Someone needs to explain why engineers captains and bridge officers got overlooked with grenades?
Tactical captains have access to the grenade satchel kit as well as tactical bridge officers can train in all types of grenades grounds skills. (i.e. stun, plasma, smoke and photon)
Science captains and science bridge officers have access to at least one grenade called anesthizine gas grenade.
All captains have access to the cryo grenade from the Breen mission Cold Call.
Engineering captains and bridge officers. NOT ONE GRENADE! Wow, do the devs really hate engineers or what?
Here is what I'm suggesting on how they can fix this issue.
Engineering captains and engineering bridge officers (only) should have access to an EMP grenade that will turn off either a combo of one of the following or all of the following: personal shields, energy weapons and personal armor for a few seconds.
The devs can work on the details on whatever they think is best for the game here. However, the idea is in line for engineers because we have weapons malfunction kit skill and bridge officer ground skill.
It is my hope that they somehow one way or another give engineers both captains and bridge officers at least one other grenade that is our own besides the cryo one.
Engineers are pretty great on the ground, why do they need grenades? You want the grenade satchel? Take it, its the most useless kit ever made.
Tac grenades are pretty poor, they don't do anywhere close to the damage of engineering explosives, and half the time you throw them they end up somewhere completely different or team members agro enemies and they miss... If I could customize a kit I may not even put a grenade in it. But seeing as its the only tac ability that isn't one of the endless stream of buffs what choice do we have?
Grenade satchel used to be great, then they nerfed it. Now it is useless.
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STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Engineers are pretty great on the ground, why do they need grenades? You want the grenade satchel? Take it, its the most useless kit ever made.
Tac grenades are pretty poor, they don't do anywhere close to the damage of engineering explosives, and half the time you throw them they end up somewhere completely different or team members agro enemies and they miss... If I could customize a kit I may not even put a grenade in it. But seeing as its the only tac ability that isn't one of the endless stream of buffs what choice do we have?
That pretty much sums it up completely. Well said.
Comments
Tac grenades are pretty poor, they don't do anywhere close to the damage of engineering explosives, and half the time you throw them they end up somewhere completely different or team members agro enemies and they miss... If I could customize a kit I may not even put a grenade in it. But seeing as its the only tac ability that isn't one of the endless stream of buffs what choice do we have?
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STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Besides engineers are about building things/making things to assist bombs mines turrets etc, a grenade is more tactical, bit odd for sci i must admit.
That pretty much sums it up completely. Well said.
On a side note, I wish to learn about this Transphasic grenade I see in the weapons lockers (Officer of the Watch mission.)