The radio is a silly traitor tool that currently brings little to no value to a typical traitor round. When value is brought to the table, the inno on inno kills it “inspires” are often deemed RDM if reported, since they usually land in the suspicion category and not the 100% iron clad impenetrable common sense scenario arguments our staff team is looking for.
I think some fun perks can be introduced to bring more utility to the funny little guy:
Manhack Spawner: If this perk is equipped, the traitor gets the option to spawn a manhack from his silly little radio every 10-20 seconds or so.
Teargas Emitter: If this perk is equipped, the traitor can use his funny little radio to distribute a healthy dose of teargas, probably need to limit this to one use a radio.
Watermelon Synthesizer: The traitor can use the radio to spawn some silly little watermelons, disrupting common sense kills based off headshot audio effectively on every map
Audio Displacement Technology: The traitor can use his radio to “displace” his audio (his shot sounds, any damage he takes, etc). The audio would be played through the radio, making the player more or less silent for a period.
Explosive Reprucussions: This perk would make any radio broken “explode” on its death, punishing players who tend to crowbar them to death. Would also make radios inherently traitorous to whip around with your magneto stick due to their potential of being an explosive prop.
I think some fun perks can be introduced to bring more utility to the funny little guy:
Manhack Spawner: If this perk is equipped, the traitor gets the option to spawn a manhack from his silly little radio every 10-20 seconds or so.
Teargas Emitter: If this perk is equipped, the traitor can use his funny little radio to distribute a healthy dose of teargas, probably need to limit this to one use a radio.
Watermelon Synthesizer: The traitor can use the radio to spawn some silly little watermelons, disrupting common sense kills based off headshot audio effectively on every map
Audio Displacement Technology: The traitor can use his radio to “displace” his audio (his shot sounds, any damage he takes, etc). The audio would be played through the radio, making the player more or less silent for a period.
Explosive Reprucussions: This perk would make any radio broken “explode” on its death, punishing players who tend to crowbar them to death. Would also make radios inherently traitorous to whip around with your magneto stick due to their potential of being an explosive prop.