Title basically for the Detectives to allow there to be a hard counter to the strat of putting a Decoy in the T room to prevent DNA being traced, likewise with a C4. Model could use anything from HL2 or cs:s i suppose.
Not a bad suggestion, though maybe it should cost two credits or be a single-use SWEP to prevent easy buying at the beginning of the round.
I mean its kinda not an issue because you'd have to know the DNA was in the T room first so why would you buy it at the beginning of the round even so, why would it matter? Its useless if nooone uses a Decoy or C4 so you wouldn't buy it until you need it.
It already kind of is This sounds like it'd be single use versus the defuser that can be used multiple times and also highlights C4. +1, I want something to destroy those T room decoys with
I know that but I feel the defuser is already a rather rare buy and I think this would make it even worse since the emp is for when the defuser cant reach which is most of the time which means it wouldnt be any reason to get a defuser.
I don't like the idea of it just destroying c4 outright. That seems a bit much imo. It would be better if it just gave the Det who used it wallhacks on any c4 that was within it's range when it went off. So they can easily avoid it, or go defuse it. This would probably increase the number of defusers bought too. Either way, +1. The T room decoy has no counter, and this would be really nice.
Defuser Pros: Multiple Uses, Guaranteed to hit the C4 you're aiming at Defuse Cons: Must be able to see the C4, leaves you exposed. EMP Nade Pros: Can go through walls and counter T room C4, Detective is less exposed EMP Cons: No guarantee to hit the C4, One time use
I mean the range would have to be decent to do what you want it to do and if it has that range and you hear a c4 it would be more or less guaranteed to hit
Think Thatchers emp nade from Siege, which is where my inspiration for this came from. Similar to that range but only one of course.
I understand what mean but the big difrence between the games is that its a strong item when you are at a disadvantage and also kills 2 of the most useful items on the t side. I feel the range will be the biggest issue as to short makes it pointless but too large would ruin a lot of the maps where c4s kinda is needed to make people move.
I really don't this any item in the game should have 0 counters, which currently the C4 T room strat does hence this. Also i really don't think C4 is even that strong let alone top 2.
Problem is that most things doenst have one item that counters a lot of thing but the emp would make c4 harder to use and means decoy would be a worse pick over flare gun
I mean the way to not get your C4 to be killed by the EMP nade is to not put it an obvious place like the T room. But right now its almost a free easy win c4 spot.
I mean you can still hear the c4 which means putting it somewhere in the open would make it shit cuz low timer means its still rather easy to get a lucky defuse. Which is part why the defuser is bad