>>16558283go away retard
>>16558282(Another cool fact, if you gave him your pistol but had a mod on it, the next time you pick up a pistol it'll have those same mods on it, so you don't lose anything. Liberty Island is most likely the first level they made, so, it makes sense that it has a lot of polish. Yet another cool fact to prove that, the NSF voice-lines you can listen to around the map talking about Gunther describes him as his concept art design. That's pretty early on.)
Anyway. Lastly, CS is actually helpful with EMP grenades like I thought of it to be. Or at least I think it helped, on occasions. Grenades are seen the game as hand-to-hand combat, so, CS boosts their damage. That makes it so you can disable the big military mechs with a single EMP grenade, without having to level up demolition. Otherwise you'd have to use two. Pretty cool. I didn't test LAMs on them though, which is a shame.
Not that it makes a huge amount of difference, really. I remembered having to rely on them a bunch before, but this time around on my latest playthrough I barely used any of all the EMP grenades I stacked up, and it was just for the novelty when I did. I guess that's because of the play-style difference. I wasn't even that mad when the full EMP stack I had got deleted for some reason, when all your stuff gets sent to the MJ12 armory.
I wonder if it's intended, to stop you from abusing EMPs at that part of the game. Probably an oversight, but it might be intended also, Idunno.
If you had a 30 stack of biocells before being captured, all of them get given back to you, but if you had a 10 stack of EMP nades, you only get given back one. The same thing happened with all of the LAMs I had, if I remember correctly. Did they just expect people to not have that many LAMs or EMPs and didn't bother to code it right? But that's dumb. It has to be intended for balance reasons, I guess.
(Though the game made sure to keep the three zyme I had. Priorities? )