"Decoy" tag is too strong and enemies (including abyssals) will ignore everything else
Disclaimers
- [X] I have searched the issue tracker to check if the issue has already been reported.
- [ ] My issue happened while using mods.
What happened?
The "Decoy" tag (used by decoy depth charges) has a 500 priority for all AI

Monsters will ignore everything around them, even getting hit and fired at by submarine guns. This applies to abyssal, you can zoom past the Doomworm using decoy
https://user-images.githubusercontent.com/73229309/177727143-d85b2253-5f3f-4979-aa18-e0a6697789bf.mp4
It doesn't matter if you're shooting guns at the fishies or running the engine at full speed blasting sonar, monsters will focus on the decoy alone for the full duration
Possible changes:
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Reduce the duration of decoys. Aitarget fadeout time is 50 seconds which is very long, 15-20s is enough for a moving sub to create distance
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Reduce the AI priority for "Decoy" on all enemies severely, somehow. A very loud sub (turrets blasting and whatnot) should take priority over the decoy I've tried fiddling with Crawler AI priority, "decoy" and "provocative" tags to no avail. Reducing decoy priority to 1 and reactdistance to 0 didn't seem to achieve anyting. Maybe it's hard-coded I have no idea.
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Abyssals should have lower priority for decoys
See what Ghostsheet just did here
https://steamcommunity.com/sharedfiles/filedetails/?id=2834119941
Depth charges taking damage means they eventually disappear
The priority is not hard coded, so lowering it (or the range) should work. But doing that could cause the monsters to prefer something else than the decoys when they shouldn't. Probably lowering the priority a bit solves it partially, but destructible decoys is actually a pretty good idea too!
Addressed in Regalis11/Barotrauma-development#3495. Thanks for the link to the mod!