Throw them. Then activate them remotely like a C4, and they pop out a balloon that talks and distracts guards. If you pop it directly underneath them it launches them
I normally just use a Magazine for that... plus any situation where I'd want to use the decoy I could just use the Tranq Gun instead.... the guard's behavior is also inconsistent when you use certain items.... like the card board and the decoys... sonetimes they'l approach it and other times they'l blast it from a distance.... I can't make a plan out of something if I don't know what the outcome is going to be (This is why Mark Of The Ninja is the best stealstealth game ever).
I usually place some around before I go in for an objective so I can activate them when I'm trying to escape to lure guards away from me. Place a few around the front, sneak in, get the objective, start to sneak out, activate it so the guards go out front to check it out, and sneak out the back.
I just tranq the first guy I see then I tranq the guy that notices his buddy being tranqed then I tranq the guy who notices the guy who noticed the first guy being tranqtranqed... and on and on and before you know it my idoid be like: "OOUTPOST Captured" aand I'm like Seriously !!! ???
LoL... I even remember the first time it happened. It was on the Afghanistan Base Camp... I came in from the backside where the Delivery Point is... and literally without even leaving the small section I captured the entire base. This seems to be an issue with the way the AI the governs over all the AI humans behave... if you take out one dude then the AI will send one of its minions to take over his post... even if it has to override the dudes that are sleeping to make that happen. So when I took out the guard that was suppose to be keeping watch in the tower by the entrance the AI Overlord gave that task to someone else and I took him out and this resulted in a dumb chain reaction until they ran out of Guards.... I didn't even know you could even capture Outposts before that.
I just dont see any reason TO use snake. Recruited soldiers outclass his stats and the cyborg arm upgrades are just novelty, imo. Like 99% of the gear you can get in MGSV, it's cool but impractical.
I do... after upgrading the arm he gets all the unique of all the othee soldier's.... you know...
Climber
Athlete
Savage
The one that reloads quickly.
He gets to use all of them at once unlike the others who get one each.
As for tht novelties... Active Sonar is occasionally usefull... say a sandstorm strikes before you'vyou've marked anyone.... the only way to not bump into guards is to either have D-DDog, Use that Drug from Far Cry 4 and Active Sonar....
Since the Active Sonar is free and doesn't cost anything and literally can't even be removed... I just use that... did you know the game hides specific characters from Auto Marking ? The Lingua Franca mission is a great example of this happening.
Kinda like how I hate that we can't unequip the hip weapon when there is no reason to ever use any of the hip weapons (assault rifles, shotguns, grenade launchers)
This is Very Annoying the game won't let me be rid of that damn Machine Gun.... I want to use that extra space to carry a second pistol but it won't let me... damn game logic.
TBH the "enemy upgrades" just switch the game from "Mindlessly easy" to "have to aim", so they dont bother me too much. I never bother deactivating the enemy upgrades.
I didn't even know this was an option my entire first playthrough... I thought the combat deployments were about getting extra rresources so I chose them based off the rewards they give not knowing about their primary effects.
And now that I'm on my 2nd playthrough... It nakes no difference. NN mattaer how nany supply sheds I destroy I still see soldiers with Helmets and flashlights and Riot suits.
The only one that seems to work is the one that removes Mines... but they literally only disappear for one single deployment... they come back as soon as I GET BACK TO THA CHOPPAAA !!!
So yeah you're right... when the baddies start wearing Helmets all it means is the viable targets are smaller... so I just leave that problem for Quiet.
like "oh no, the enemies have body armor and helmets and nightvision and flashlights and c4 and cameras and mines". Well woopdedoo, i'm sniping everyone same as I have been, only now I aim at their arms or legs instead of chest or head. As for mines and patrols at regular sniper spots, I'm already sneaking everywhere, so it's no difference there either, i'm not just running around like an idiot.
Yeah crawling around on my Belly everywhere does get annoying after a while... it would nice if there was enough so that I wouldn't have to go Prone Everywhere.... especially if I'm luggibg around a corpse.... you can't use windows ladders and even a hefty chunk if your one handed equipment when you'ryou're carrying someone.
There's no reason to use any of the items that would hurt your rank.
The problem with those item's is how how extremely powerful they are... especially the Stealth Camo Prototype.... I used that sprint past the Skull Snipers in the Valley.... literally the most brain dead Tactic Ever.
Once again I bring up Batman... most of his Gadgets aren't actually needed... you use them for fun... for variety's sake and they are balanced... so theres no need to tack on any penalties for using them.... perhaps one day Fighting Games will learn from this and we can't be rid of that god awful DP input... among other things.
I mean, unless you're constantly calling in support strikes and vehicles and buddy swaps, you shouldn't be having any resource management issues. Just pick up everything you pass by and dont be calling in a bunch of extra stuff for no reason.
The problem is the same resources you need to use items are the same resources you need to development them in the first place... Bioshock Infinte also made this mistake compared to the previous 2 Bioshock Games.
Anyway thats not The Phantom Pain's problem is economy simply isn't Balanced at all... I played this Entire game min maxing the shit out of every deployment and when I got the ene of Chapter 1 mother base construction isn't even fully complete yet... I had 5 platforms left that still needed to be built and all my departments were below level 40...
I get that they wanted to have soms extra content for those who finished the game but want to keep playing.
The problem is that it doesn't feel like extra content... it feels like they Strecthed whatever content they had to exceed the length of story mode and it winded up just feeling like no progress was made at all.
I remember a time when the general rule of thumb was games ensured you got all the upgrades by the 50% Mark so the you still had some levels or bosses left that you could use them on.
With The Phantom Pain its the other way around... about only 20% of the upgrades are unlocked at the END of the game when there's literally no more levels or bosses to use them on.... so they just recycle the same old Missions and call them Extreme Mode or Subsistence mode ir whatever... for most people thatt as good a place as any to Stop and play something else.
When did KONAMI get so damn greedy ?
I never call in any extra support (except when I need to take out a helicopter, which is rare), and just bring Quiet or D Dog, and stick with whichever I brought, and I fulton out resources to sell off later when i can (with my bajillion wormhole fultons now, that's constantly) so there's money too.
Me Too... I also find it anoying that the game doesn't warn you about any gunships BEFORE you deploy. I see this alot in the Armored Vehicle side ops... if there's a gunship then they should mention it.
I just started development on the wormhole. Now I can grab those Three precious metals containers at the Nova Braga Airport.... in 3 Hours.
The whole development time thing is stupid... I also heard that there's microtransactions to shorten the wait so... now wonder it takes 3 Hours. So greedy.