Considering that there is no gradient to the effect, merely a simple binary suppress/don't-suppress, it's currently overdone. My first time playing after the patch was on Spartanovka, and upon spawning on the German side, I was immediately getting suppression kick from Russians firing
over the hill. That's absurd. (EDIT: The current radius is 9 meters. That's right, a bullet going 30 feet over your head makes your aim jump as much as one hitting the wall 6 inches from your face. Like I said, absurd.) (EDIT EDIT: Apparently there
is a reduction in place, it's just very mild. You have to be well off-target for it to reduce the kick noticeably)
If the radius is going to be increased to such extreme levels, and if suppression is to be kept similar to what it is now, there should be a more gradient effect; close misses get the full kick, while distant ones get a much smaller twitch.
It'd still annoy me to get suppressed by shots that aren't anywhere near me (Or getting aim-kick from the friendly MG firing from the next window over), but at least it would reduce it some. I'd rather they also tone the radius back down a bit, though.
In real life, yes.
In RO2, automatic weapons do not need to suppress because they are too accurate.
Most combat in this game is around 100 meters. MGs have no problem hitting a person easily at that range, in real life. If you're exposed to a MG shooting at you at 100 meters IRL, you're probably dead in very short order.
And the only reason SMGs manage to kill at that range is because people don't ever duck behind cover when they're shot at (Which is what real-life suppression does, it encourages people to keep their heads down). Instead, they try to fight the aim-kicks and stay exposed long enough for the SMGer to empty his magazine and eventually get lucky. Although at 100 meters against a target in cover, you've got to get pretty lucky.