Tubs Medical Rebalance

by ItsJustMeAndMyEgo
Tubs Medical Rebalance

Summary

Vanilla like medical rebalance, using the existing medical items. Reduces cases of instant death, and allows teams to revive each other, with roughly 2 minute down timers.

Description

Need to know: Players fall unconscious at moderate blood loss. When a player goes down, stop the bleeding, and then give them a saline if necessary.
- Players will slowly regen blood if no saline is on hand, keep them safe while they recover.
- Morphine will speed up the waking process. 
- Morphine effects nerfed, carry a medkit.
- Saline and medkits made heavier, to make dedicated medics more important.

Changelog as follows:

- Blood unconscious level raised from 33% to 80% - Blood loss will very quickly put you in an unconscious state, and make it so you require teammates to help you
- Global Bleeding reduced by 15% - Give more time for teammates to help
- Added a bleed cap of 2% per second - In testing it was possible to have players losing like 10% blood a second, giving you 10 seconds to help them. Ive changed this so a player has atleast 50 seconds to be helped before bleeding out. Number subject to change, feedback required.
- Decreased passive blood regeneration by 50% - Players passively regenerate blood slower. Important to have some blood regeneration, as otherwise no saline bag = death sentance.
- Checking injuries on a player will show you their blood level. Players fall unconscious at moderate blood loss.
- Lowered bleed threshold on chest from 65 damage to 40 damage - Hits to the chest are more likely to start a bleed.
- Lowered bleed threshold on abdomen from 40 damage to 30 damage - Hits to the abdomen are more likely to start a bleed.
- Lowered bleed threshold on thighs from 52 damage to 28 damage - Hits to the thigh are more likely to start a bleed, you got some big veins in there dog.

- Resilience regeneration lowered by 25% - Player will wake up slower after taking large hits
- Knockout threshold changed from 72 damage to 60 damage. - It is easier to be knocked out from damage.
- Lowered resilience recovery regeneration from 5/s to 3.75/s - Waking up from big hits will take longer
- Increased Resilience "floor" - big hits like 150 damage will take even longer to recover from

- Increased Max HP to 200. - Balanced by more punishing unconscious states, in testing, players still feel very squishy and quick to die. Grenades still one shot. Large caliber weapons still extremely lethal.

Item Changes
- Tourniquets reduce bleeding by 95% - Same number as vanilla
- Doubled Morphine duration to 50 seconds, total healing set to 12.5hp - Makes spamming morphine less viable
- Increased total blood restored from saline bag from 30% to 50%. Slightly increased duration from 90 to 120 seconds - It shouldnt take more than two saline bags to wake someone back up.
- Increased Saline bag weight from 0.5kg to 1.5kg - To make carrying a bunch a bit more painful, and incentivise dedicated medics. Just pretend the extra weight is the protective package for the fragile saline. 
- Increased Medkit weight from1kg to 7.5kg - To make carry the medkit more painful, and incentivise dedicated medics.
- Medkits heal injuries without using supplies. Slower healing when away from ambulance - Same as vanilla. Willing to change. Let me know if you have any ideas on how to make ambulances useful.

License

Arma Public License (APL)

Rating
100%
Version
1.0.2
Game Version
1.7.0.41
Version size
13.88 KB
Downloads
84
Created
31.05.2026
Last Modified
01.06.2026
ID
697C832FCC7905B5