@cyoce said in Better Suppression/Suppressive Fire:
Less need to be done. Suppressive fire is, in essence, tactical missing. Suppressive fire is always a bad shot unless you don't have direct line of sight to the person you're suppressing (but then just wait for him to peek so you can kill him instead of scaring him). Consequently, any debuff applied by suppression will reward missed shots. The current mechanics already apply RNG sway to your gun after people miss you a couple of times. That alone is unacceptable; it's lowering the skill ceiling by adding more RNG to gunplay and lessening the punishment for missing. Gunfights then give an advantage to the player who clicks first rather than the player who aims better.
I've got an idea.
Personally, I'm against the idea of "whoever shoots first wins" because it should be "whoever hits first wins". However, it would be kind of autistic to stand up while some guy with a deployed LMG is spraying at you and counter-snipe him with zero problems.
Weapons in Ins2014 caused suppression based on the caliber. For instance, pistols only caused 20 suppression but battle rifles would cause 70 per shot.
I'm 100% sure that mechanic exists in Sandstorm, but another possible feature could be a suppression cap. What I mean by that is, the type of weapon being fired at you determines how suppressed your character can actually be.
Pistols would cause little suppression and the game would cap the suppression rather quickly, so getting mag dumped by a guy who can't aim his handgun really wouldn't cause your character to freak out that much. However, getting shot at by an LMG would fuck your aim up really badly, and would probably require tactics or teamwork to counter effectively. Currently, bipod-ing an LMG is just asking for a bullet to the face. Sniper / Marksman rifles would cause pretty hefty suppression too (with the possible exception of the M14 EBR since it has select-fire).
Obviously, this change would also require LMGs to be nerfed to hell in CQB.