Unfortunately, this isn't how suppression works. It will make suppressing squads in targetable cover more easily.
It would also affect suppression rate on 6 man squads.
Didn't think of that. Guess it's a bit tricky; but something really needs to be done. Perhaps have a second "open ground" AoE suppression stat on units, that can only come into play when not in cover? That way targeting squads in cover would still be the same, but blobs in the open would get increased suppression.
Also not sure how this would effect 6-man squads, since AoE suppression (iirc) only stacks onto other squads, not onto itself. If you mean 6-man squad AoE stacking onto
other 6-man squads, then that makes sense. Again, a separate "open ground" stat could simply have a cap that limits the added AOE suppression to that of a 4-5man squad.
I still think it's possible, but it would need to be tested in a mod, and tested very, very extensively.
Says who? What is "too much", and who is firing at those defensive positions? What kinds of numbers are people imagining here?
Alright.
Basically anyone defending anything (i.e. VPs) is going to get hit by this, since defending (by nature) means having a bunch of units close together (see Trois Points 2v2 map mid VP). If that received accuracy nerf is something like 0.15 (because it's stacked or something), that basically means that all your units are going to take +15% damage from things that can 'miss' (i.e. other infantry). That would end up getting insanely out of hand with units that fire a TON of shots (centaur, M15 AA, Wirble, etc.), since all of them would be getting essentially a +15% damage buff vs. all infantry (this includes AT guns).
I don't think people realize how incremental modifiers work (exponentiating a fixed modifier by a number of entities in a certain radius).
We do; that's why it gets so crazy. Let's say that it's a multiplying 1.05x received accuracy (per 4 models), and our unit has a 1.0 received base. So one unit gets 1.0, two units get 1.05, three units 1.105... then it starts getting bad: 1.158, 1.22, 1.276... So at 6 units within stacking range you're getting around 27.6% more damage. Now, 6 is pretty high, but not unreasonable in defensive positions. Again, looking at Trois Points mid VP: You've got an MG, two gren squads, an AT gun, a Pgren squad (shreks) and possibly a Pio squad to repair your vehicles. And that's for Wehr; for Sov or USF, who have big squads (~6 models), you'd be seeing that 1.276 mult at 4 squads.
If it were an MG firing (suppression AoE), it's not that bad. The focused unit takes 1x suppression, and any units within some range (~10m? can't remember) take a fraction of that - and since it's a fraction, it takes forever for the suppression on AOE'd units to actually come into effect.
Received accuracy would be a toggle. Anything within range just takes more damage. Defending as soviets would be basically impossible (everything is 6man...), USF would have an even harder time, small axis squads would get wiped even faster.... It's just not very good.