I think suppression was slightly bugged in this build because I had Coax MGs lighting me up but no suppression effect appeared
2 years ago (edited) | 54
I wonder if the reduced sway/recoil helped mitigate the effects of suppression in general.
2 years ago | 22
Suppression is going to feel more underwhelming when players are more accurate. People are gonna feel like suppression isn't working as well if they get hit more often, which will happen if guns are easier to use. I don't think it's player adaptation as much as another system (the gun handling) affecting the effectiveness of suppression.
2 years ago (edited) | 29
Yo, with the sway effect being a variable and it being harder to take accurate shots, wouldn't that actually make a somewhat significant difference? I don't know, I'm weird.
2 years ago (edited) | 8
A change in 2-3 shots to reach max surpression will make surpression have less impact.
2 years ago | 4
I mean, that isn't no difference. If it takes less than 5-6 near shots to be fully suppressed, one shot difference would be noticeable.
2 years ago | 14
I had multiple occasions where I was able to pop up and kill someone who was actively suppressing me with an MG without really noticing the suppression, and multiple occasions where that happened to me. Idk exactly what it was but suppression was significantly less effective in Playset 2 then in playtest 1
2 years ago | 5
I hope they add the new mechanics soon, getting tired of cod players in squad
2 years ago | 2
@karmakut it was less effective - ignoring the minor change , which was still a change and clearly other noticed however small, there is a interplay between the sway and supression. The reduced sway times made it feel less noticeable. I will say a bit dissapointing to know stealth changes are happening
2 years ago | 2
I just hope 30mm ap will go through all buildings now our small scale testing with my friend showed not all walls are penetrable and angle of impact to play a role to
2 years ago | 1
I didn't play test #1. Either way PT#2 felt fine minus the mental adjustment for the weapon sway and shit
2 years ago | 1
flashbacks to Red Orchestra 2 suppression the horror...
2 years ago | 1
Probably people thinking it was reduced because it’s slower/less likely to reach max.
2 years ago | 0
You have often complained about squad as a game, in particular, the incohesiveness of squads and teams, especially in random matches or casual games. I.e. your squad spread out over a map and not listening to commands. This update will force people to work together and take things more slowly, or be punished for doing otherwise. In particular, punishing people who run around and try to click heads with under a half stamina bar while complaining they cant hit anything after having just immediately halted from a full sprint while being shot at with a machinegun. (Literally you, ive seen the clips) If you want to move the game in a tactically and strategically oriented direction this is the way to do it. Youve talked about how this will harm the casual playerbase, but it is clear that the casuals are the ones trying to make the fast gunning playstyle with no teamwork fit into the game. They will adapt or leave. This happened with me and tarkov, because people play it like COD and are successful in that playstyle. It is terrible that your contradictory statements and advocation for change (You say you want more squad cohesiveness but then oppose changes that would bring it) has quite possibly influenced a nerf in an update that would have changed the gameplay of squad forever, for the better. (Even if you told the devs not to listen, you influence the playerbase, who then disseminate that opinion.) I used to think that you wanted the best for this game, but after OWI has extended this olive branch of a future update, I am beginning to see otherwise from your previous videos criticizing it with indifference, then taking a passive aggressive tone with people to those in the comments and adding a "lol" as the cherry on top. Maybe squad isnt the game for you anymore like it used to be, but that doesnt mean you have to make it worse for the rest of us.
2 years ago | 8
Karmakut
It's been confirmed by OWI Virus that the actual change in suppression from @JoinSquad Infantry Combat Overhaul Playtest 1 to Playtest 2 is a single additional near shot in order to hit max suppression. They did not touch the blur or other factors. Squad Mod Dubs believes this is because of the placebo effect and player adaptation. So for all of you saying that suppression was less effective in PT2... it wasn't.
This is such a minimal change you would probably not have even noticed it especially if you were utilizing belt feds for suppression as intended.
2 years ago | [YT] | 410