What is the penalty for suppression a k a PPSH does nuffin
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Working as intended? What do you think?
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...perhaps that isn't actually the case?
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Yeah, I've heard being in "point blank" range that those Scripts definitely are in should allow them to ignore suppression modifiers.
...perhaps that isn't actually the case?
Incoming suppression modifiers.
That means, suppressed units for a short time take reduced small arms dmg, close range negates that.
Suppressed units still have only 25% of accuracy and reload.
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Incoming suppression modifiers.
That means, suppressed units for a short time take reduced small arms dmg, close range negates that.
Suppressed units still have only 25% of accuracy and reload.
You sure about that? I couldn't find that in the attribute editor (I was expecting it to work that way myself), suppression seemed to give the suppressed units the ton of penalties we all know about while the unit that suppressed them would be far less accurate against them. Which made sense to me, because it doesn't really feel like supporting units taking any longer to kill suppressed infantry to me.
But, of course, I may be wrong...
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Squad that has been suppressed cannot hit an Elefant with shotgun even at close range.
NEW AMERICAN COMMANDER WITH INFANTRY UNIT ARMED WITH SHOTGUNS CONFIRMED!
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Suppressed units still have only 25% of accuracy and reload.
this is the penalty for supression then?
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suppresses infantry also gets LESS damage from small arms unless they are in short range, that is why despite good DPS HMGs seem to not do enough damage, especially evident with Maxim on longer range.
After some time, defensive suppression modifier is replaced by the opposite of it and pinned squad after short while will get huge rec acc penalty.
You can observe this best, when you use RET volley fire, let them pin a squad and let them work on it, after certain time after the pin they will literally execute the pinned squad.
This is the general idea on how does it work.
For specific values ask your nearest stat wizard.
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