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Felioats's Avatar

01.13.2012 , 01:44 PM | #3
But the cooldown on grenades is still 5 minutes?

We've been saying on the forums that it is far too long. If you are reducing the damage anyway, how about balancing them around a shorter cooldown, as well?

We currently cannot reverse engineer grenades, even though the UI lets us try. Is the bug that they show up as RE-able, or that doing it doesn't work?

What about the other crew skills? I think the key problem is that with the exception of Biochem and Cybertech, they don't offer anything that can't be achieved through other means. People want something unique from their crew skills; something that makes them say, "Yeah, I get to use this because I've got X skill!" and consumables are a good way to do that because there are many ways to get equipment.