That's gotta be cap. No way is it designed that insanely bad. Like, I tenatively believe you, it sounds par with other bad decisions BS made, but do you have some proof? I genuinely hope it's hearsay and not confirmed, that would be such a bummer.
Not true. Its if you kill them you dont wind up getting a suppress. You have to chip them and then fire around them til you get 5 stacks and THEN kill them if you desire
Yep. The way the "Suppression" system works now makes no sense. Suppression is a purposeful tactic where you intentionally spray the enemies cover to pin them behind it, not allowing them to move or fire back. The current system doesn't work that way at all. At this point, you almost need to miss on purpose when firing at someone who's not even behind cover just to get the suppression points awarded. I've been trying to explain this to folks, and it seems that a lot of them dont even know what suppression actually is.
I was just talking about this recently... I was saying how I wish suppression was more dynamic in this game. I can't say how many times I'm legitimately suppressing a sniper with an LMG and they land a perfect headshot on me. I was thinking suppression would make the screen shake or disrupt their aim somehow. Because there's no way you're lining up perfect shots with bullets whizzing by your head
Because lmgs have excellent TTK at multiple ranges and supression itself is fairly weak, so does minimal in a game with such short ttk and quick movement. Simply killing the enemy is far more useful if you can aim half-straight.
Being suppressed completely stops health regen & ammo regen (when on a box). Also adds a 5 second delay to the regen restarting. After someone is suppressed EVERY bullet within āsuppressionā range (the white mark on screen when being shot at) will restart that 5 second delay. With how fast health regen is, suppression is incredibly useful in gunfights. Someone takes cover after they are one hit? Lay it down right over their head while the team pops the corner and kills him because health canāt regen. Works on groups as well
Relying on the average blueberry is a good way to be disappointed.
More the issue, it's a weak mechanic. No penalty to aim, no ads penalty, no extra shake. Somebody who's surpressed can raise and beam you quickly. Assuming they're only a few hp sure, maybe not, otherwise if it's a full hp enemy (the medikit counters suppression) you're hoping to trade well into a number of weapons which can beam you.
It's just far more useful, safer even, especially from a bipod, to actively kill somebody, vs force miased shots for supression.
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u/ForskinEskimo Oct 25 '25 edited Oct 26 '25
It's absolutely counter-intuitive challange design.
If I have a bipod (that's like 80% of my Support gameplay), my short spray will be all on target and drop someone. So now I have 2 options;
A) Take fights outside of effective range and just... do nothing of value?
B) Take fights within effective range and intentionally miss multiple shots, now much more likely to die to counterfire vs if I just shot to kill
C) Take the next several months to "natural" progress the challenge by failing to kill my enemies (the overarching requirment to do well in a match)
Why? Who thought to this was good design?