I had to descend from Valhalla just to take part in this discussion. It's such an important one.
1) A suppression system based on immersion alone isn't a suppression system. A veteran knows not to flinch when he is fired at, while a rookie may not even realise he's being fired at. Only complete rookies would be suppressed by the noise of bullets whizzing past.
2) A suppression system with a mild effect, such as the one in ROOST, works to some extent, but once again veteran players get a free pass. Rookies will flinch and feel threatened, but veterans know that suppression effects don't kill them - only direct hits.
3) A suppression system with too strong an effect, such as the one described at the start of this thread (in DH), may take away too much from the players.
So, the ultimate suppression system, in my opinion, should be somewhere between 2 and 3 - not too mild but not too heavy either.
I like what Ramm described, and I have a feeling it may be enough to simulate suppression. However, I'd like to point out what I think is wrong in ROOST.
Despite its realistic approach, ROOST isn't a realistic wargame.
GASP! How can I say that? Let me explain:
In real warfare people die and don't respawn (unless you agree with the Hindus). That's why they are afraid of bullets. In ROOST people respawn in 10-20 seconds (much faster than any Hindu). This makes people take the risk and face the bullets in order to get a kill - especially since veteran players can place that bullet wherever they like.
From my personal experience, and I played this game quite a lot back in the days, MGunners were easy prey. From the second they fired their first burst, half a dozen riflemen hurriedly homed in on this target. They did not hurry because they thought the MGunner was so dangerous. No, they hurried to get the kill before others did.
The MGunner had three distinct disadvantages to the Rifleman:
1) Tracer rounds. The fifth bullet gave away his position, if not the first.
2) Firing position. MGunners had to dismantle their weapon before they could duck or reposition themselves - and remantle it if they wanted to fire! This gave Riflemen many opportunities to destroy their target.
3) A less accurate weapon. MGs weren't as accurate as bolt-action rifles, which gave Riflemen another advantage.
Coupled with the fact that Riflemen were many and MGunners usually solo, MGunners didn't live too long.
I agree that all of these three points (four if you count the ratio of Riflemen to MGunners) should exist in the game, which means that SOMETHING has to be done for MGunners to be competitive to Riflemen.
MGunners should be feared on the battlefield. Now they're just free kills.
Now, suppression is something that warfare is based on. Long-range combat isn't how it appears in ROOST. Let's have a comparison of the dynamics of suppression:
REAL WARFARE
In real warfare, you try to gain the advantage of superior firepower over the enemy: the more enemies you manage to suppress, the less they are firing at you. Having more firepower means more mobility, more tactical options and less casualties to you - and more casualties to your enemy.
ROOST
In ROOST you do not fire until you have a target, if you are smart. Muzzle flashes give away your position and good Riflemen will take you out in a millisecond after you have fired your weapon in vain.
Now, let's consider the role of MGs in this comparison.
REAL WARFARE
Combat is based on which side suppresses the enemy better. MGs are excellent at suppressing the enemy. The more MGs you have, the better.
ROOST
Combat is based on which side shoots more accurately while remaining hidden. MGs are obvious targets. The more Riflemen you have, the better.
What I'd like to see is a mechanism that supports firing blindly at the enemy position without it being too powerful. You just should not be able to lean out of a window that is being fired at by an MGunner and take the bastard out. No, that is the most unrealistic thing since rocket jumping.
A flanking rifleman or a rifleman in a position not being fired at should be able to take out the MGunner. The MGunner is trading concealment to suppressive fire, making himself a target. While the MGunner is exposed (just follow the tracers and the rat-ta-tat to their origin), his team should protect him from fire from other hotspots.
That's my wish. But frankly, even the suppression system in Bad Company 2 works to an extent. Although I still find myself firing coolly at enemies spraying me with their MGs, at least there is an indefinite amount of MGs in the game, not just one or two. (And thus making MGs superior in any way in BC2 would be pretty damn stupid!)
If you read this far, thanks. If you just read this line, you have to read the entire post to receive those thanks.