I support this idea. I think what carned is saying is the EMP has a percent chance to destroy C4s (meaning it's not a guaranteed hit) but it will always destroy decoys. I think the EMP should have have a lesser chance of destroying C4s based on the C4 timer, ya know as if it was a player trying to defuse it.
+1 to this, Decoys in the T room are very overpowered and it would be nice to have a counter to that (and C4). Plus it would be nice to have more detective weapons.
Any other uses, maybe to stop t traps or to short circuit traitor testers or maybe cut off the lights in a certain area
None of these are possible, stopping t-traps or short circuit unintentionally will break the map logic. Lights are also static in Source, they cannot be changed unless you name them during the map making, but named lights are rare in maps due to to Source limits.
Really good idea but should be 2 creds and only can buy once per round per detective so it doesnt become an op detective item +1
I don't love this. With tweaks, maybe. For starters, it should have a small radius of impact. Basically, you'd have to be somewhat close to where the C4/Defuser is (maybe 100-200 units) One time use, one time buy. I think being able to buy this several times a round would be a little OP, as you could just listen for C4 and get to the area pretty quickly. Should only cost 1 cred. No other D items costs 2 creds, and Detectives only spawn with 1 cred, so making any D item more than that pretty much makes it obsolete. Plus, C4 and Decoys only cost 1 cred.