As it is right now in RO2, I'm too afraid to get out of cover to return fire from any position because I know I have to get a killing shot, because simply throwing bullets towards the enemy is not enough to break his hold. So I have to play whack-a-mole, all the while taking pop shots waiting to either get a lucky hit, wait for the enemy to have to reload, or get hit myself.
Congratulations, you are now suppressed more effectively than any in-game mechanic could hope to represent.
Seriously, think about what you said for one moment. There is more truth in that one statement above about suppression and how it works in real life than most of the posts I've made so far. You are too afraid to stick your head out because you know it'll get taken off if you aren't fast enough (which is never). -THAT'S WHAT SUPPRESSION IS ALL ABOUT-.
You guys have it backwards. You think that the attackers are supposed to suppress the defenders so they can advance. This is and isn't true. You want to keep the defenders from shooting your guys, yes, but only long enough for your guys to maneuver closer. If they're hiding, they aren't shooting. If you're aiming where they're hiding, and they pop out to shoot, you shoot them. This is what real life firefights are all about. Assaulting an enemy position is all aobut trying to close with them so you can get a grenade in their hidey hole, or tear them up with an SMG. If you're afraid to close with them, you're suppressed and they're doing their job. If they're afraid to pop out of the windows, -they're- suppressed and you're doing your job. This give-take is -far- more realistic than any blurry screen or filter. Whichever side is too afraid to stick their head out in combat is effectively suppressed, and the other side needs to be using this opening to move in for the kill.
What you and everyone else clamoring for "better suppression" is basically you demanding a way to get out of being suppressed yourself by plinking bullets harmlessly off the enemy cover so their ironsights go all screwy and their screen desaturates. You want to be rewarded for bad, unrealistic tactics. Darkest Hour, and RO1 in general, was -very- unrealistic in many respects, and RO2 is a major step in the right direction for accurate realism. It's no full-on milsim, sure, but it's definitely one of the more realistic shooters on the market today.
Because of the nature of suppression and weapon accuracy, RO2 is now about showdowns; you needed to pop up from a different location and be fast enough to aim at your target before he can readjust his on you. The one to do this the fastest wins. I'm not saying this is a bad way to play or noobish, but it does minimize your chances of staying alive considerably, because you wont always win these engagements.
Then you're playing wrong. Seriously. If you have to rely on twitch reflexes to win fights, you're going to lose 10/10 times to someone with better positioning, tactical movement, and battlefield awareness than you.
I main machine gunner, and when I play I drop prone well behind friendly lines and crawl on my face to my position. You know why I do this? It makes it -very- difficult for the enemy to spot me before I'm ready to engage them. I'm prone from the time I'm leaving the initial spawn to the time I start firing, and it works -brilliantly-. The enemies rarely have any idea where the gunfire is coming from, and I can gun them down at my leisure as they scramble for cover without knowing where the searing hot death is coming from. This has nothing to do with twitch and everything to do with tactics, movement, and positioning. I don't have to be faster than these guys. In fact, I'm not. In a stand-up fight, I lose to riflemen 10/10 times. That's why, as soon as they start plinking bullets off my position I make like a banana and split, usually at a full sprint. I retreat a ways, find a new hiding spot, and shoot them again as they move up. It's not about being faster or having better aim. Not even a little bit. It's knowing how to play the game.
It takes a considerable amount of skill to be able to win the majority of these "showdowns", and I can appreciate how some may regard this as truly rewarding and an admirable skill. I am not one of those people, as I prefer engaging the enemy with tactics and suppression. When you play realism, you would rather have your guys stay alive, so what I teach helps them do so and keep the squad together longer. Showdowns are fun, but put your virtual life into more danger and does not really promote long, tactical, and fun (for me) firefights. A mod is in order to bring back Darkest Hour style suppression and maybe even improve on it so that firefights are fun for people like me and some of those who have posted in this thread.
Using the techniques I described above, I can stay alive for a full 5-6 minutes racking up a dozen kills per life and suppressing the entire enemy advance. They get like you, afraid to move up because they know that as soon as they pop out I'm going to take their block off with a burst of LMG fire. They spend more time trying to spot me (and giving away their positions in the process) than advancing on my comrades or capturing points. I don't need to screw their aim up or blur their screen to accomplish this, as that just promotes poor trigger discipline. I never fire unless I'm sure I have a killshot lined up, because every bullet potentially gives away my position. My game is all about stealth, holding the flanks while the rest of my boys seize the center. It's real, true to life squad teamwork functioning as their real life counterparts do totally unintentionally. I found myself performing these flanking maneuvers instinctively with the machine gun, and they're very successful.
After doing some reasearch on real life LMGs, I find out that I had been doing what I was -supposed- to be doing the whole time; defending my squad by putting out the same amount of firepower as 10 bolt action riflemen from a single concealed location.
I'll put together a tactics guide eventually, but it's 2am now so later.