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Utility Magnet Gadget for Strategic Defense and Precision

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on August 8, '26
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Gadget Magnet (Defence or Universal)

A placeable gadget (same rules as proxy sensors) that, within a certain radial field and line of sight of itself, will pull a single piece of utility that is primed and thrown within its bounds.

The utility item will act as normal (grenades will still have their timer, incendiaries and smokes will still be impact based, etc).

The gadget magnet will then be destroyed when the utility reaches the gadget magnet, and drop to the floor below it.

The primary use of this gadget is to prevent certain gadgets from being used, such as pre-nading or incen-ing the EMP planter. An example of this is Hideout top floor A site, when Enforcers would pre-nade through the window to get an early kill. And when the Revolters incen the EMP planter near the door.

It can also be used to precisely land a gadget exactly where you want. An example of this is the same site as before, when the EMP is being planted, a Revilter can throw a piece of utility in the general direction, have it be magnetised, and then dropped exactly where they wanted it.

I feel this would change how the game plays, as well as add another layer of thinking to the strategies that people need to come up with.

The Gadget Magnet should only interact with: Frag Grenades, Incendiary Grenades, Smoke Grenades, and Flash Grenades, and C4.

If you feel that magnetising a gadget from the team who placed the magnet is too much, then that can be removed. However, I personally think it adds to the strategy.

I hope someone gets around to seeing this.

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