Decoy 2.0 ?

Honestly what is decoy useful at?

Upon its release it served as a way to mimic gunshots and marking an enemy icon on the minimap. Later it served as a camouflage flashbang which could in some instances disrupt defenses.

I believe that there is more that we can do with utility like decoys. Sound for example plays a massive role in CS. And decoy can indeed serve as a more generic sound generator. Besides gunshots, a decoy could be:

  • A "white noise" generator that conceals sounds that are normally heard (as an overkill approach).
  • A "smoke deployment" or "bang" sound like a smoke, molotov or flashbang would cause (as a more cautious approach).
  • The imitation of a bomb planting or a bomb defusing (as overkill).
  • The imitation of footsteps or reloading, or mix-n-match of generic player sounds for several seconds (more realistic).

Cost should change to $100

These sounds should repeat for several seconds. Thus the "victim" may get an initial false sense of enemy presence but after a while they should be able, by listening, to understand that it is nothing more besides a decoy. The usual "explosion" that occurs in the end of decoy's duration should remain.

These are simple things I thought about in one day. I am certain that the pro scene and the community can find better uses for Decoy. After all, there is no point playing CS2.0 without Tactics2.0