Talk:Prototype medic power armor/Archive 1

Suggestion for Fort Constantine Misplacement
I find it possible that the Brotherhood initiate you find the Medic Armor on originally had the T-51b found in the stasis field. It's possible that he thought the Medic Armor would be worth more to the Brotherhood, took it, and left his own armor (Considering the weight of power armor) in the stasis field to keep it safe until he returned for it. On the way back to the Citadel, he met his unfortunate end in Old Olney. Anyone else think this could be the case? Insano-Man 11:38, 26 December 2008 (UTC)


 * i agree seems true enough but why would an initate have T-51b a Paladin may have needed it. also check my disscusion on the midwestern power arnor page. Onikage01 17:27, 12 January 2009 (UTC)


 * I don't think so... the enclave soldier and Brotherhood of steel soldier random encounter seems to suggest that the initiate was issued the power aromor. and anyways, how would he get into the stasis field room? you need to get all those keys. and lastly there are still a bunch of robots in the area. he would have had to kill all the robots to get the armor (which would be impossibla nayways since he was only an initiate)


 * He must have been taking the long way back to the Citadel, considering Old Olney is east of Fort Constantine and the Citadel is south.

No it isnt hes that armor is from fallout 1 or 2 i forgot but its the orignal "lone wanderers" armor.


 * I'm willing to bet that the initiate had no idea that the T51b at Fort Constantine even existed.

Guess what? Evidence supporting the arguement: Thank you for reading.--Master of cheeZ 02:38, 20 July 2009 (UTC)
 * The T51-b is rusted, how the F*** does T51-b rust in a goddamn stasis field?
 * The T51-b was no longer at prototype stage when the bombs dropped, so if it was there, they would've trashed the 'prototype' T51-b and started a new type of Power Armor in it's prototype stage.
 * The D.C. Journal of Internal Medicine in the stasis room strongly implies the need of medical expertise on whatever armor was in there.
 * The T51-b would be given to the initiate as ample protection in the event that the need for it arises, and they had no idea what armor standard the medic armor was using, so why not risk it all.


 * Or maybe the T-51b was a late addition to the game and was swapped with the M-47 armour in Fort Constantine? http://images2.wikia.nocookie.net/fallout/images/thumb/5/5c/Scribe.jpg/15px-Scribe.jpg Tagaziel (call!) 07:04, 20 July 2009 (UTC)

Well, the defenses in Fort Constantine would seem a good fit for guarding the PMPA, while all the deathclaws would seem fit for defending the T51-b.--Master of cheeZ 04:14, 21 July 2009 (UTC)

i just noticed that the R & D terminal for the stasis feild actually says "Medical Armor Prototype" witch is way more conclusive than ths medicin journalKatikar 13:12, February 14, 2010 (UTC)

Addiction?
What does it mean that it auto injects med-x? Does it just keep you constantly pumped with Med-x, and does it take the med-x from your inventory?

When your HP go hit a certain percentage then you are automatically injected Med-X from you inventory and a message is played from the suit. Would be more useful if the suit injected you with stimpaks instead.Haze340

My suit injected me Med-X just when combat started (when he discovered that there are enemies in vicinity. J.i.gorkij 21:01, 11 November 2008 (UTC)

i take it theres no helmet?

Theres no helemt, and it injects Med-X when eneimeis are nearby and you have either low health, ro near-crippled limbsDragonJTS 18:00, 16 November 2008 (UTC)

What about addiction? Does the auto-injected Med-X lead to addiction similarly as it does when it's used manually? There is no addiction, I've used it long enough to get addicted probably 20 times. This could be a great protection from med-x addiction.

It will show on the screen with the normal popup saying you are now suffering from med-x withdrawal. If you go to your effects section of the pip-boy it will say "Suit Med-X Ignore Neg Eff +1, Dam. Res. +25" This will last for the entire time until you cure yourself. (That one previous sentence is the only debated part.) Then again if you just pop it wildly without the auto-injection you can still become normally addicted red screen and all. Upon testing of addiction after injection via popping a nutload of Med-X I found that you can be addicted to Med-X while having the suit protect from its one time. In other words the suit only prevents the addiction from one time, that specific time being its own injection, no more no less. And you still get the drawbacks if your doing normal pill popping. Also Med-X is not fatal. This is backed by using 89 within a single minute. But it wont do anything new for you. 98.233.12.188 21:29, 10 December 2008 (UTC)

Cancel that, seems that after its injected it will insert more to deal with the addiction immediately. Thusly it is not random, does cause addiction, and it must be cured at home or by a doctor. Only thing left is if once all the med-x is depleted will the addiction effects kick in. Most likely been said here already. Dunno, easy enough to find out. Not on my normal network as to Ip. Eh ill make an account and delete this part within the next few days, dont worry about cleaning it up. (71.255.238.153 21:23, 24 December 2008 (UTC))

Suit has unlimited med-x.


 * It's a little confusing... But in the GECK... The script attached to the PMPA checks in order, the condition of your Torso, Head, Left Leg, Right Leg, Left Arm, Right Arm, Health Percentage. If it finds a limb that returns a value of less than 25, then it injects, otherwise it continues checking. When it gets to health percentage, it's looking for 33% or less. It seems to make these checks every 2.5 game hours, but I'm not an expert on these scripts. Anyway, when it injects, it applies the effect "MS14Morphine". This effect has 3 effects attached to it. The first, "Increased Damage Resistance" does the same thing normal Med-X does (though Med-X does it through an effect called "ChemIncDmgResistPsycho"). The second "Med-X Effect" applies an effect "Morphine Effect" which tells the PMPA script to not use Med-X. The third one, "MS14 Withdrawal Effect", according to the script, has a 10% chance of causing an unspecified withdrawal with a duration of 0 and a magnitude of 0.
 * Basically, it checks each limb for 25% and your health for 33% every 2.5 game hours, and if you don't currently have "Morphine Effect" (which does not appear to be applied by regular Med-X), then the suit injects it. This, for some reason, through a script, has a 10% chance of causing an addiction that has no effect or duration. So essentially, there is no addiction attached to the Suit Med-X. Also, I didn't see anything in the script about injecting to counteract an addiction... I could be missing something though.Fiddlesoup 04:40, 15 January 2009 (UTC)
 * So is that why you occasionally die before it bothers to inject you? [[Image:Ash_Nuke.jpg]] AshRandom (Talk) 04:46, 15 January 2009 (UTC)

Probably because you die before the script run, since it run only once evry 2,5 hours. Taking too much damage during that time gap will thus kill you faster than the armor script can run.
 * So it's even more worthless than I thought it was. Nice. Guess that seals it for the Ranger Battle Armor, it really is the best. [[Image:Ash_Nuke.jpg]] AshRandom (Talk) 22:18, 21 January 2009 (UTC)


 * I don't think it only checks every 2.5 hours. I use the suit pretty extensively (prefer it to T51) and from my own experience it administers every time the player takes combat damage beyond a certain threshold. Doesn't matter if its from enemy fire, falling off a cliff, or a boobytrap -- as long as your health dips below a certain point it administers Med X instantly. However, I don't know if it will continue to administer Med X if the effect wears off before the user regains health -- I always regain my health after combat. I'm too lazy to test on my 360, but I suspect that is where the 2.5 hours comes from.

Repair?
What, if anything, can you use to repair this armour? --Trithemius 01:20, 21 November 2008 (UTC)

Any power armor can repair it.
 * My testing of this thus far seems to indicate that you cannot repair the PMPA with Enclave or Tesla armour. --Trithemius 12:09, 14 December 2008 (UTC)

He meant any "normal" power armor.--Master of cheeZ 04:20, 21 July 2009 (UTC)

Removed
The best way to access old olney is to wear pow armor and if possible bring a gun such as the alien blaster or Eugene/vengeance preferably vengeance as to avoid the long wait before firing as nothing else really makes sense for fighting the 10 plus deathclaws you find in old olney.


 * This is far from true. The BEST way to fight Deathclaws is with Stealth Boys and the Dartgun, which instantly cripples their legs and allows you to kill them very easily. I just fired a dart then emptied a clip magazine (from my SMG or assault rifle, whichever one I favored at the time) into their head. Didn't take a single point of damage. --DarkJeff 19:30, 10 December 2008 (UTC)

How bout we leave this to the deathclaw page? And may I bring up the fact that characters skills vary? (71.255.238.153 21:26, 24 December 2008 (UTC))
 * It certainly varies, but even if you have 1 point only in Small Guns, the dartgun more or less means you can deal with them as you wish. It's... really over-powered vs melee enemies. --DarkJeff 03:02, 28 December 2008 (UTC)

Characters vary in how they deal with situations, but I think most people would agree that dealing with Deathclaws in confined areas isn't exactly a pleasurable experience. I'll change the article so it points readers to the Deathclaw article instead on how to deal with them. But I'll leave a tip about low level characters having to use Stealth Boys. --Clean Up 02:46, 28 December 2008 (UTC)

My method for deathclaws is simple, bring Fawkes.

Mine's even better, Fat Man in V.A.T.S.

A3-21 plasma rifle sneak attack to the head. with better critical perk one hit kill

Punch yourself in the testicles until you're unconscious. What are we talking about?

Half-Life reference?
The armor may possibly be a humorous reference to Gordon Freeman's talking HEV suit, and it's infamous "Morphine administered." line. "Minor lacerations detected"--ASL93ratjar 23:10, 28 April 2009 (UTC)


 * Yup, that was hilarious!
 * *beep**beep*Major fracture detected.*hiss*Morphine administered.*beep**beep**beep*Emergency! User death imminent!
 * It would be very cool if someone could make a mod with a talking armor!--Amitakartok 11:06, 5 May 2009 (UTC)

Adding to this, a long running joke between Half Life gamers is that you never get a helmet... yet are still able to hear the voice and have protection from radiation.--OfficerBlue 11:14, 5 May 2009 (UTC)

Chemist?
Is the Med-X administered by this suit, affected by the Chemist perk, if not, I won't take it. Thanks ;)! Jetty78.145.194.39 09:53, 14 January 2009 (UTC)

perception
for those who prefer not to sneak (or just dont care) this armour has good perception though it tends to be line of sight. thus alerts the wearer's attention is called when a threat is near. this seems much more reliable than charon's constant quips (read whining). --Dr. Clayton Forrestor 04:51, 27 January 2009 (UTC)

can anyone confirm or debunk carlwolf's claim that the armor alerts others/enemies with voice? i dont believe this is true as it never changes my hidden to caution/danger. please advise, thanks. -Dr F

To Dr F, I can confirm this. as in a building I was crouched and not moving and my suit yelled something due to a nearby super mutant. Despite being perfectly still, The mutant was alerted by the sound and began searching for me mumbling "someone there?". Gave me a bit of a chuckle actually that he heard the suit.


 * Is there a way to tell just what the suit's perception is? My girlfriend is currently using it on her character and it routinely notices baddies before they show up as red compass marks (I think her perception is 6). I can also confirm that its yelling has alerted enemies that she had tried to sneak up on. -132.183.138.175 02:23, January 27, 2010 (UTC)

Facepalm
At the Halo 3 reference.BSMaker 01:50, 2 February 2009 (UTC)

You mean Half-Life? -Ganon

Zelda Link Malon Talon Ingo Ganondorf Navi Mido Saria

Medic Armor location
Ok the Medic Armor disapears if you leave Old Olney sewers but in the 360 it is reported that it can be found in the Deathclaw Sanctuary. Where in the Deathclaw Sanctuary? Does anybody know?

Can anyone confirm this. If anyone can that would be great. 173.17.185.188 05:36, 15 March 2009 (UTC)

The Medic Armor is definately not in the Old Olney sewers on the 360 version. After searching for the better part of an hour I gave up and watched the Youtube clips. In the area specified on the clips there are no fresh bodies, only skeletons and no BOS initiates.75.161.6.78 22:42, 22 April 2009 (UTC)

Spent awhile searching around Deathclaw Sanctuary and never found the Medic Armor.75.161.6.78 22:42, 22 April 2009 (UTC)

I found it in Old Olney Servers, unpatched XBOX 360. :P 90.186.209.128 23:37, 22 April 2009 (UTC)

I am running patched game and have found the medic power armor every time in the Old Olney sewers on 5+ characters but have never seen it clearing the deathclaw sanctuary on the 360--LTHENSON 06:29, 25 May 2009 (UTC)


 * While playing on the last character I created, I was unable to obtain the armour. I went to Olney the moment I reached 12 in order to get the armour (first time exploring the area on that character) and I didn't find the armour. I've read about a similar incident elsewhere also. Is there anywhere else to obtain it.. as in wastelanders that pick it up... Similar to the ghoul that needs the keys for the T51b?

I was playing fallout and wanted to get the medic armor(I wanted it cause it talked lol) anyway i went to old olney( like my 4th time) I never saw it (i also downloaded Broken steel this may be why.) but the only explanation is its only for the computer (well probably) the video link on how to get it was on the pc if anyone finds out a permenent way to get plz tell me.
 * i play on 360 and if you go to the sewer's once but don't get the armor first time, at least on 360, if u return its gone and un-obtainable, this is a known bug so don't be too shocked, sucks cause i missed it while doing the quest for tesla coil.Toolazytomakeaaccount 03:17, November 19, 2009 (UTC)

Holy crap that sucks i passed through old olney a long time ago b4 knowing about the medic armor when i found out i went back and no armor ugh ( i also wanted it cause it talked lol )

Brotherhood/Enclave chat
Anyone can provide a reference or proof that you can encounter people talking about the Power Armour and why it was never recovered? That Furry Bastard 11:24, 4 March 2009 (UTC)

Yeah, I am sure its a random encounter. Jetholt (Jetty) 21:48, 8 March 2009 (UTC)

Well, if the Player Character can on low levels, I don't see why an army of BOS guys couldn't--TheFrogger 01:09, 6 June 2009 (UTC)


 * The Brotherhood isn't on the best of terms with stealth technology. And nobody would send an army to die for one talkative suit. Nitpicker of the Wastes 01:40, 8 June 2009 (UTC)

ok im really interested to know also about this conversation about the armor too, i mean i go to the citadel very frequently and ive never heard about such a explanation from someone about why they didnt send anyone to get the armor, we need to know! - mat mod.

Im on my ps3 and i cant find this initiate... I only found skeletons where the body should be. If someone can help contact me at gogarf@gmail.com..

IF YOU HAVE BEEN IN THE SEWERS BEFORE AND DIDN'T GET IT THEN, THE ARMOR WILL DISAPEAR! (this is unknown why)

Serious Glitch
Well when i saw saw on this site that there was Power Armor that gave you Med-X automatically, i thought it was pretty awesome. I went down to get the armor with minimal trouble(but i got tons of scares from deathclaws jumping out out from corners). I put it on and left Old Olney. Within 5 minutes of using it my entire stock of stimpacks was gone. Not that i used them, just that they were gone. Disappeared. I was pretty angry since i had about 120+ in my inventory. Has this happened to anyone else?

Follower usage?
If you give it and some med-X to your follower, will it work? if yes, it will be pretty useful.

Non-prototype Medic Power Armor?
Was it actually stated anywhere that the medic armor wasn't completed at any point? I know the suit was just a prototype but do we know if the Completed Medic Power armor was developed or not? It could mean an appearance in a future fallout game.

(The complete version of the Medic Power Armor was meant to distribute a variety of drugs whilst in combat, the prototype version was only capable of morphine (Med-X) injections.)

Armor not their
When i went to old olney sewers on my new save after downloading the first 3 add-ons I went through the sewers during the quest shock value only to find 3 skeletons where the initiate was supposed to be. In my old save I had already gotten the armor before downloading any of the add-ons but when i went to find it at tenpenny tower it was nowhere to be found. Not really about the armor but on my old save i cannot enter tenpenny tower at all.

theories about the armor
this armor is tied almost directly with t51b armor, the reason is this is the last known armor created before the bombs fell, which means it has more parts in it related enough to fix the t51b. also it was made most likely in fort constantine, and kept there long enough so it would not be repaired over the years into a totally different armor, despite its similar appearence. after so long, the brotherhood had come and investigated the fort, and found this unique armor, however there might have been only one person that came to get it, since the armor is found only with the wearer. why the initiate left a set of t51b in its place, is unknown, possibly at the time they had more suits of t51b at the bos headquarters, so it was considered higher technological value, so they left the t51b because they couldent carry it. then somehow they ended up dead at old olney, aparently saving some people?

Vanishing Armor
The guy wearing the armour has gone from the sewers in my game, and it MAY be tied to Broken Steel, as I can see some rubble that may be hiding the body.

No if you enter the sewers and leave the armor will vanish(ps sign you posts)BigDogW 21:21, 21 July 2009 (UTC)

Followers?
If you equip this armor onto a follower, does the armor still talk, or does it only talk if you wear it? SplittingTheAtom 00:48, 25 July 2009 (UTC)


 * It isn't talking if you equip it onto a follower. It seems this armor doesn't work as medic armor either on a follower:( I gave a lot of Med-X to a follower equipped with Medic Power Armor, but the number of his Med-X never changed. Even when he died, after a heavy battle, he still had all Med-X I'd given to him. --Prygme 00:29, October 8, 2009 (UTC)

Hmmmm... I'm gonna try to find out...--BloodOmelet 01:21, 26 July 2009 (UTC)

Lemme know lol... I'm currently working on a group of army-related followers. I've got 2 winterized combat armors and the 2 T-51Bs, I just need something with personality SplittingTheAtom 14:35, 29 July 2009 (UTC)

Does anyone know of a way to get the power armor if it disapears?

Requires Power Armor Training on 360
The Medic Power Armor Prototype requires Power Armor Training on the 360 with current patches applied. Even after reading the manual. Sadly.

Of course you need the training b/c it is POWER ARMOR and please sign you postYou have failed again young one 23:31, 28 July 2009 (UTC)

an interesting mod?
maybe someone should make a mod for a complete version of medic power armor, one that has the ability to use stimpacks but so its not overpowered, like use a stimpack if your health hits 25% and then dont use one till you go back to 25% and give it the health of wintereized T-51b power armor, and also the ability to negate the crippling limbs thing like prototype does, maybe also an helmet to go along with it...and maybe make it so that the helmet dispenses the stimpacks into the neck directly and the armor gives the anti crippling thing, wish i had a pc tht could play fallout 3...eh 360's okay.Toolazytomakeaaccount 19:28, November 2, 2009 (UTC)


 * Naw, stimpaks would be overpowered, because you can just pop up your PipBoy and inject yourself into a stupor. A Prototype Medic Power Helmet wouldn't be half bad, though. +3 Medicine and +8 Rad Resist, perhaps? Nitty 19:37, November 2, 2009 (UTC)
 * no i dont mean you choose to inject i mean it auto injects once when you get to 25% health, then if you go down past 25% before say..3 minutes it wouldn't inject, then if you took damage after the time limit, it would inject once, wouldn't be too overpowered but it would be used more then T-51b due to basically being T-51b with health benefits...Toolazytomakeaaccount 20:10, November 2, 2009 (UTC)

Crazy damn thing
Do not die while its talking it lets out what sounds (in the slo mo effects) of a very very loud screaming noise, made me jump on max volume after i got instakilled by a super mutant overlord =<