I think that project reality has the best suppression that I've seen. It does a similar thing to ROOST but with a slightly longer effect and a greater range of effect. I haven't played DH, but i am completely against forcibly moving a players guntip.
In ROOST I found that I almost never encountered any suppression effect and could ignore a MG that was far away. Closer there would be an effect but only because so many bullets were being spit at me. In project reality, if a bullet came within a meter or so (Im just guessing at the range, could easily be further) I would be diving for cover or at the very least hitting the dirt, because trying to find the firer and draw a bead under fire was nearly impossible. However, if I knew where the firer was, I could try to suppress them in turn, making them less likely to hit me as well, and have a fair chance of killing them.
What I'm trying to say is that I think that there should be some suppressive effects, greater than in ROOST, but avoiding any non audio-visual effect. That, with bullet penetration and the cover system (with blindfire
) should provide an effective balance. This effect should be the same or similar for every bullet, a close range PPSH firing at people in cover should have a similar effect to an MG, and a couple bolts should be able to suppress fairly easily also. Maybe morale could have a SLIGHT effect on this, as a person with higher morale is more likely to take risks than one with lower morale; not wanting to look bad in front of a hero, knowing that your possible sacrifice will not be in vain (if your side is winning/doing well).
Lastly, I think when rising out of cover, the aim on your rifle should be moved slightly so that a little bit of a re-aiming is necessary for the shot, instead of multiple rise-and-shoot-in-the-same-place shots.