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Old 05-11-2012, 03:54 PM
Gudenrath Gudenrath is offline
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Default Differentiate suppression depending on weapon

With the enhanced suppression the smg has become rather superior compared to bolt rifles (and perhaps also semi autos) in medium to long range shoot outs, because the suppression it causes makes it impossible for the single shot to aim and hit properly, and with the realistic accuracy it is about as easy for an smg to hit on the 100-200 m distances currently regarded as medium to long range shoot outs in RO2. I guess that in RO1 this was balanced by the exaggerated recoil of the smgs, but I don't think anyone is interested in that, at least I ain't.

My thinking is that instead perhaps suppression could be differentiated depending on the gun firing. So that mgs would have the current full suppression effect but smgs and other smaller caliber guns would have less (at least on longer ranges). That would ensure that the smg could have a good suppressing effect on short ranges, but also that it doesn't dominate the shoot outs on medium to long range fights.
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Old 05-11-2012, 07:04 PM
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MeFirst MeFirst is offline
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Suppression should be suppression, no matter what "bullet" is shooting. I have no problem that a SMG is a supression beast ond short range and mgs over a long range.
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Old 05-11-2012, 07:53 PM
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Cwivey Cwivey is offline
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Suppression = Amount of Bullets shot at you + Their Distance to you, not what type of bullet nearly killed you...

MG's and SMG's can suppress because they send a lot of lead your way due to their high rate of fire, rifles are more an initial, "Oh gawd" turn and shoot back.
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Old 05-11-2012, 09:50 PM
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Zetsumei Zetsumei is offline
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Read this document, its about research on suppressive fire:
http://www.dtic.mil/cgi-bin/GetTRDoc...f&AD=ADA071116

It got graphs on the effects of for instance distance and kinetic energy.
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Last edited by Zetsumei; 05-11-2012 at 09:52 PM.
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Old 05-12-2012, 02:00 AM
MrHello MrHello is offline
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Maybe the suppression affects should increase for BPS (bullets per second).

I.e. it takes about 2 minutes for suppression to fully ware off, but the effects ware off at the same amount of time they do currently.

What I mean is, you get shot at the suppression is as is currently, but the more frequently you get shot at the easier it is to get suppressed.

If you go a whole 2 minutes without being shot at, then your suppression per shot (SPS) goes back to its original state.

Although, to be honest I like suppression in the game as is, I think it's perfect, lol.
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Old 05-12-2012, 06:48 AM
Golf33 Golf33 is offline
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Suppression shouldn't really last more than a couple of seconds. Covering fire should only be effective as long as the fire itself lasts.
That's why it's called "fire and movement" and not "fire and then movement".

EDIT: and while it's far from conclusive, the document linked by Zets suggests two important things:
  • miss distance is very important, with rounds missing by more than about 3 metres having much less chance of causing suppression
  • the sound of the projectile passing by has an effect on suppression - certain sounds are more likely to suppress than others
This supports the idea that different weapons should cause different levels of suppression, but there isn't really a clear set of characteristics that you could use to say "this weapon suppresses well and this one doesn't". Instead it seems like you really need to experience the down-range sound and decide whether it sounds dangerous or not!

Last edited by Golf33; 05-12-2012 at 06:59 AM.
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