Counter-Strike Jailbreak - Make decoy grenades deadly

SneakyTurtle

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I think decoys are pretty useless right now, not just on jailbreak but on cs2 as a whole.
My suggestion is to increase the demage of the decoy explosion from 5dmg to 100dmg. Enough to kill a ct but not enough to kill the warden.
This doesnt really solve the useless nature of it but it would at least be pretty funny when a ct stands on the decoy to make somone red and dies.

Alternatively this could be added as a RTD reward. Maybe even the throw could be deadly for the RTD? What do yall think about this?

If i remember correctly there is a command for this, something along the lines of weapon_decoy_demage
 
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Upvote 2
I think decoys are pretty useless right now, not just on jailbreak but on cs2 as a whole.
My suggestion is to increase the demage of the decoy explosion from 5dmg to 100dmg. Enough to kill a ct but not enough to kill the warden.
This doesnt really solve the useless nature of it but it would at least be pretty funny when a ct stands on the decoy to make somone red and dies.

Alternatively this could be added as a RTD reward. Maybe even the throw could be deadly for the RTD? What do yall think about this?

If i remember correctly there is a command for this, something along the lines of weapon_decoy_demage
love the idea of this as an rtd award because it would lead to people still sitting on decoys, that wouldnt change. just every now and then that decoy is a freaking ied 🤣🤣
 
I quite like the idea of this being an RTD reward. Not only would it create some funny moments from CTs sitting on decoys, it could also have a strategic effect; throwing decoys in anticipation for an area that the CTs may be in when it explodes. Though, it may cause issues where CTs have to be overly cautious around every decoy (which is rather common contra-wise), so there may be some concerns there.
 
Though, it may cause issues where CTs have to be overly cautious around every decoy (which is rather common contra-wise), so there may be some concerns there.
I feel like if its a rare enough occurance most CTs wouldnt bother. We need to find that golden ratio where the ct looks at a decoy, goes to stand on it and thinks to himself "what if?", then dismisses it and promptly explodes
 
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I think 99 damage would be better, having an instakill seems a bit over-powered.
Or maybe have RTDs of different values (50 dmg, 99 dmg, 100 dmg).

For what it's worth, not throwing a decoy is an easy solution here.
 
For what it's worth, not throwing a decoy is an easy solution here.
I'm viewing it from the humour angle more than anything else. Definitely not a mechanism to protect decoy throwers -- their problem. I like the landmine application!
 
I'm viewing it from the humour angle more than anything else. Definitely not a mechanism to protect decoy throwers -- their problem. I like the landmine application!
Yesss! These moments are pure gold and always bring a smile 😊. If it starts to feel too strong, tweaking the rate can make it even more unexpected, very cute idea. prison landmines XD

thank you OP for not merely making a suggestion, but the way you thought it out because it makes so much sense in my head on rtd. with the gloom of losing some maps laying ahead of us this is sure to bring some laughs if its added. definitely still +1

I think 99 damage would be better, having an instakill seems a bit over-powered.
Or maybe have RTDs of different values (50 dmg, 99 dmg, 100 dmg).

For what it's worth, not throwing a decoy is an easy solution here.
I love the idea of multiple rtds as well, again adds to the idea that you don't know if the decoy is gonna be a killer or not as a CT. If the chance is low enough, people will continue to stand on decoys. And every once in a while they will be hilariously punished mwahahahah
 
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