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QcR4ptor's avatar
QcR4ptor
Seasoned Veteran
5 hours ago

Suggestion: Improve the Suppression System for LMGs

I'd love to see the suppression system become more impactful, especially for LMGs. Right now, suppression feels too weak and doesn't really reward players for providing suppressive fire.

LMGs are designed to pin enemies down and control areas, but in their current state, players can often ignore incoming fire with very little consequence. A stronger suppression effect would give LMGs a more distinct battlefield role, encourage teamwork, and make covering fire a more valuable tactical tool without necessarily increasing weapon damage.

2 Replies

  • Just curious, how would you actually redesign it? Mechanics like screen blur and random bullet deviation usually just make people rage, especially since the spread we currently have on all auto and burst guns is already unrealistic AF. Are there any games  that you think actually got it right?

  • AlphiB's avatar
    AlphiB
    Seasoned Ace
    1 hour ago

    I 100% agree LMGs need suppression. You need to give bullets some other value than just killing or LMGs are just bad guns with more bullets.

    How to do it is tricky though. Players have reacted badly to past attempts, although to be fair, they may react differently to a similar system constrained to LMGs. What you don't want though is impacting too much the opponent's ability to return fire, as otherwise you're giving too much of an advantage to whoever shoots first. And it'd be a big problem with those few actually good LMGs: a DRS with bad return fire would just be OP...

    I was wondering if suppression could perhaps impact mobility, mirroring the real-life impact of suppression, ie ducking. Forcing a player to crouch when suppressed enough could be interesting. It'd limit their movement and ability to get away or pull tricks, but not their ability to return fire. Not sure how people would feel about that though. 

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