Why would suppression only work for attackers? It works for defenders just as well. I remember sitting back in DH and if anyone tried to take a quick shot at me, I would shoot at them first to contain the threat. It worked great and gave me, the defender, a great advantage because I would be able to keep the enemy's head down. He knew that even if he tried, we was not going to get a clean shot at me, suppression works both ways, that's why I loved it. The player who knew how to use suppression tactics the best would usually win.
But why are you wasting bullets when there's no chance of a kill? That's horribly unrealistic tactics. I mean, I can understand spraying at flimsy cover to try and take advantage of bullet penetration, but if they're behind a thick stone or earth wall all you're doing is making it so you have to reload sooner. This is -exactly- what I mean by bad tactics. You're expending ammunition and all you'd be doing in real life is giving away your position and letting them count the bullets till your next reload.
Yes, I recognize that your point and it is a valid one. Suppression is somewhat achieved in this game by natural means. And I would be willing to cease any push for more suppression effects if the aiming in this game wasn't so good. As I have mentioned in previous posts, I want players to have to compensate for recoil and sway themselves, not have some angel in the game engine hold your rifle steady for you. Players would then have to learn to wield their mouse like how a soldier would have to learn to wield his weapon. Until some of the weapons are corrected, suppression is a good bet for allowing me to reduce weapon accuracy. As it stands, I believe the PPSH41 recoil is very nice as it forces the player to have to tug on his mouse, but more weapons need more recoil and sway. Let the player compensate himself, as humans do in real life.
But hoss, the good aiming in this game is -exactly- what makes realistic suppression works, and it's far more realistic than blurry screen filters or slowed movement. You know that if you were to expose yourself, even partly, to an enemy less than 100m away you're likely to get killed. They know that too. If random sway patterns and bullet spread were introduced, suddenly they'd have to up the suppression effect, and we're rolling on down arcadey road again. It's precisely because a rifleman doesn't struggle to hit a target under 100m that you feel suppressed, and that you think twice about charging their position head on.
Calling my tactics "bad, unrealistic tactics" is simply absurd. Was accuracy in real life so much so that returning fire was impossible? Why is wanting to return fire "bad, unrealistic tactics"? Your logic escapes me. I have totally understood everyone's argument that your screen snapping and desaturating is not really realistic, but I say it again, it achieves a far more realistic resemblance of WW2 combat, albeit by unnatural means. There is no other way of putting that fear into players to get their heads down.
No, of course wanting to return fire isn't unrealistic, and you should always attempt to return fire. "Returning fire" is not plinking bullets off their cover, though. You need to learn how to return fire properly, like real soldiers would.
For example, the first thing I learned is never pop out of the same place you took cover. They'll be waiting for you, and they'll kill you. It's the same in real life. Soldiers are trained to crawl as far as they can, hidden from enemy view, behind their cover before popping out several meters from where they took cover. This was unnecessary in RO1, as you were protected by sway and spread, so you could rely on unrealistic, bad tactics to survive. Now, you need to out-think your enemy. You can't rely on practiced marksmanship to win your firefights.
And the best part is, if you can get the drop on your enemy and engage him while he's framed in his nice little window aiming at where you -were-, you don't need to be a twitch shooter. He's wasn't expecting you to return fire, so you have a perfect opportunity to kill him.
There are a myriad of other things you can use. For example, never pop over cover, as it skylines you and makes you easy to spot. Prone is your best friend, even if you're behind cover, as it minimizes your silhouette and provides the most stable firing platform.
Suppression is about two things; volume and accuracy. Currently, RO2 has the accuracy part covered, albeit at an exaggerated level. But right now, as a tactic, there's no point to volume of fire.
Depends, how many people are you suppressing? Volume of fire is designed to cover multiple openings and angles, not expend dozens of bullets to kill one guy. If you're assaulting a house with several enemies holed up inside, yes, you need a pretty decent volume of accurate fire. Volume isn't just plinking MORE bullets off their cover, it's being able to shoot at more than one target.
How many people have you seen lay down suppression fire? I do it because I still remember my training in Darkest Hour, but I don't need to do it. The game engine steadies my weapon sway and recoil for me so I am accurate enough where I can wait for the enemy to pop up and I can take him out easily.
Than shame on him. He's being predictable, and you have every right to punish him for his bad tactics.
In Darkest Hour, I wouldn't try to aim my weapon at the enemy when he popped up, I would immediately fire so as to suppress him and walk my shots into him.
But if you're suppressing him, shouldn't he be taking cover? I've shot plenty of chuckleheads who stood out in the open and bounced bullets off of my brick wall trying to "suppress" me. It didn't make me want to take cover, it only had me counting the shots till they had to reload and I could kill them at my leisure.
Now if I popped out and took a bullet to the arm, and had to retreat to bandage, I'd be a bit more careful about popping out. THAT'S suppression.
This kept me relatively safe and also helped me hold my territory. WW2 combat was more about taking and holding territory than it was about killing the soldiers.
My friend mister statistics would like a word with you:
World War II was the
deadliest military conflict in history. Over 60 million people were killed. The tables below give a detailed country-by-country count of human losses.
http://en.wikipedia.org/wiki/World_War_II_casualties
How in the world do you think they captured territory from their enemies? By killing all of the defenders!
I agree with you that RO2 stock is still one of the most realistic military shooters out there. RO1 and Darkest Hour were far more realistic in my view, again, because it forced players to do what soldiers did in real life, albeit with unnatural ways. Making the player's aim sway forced the player to have to consider getting into cover and picking the right sort of cover that would make him effective. Real soldiers did that in real life. You look at the method used to achieve the effect, I say the end justifies the means.
I absolutely agree. RO1/DH was -far- more realistic than anything else that was out at the time. Using realistic strategies paid off and it rewarded thinking. RO2 is like that, but better. It relies less on gamey mechanics to achieve an artificial effect, and it works quite well. The problem is that most people weren't expecting a learning curve like what they got. The RO1 people were expecting to be able to slide into RO2 like a comfortable pair of pants. Never once did it cross their mind that they might have to un-learn some of their bad habits from RO1.
TWI took a big risk and greatly changed a lot of the game mechanics. The problem that the community is having is that it's run headlong into a learning curve they didn't expect. The RO1 guys figured that all their pixel hunting, suppressing skills would help them in RO2, but they don't.
My best advice, honestly, is to stop trying to use RO1 tactics in RO2. Take a step back, read up on honest-to-goodness infantry tactics, and apply those. It works quite well.
I will conclude again with the following; you can't have it both ways. You can't have the game engine automatically assist you with recoil and sway and then expect players to behave in a realistic manner. Then you want help in some areas and in other areas you don't. I believe in either two things; the game engine forcing players to play more realistically or the game engine let things happen more naturally. No holding your rifle steady for you and no fancy suppression effects to tell you if you're doing things wrong.
Now I ask you and everyone participating in this debate to offer their input. I'm going to make a realism mod, and I want Fire & Maneuver to work, meaning if a group of soldiers lay down covering fire, the most likely effect is that the enemy will not valiantly brave bullets and get back under cover. Real soldiers wouldn't brave such a thing. I want something that the community is going to like, some of you may not like suppression, so offer me an alternative to represent suppression.
Before you invest all your time and effort into a realism mod, perhaps you'd like to talk tactics? I'd be glad to demonstrate the things I've learned in-game and share them with others. The tactical level is there, and it's mind-blowingly deep. I think I'm at an advantage because I never invested tons of time into RO1, so I don't have all the bad habits that a lot of RO1 players would have.
If you'd like, I can try to put together a guide demonstrating some simple things you can do to greatly increase your survivability and effectiveness, and that will let you get all that delicious tactical action you want.