Content Suggestion Remove TE-4 cooldown

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What does this suggestion change/add/remove:removes the time you have to wait to try hacking again on T-4
Has something similar been suggested before? If so, why is your suggestion different?:no not that i know off
Possible Positives of the suggestion (At least 2):wont have to wait whilst practicing hacking, quicker tryouts?
Possible Negatives of the suggestion:nothing bad could come from this
Based on the Positives & Negatives, why should this suggestion be accepted: there is like 0 reason it should have a cooldown , its a practice device , it makes senses on the TE-5 .
 
Neutral, leaning towards -support
I think, that removing cooldowns from the TE-4 in the dispensers could potentially result in a bad actor attempting to crash the server, with the generation of entities. You could just go to killhouse and grab a TE4 in the armory from there.

Nvm, this was regarding hack failure. I should probably read the body and not focus on title next time :P
 
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Neutral, leaning towards -support
I think, that removing cooldowns from the TE-4 in the dispensers could potentially result in a bad actor attempting to crash the server, with the generation of entities. You could just go to killhouse and grab a TE4 in the armory from there.
This is to remove the cooldown from hacking with a TE-4.
 
Cooldown for hacking with the TE4 is pointless, the dispenser thing HAS to stay otherwise entity lag etc.
It benefits E11, CI, GOC, DEA, NU7, basically all regiments.