10 minute c4. We all know it, and understand the chicanery that's going on behind those 5 live wires; planting one in the spawn of inno motel gives you a way to bait innocents to kill a lot of people in no time at all. I love the concept for 10 minute c4, but it literally doesn't vibe with the rest of our warning based rulings as of right now. I don't use the word game throwing much, but some scenarios where an innocent is defusing a lengthy c4 could be considered that under a discerning eye.
Let me explain my thoughts with a tough question and some answers:
As innocent, why are you instantly defusing a 10 minute c4 without warning?
If we are uncomfortable with shaking up the meta with rules, I have a few ideas that scale towards the more unhinged side of things that would at least making attempting defusals a little more rewarding/nuanced
Let me explain my thoughts with a tough question and some answers:
As innocent, why are you instantly defusing a 10 minute c4 without warning?
- "Imminent danger, I don't want my team to die!"
- The round only consists of 6 minutes. The "danger sometime soon" threat isn't credible; you ARE the danger when you choose to defuse it.
- "I want to defuse it so the detective can get DNA/I picked up a DNA scanner and I want the DNA!"
- Why aren't you coordinating with the detective and your teammates with a warning before you cut the wire? You could also coordinate with the detective so he buys a defuser, and keeps every homegirl safe.
- "The c4 just appeared, I'm attempting to defuse the c4 and botch it so I can kill the traitor with his bomb"
- For every other explosive the innocent can get his grubby little fingers on (frag grenades, incens, jihads, etc), he is liable for any and all crossfire that occurs if a warning doesn't happen. You can argue this damage is being attributed to the traitor equipment, but iit's the innocent making the choice at the end of the day.
If we are uncomfortable with shaking up the meta with rules, I have a few ideas that scale towards the more unhinged side of things that would at least making attempting defusals a little more rewarding/nuanced
- For the first 5-10 seconds of a lengthy C4, all wires will disarm it. Encourages more thoughtful hiding and also encourages fast defusals
- Successfully defusing a lengthy C4 provides the name of the player who planted it, accelerating the potential DNA risk to an immediate KOS if defused.
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