur wearing body armor
limb damage has been turned down significantly
so if somebody is aiming for the torso
then you're most likely gonna be fine
but the head has higher damage than vanilla
that + some specific and stupid barotraumatic monsters
can instantly kill you
honestly nt needs to make headshots more deadly
like a helmet should not let u tank 5+ headshots
As a EMT about to go Paramedic, Naloxone (Or Narcan) is so fucking easy to administer, and it works almost instantly. It has almost zero side effects say for projectile vomiting. It's realistic the way it is, trust me dude.
so make it give like 10 nausea, just like raptor bane?
I guess
Literally the only thing unrealistic about the narcan in game is that it’s sprite doesn’t have an atomizer attached, which sprays it evenly when it’s administered in the nose
i like that there's first aid options for people who arent experienced
really makes the medics useful, but also makes it possible for less skilled people to heal
But morphine does fix the internal injuries you get from getting CPR, therefore morphine still fixes it

More harm the good
deusizine does
Wait, are infected wounds actually in vanilla? I have never had a wound get infected
oh yeah thats the expensive miracle drug
True, deuzine is great
you can literally have deusizine, fentanyl and naloxone for all possible needs
I mean you can
Yes, they're inflicted directly by threshers, but also happen when bleeding/burns afflictions get severe enough at high world hostility.
But thats not cheap
in the late game your whole crew can go around with these
Combat stimulants, on the other hand...
The only thing deuz wont help with is burns
Which itself causes too
well and of course rarer afflictions
like husk and poisons
Oh, right, I just realized that I have already stopped using bandages and moved on to antibiotic glue by the time I reach threshers
So that would make sense why I haven't encountered infection
If you are using only deuz you will soon find yourself quite suddenly out of it
Yea, glue is a very reliable way to deal with wound infections.
It is a reliable way to deal with wound, it closes everything instantly and then you just use some fent for cleanup
Honestly, I thought the morphine nerf would make it a lot worse for healing in combat, but I probably used, like, 4 doses of fentanyl throughout my last campaign.
is there any other way to deal with blunt force trauma except fentanyl?
Any opiate.
didnt know wow
Morphine is least addiction solution for non major injuries
Blunt force trauma is treated as normal physical damage, which is what all opiates heal.
i thought its in a different category
Most of the afflictions you receive in combat are in that one category of normal damage.
Even the rarer stuff like deep tissue injury.
pretty much all physical damage types aside from burn and bleeding

