Right now, DNA is not present on Decoys. Decoys should have DNA present on them. Edit: Breaking it down since some people don't understand: 1: You don't have any DNA. 2: You're taking a stroll on the yellow brick road. 3: You find a Decoy sitting behind a tree. 4: You get the DNA from that Decoy. 5: You chase the traitor.
Yeah but that would defeat the purpose of the Decoy. The decoy is supposed to keep the detectives off your tail not get on your tail.
The decoy keeps them off your trail for some time depending on where you placed it. You can place it on the other side of the map and be in another place of the map away from the decoy. It takes time for the DNA scanner to charge itself as well. It's supposed to buy you some time, but not make it impossible for you to be traced with DNA
There's no point of getting DNA on the decoy when after you destroy the decoy you will still get the DNA who planted it via dead body/ other t items.
You already have the DNA on the person. Just destroy the decoy and it'll lead you to the person the next time you scan the DNA.
See, you're not following or listening intently enough. You find a decoy under stairs, you take the DNA off it, chase traitor.
@dude85632 @Cherious Let me break this down so you can understand the suggestion: 1: You don't have any DNA. 2: You're taking a stroll on the yellow brick road. 3: You find a Decoy sitting behind a tree. 4: You get the DNA from that Decoy. 5: You chase the traitor.
Now that is something I can agree with. From the way you were talking about the scenario before, it sounded like as if you already had the DNA before finding a decoy. This could be helpful since i don't see a reason why it wouldn't leave DNA since holding a mp7 or any other (traitor) weapon lying on the ground would leave your DNA and anyone else who held it.
If you place anything down, it should have you DNA on it. That's one of the drawbacks of using an MP7, Gauss Rifle, C4, etc etc etc.
Question is why, it's not like it gives us a msg its been destroyed like a detectives health station does, maybe i'm just being sumb more then likely, neutral
The whole point of this thread is to leave the person's DNA that placed a decoy. From what Daddynexxus is saying, if you happen to find a decoy lying around by chance, you should be able to get DNA from the decoy and trace the person. You cannot get DNA from a decoy and daddynexxus suggests this to be a feature added to SGM TTT, which I can agree and support because I don't see a reason of why you cannot get DNA from a decoy. It's the same thing as a c4, if you held it before, detectives can get your DNA and anyone else who has held it previously. Edit: And yes, it gives you a message that your decoy has been destroyed I believe.
The only real change that needs to be made to decoys should revolve around how overpowered it is to place them in a T room. Thinking some kind of new detective equipment is in order here, but there's already enough ways for a detective to counter a traitor in this regard. Not necessary, imo.
Now that I think about it, is it possible to implement a timer on the decoy so it'll deactivate / run out instead of having a traitor place a decoy in the traitor room for a whole round? After all, a decoy is supposed to bait detectives (or innocents with a dna scanner) away for a short amount of time, but is impossible to deal with if it's placed in the T room since it's out of reach at that point.