I'm hoping we can settle on some ideas that improve the situation but do so in a way that doesnt affect people who micro units individually and space them out properly
In my opinion, the best possible way would be as such: First, to implement actual hitscan weaponry. A soldier points their weapon at the enemy, the bullet travels instantly along a line from the muzzle of the gun to the enemy, with a small amount of scatter. From there, when it hits a model, there it does the calculations as to whether or not it's a hit or a miss. Additionally, I would want there to be a "reverse zeal" mechanic but where troops are easier to hit when clumped up together. Say 3 or more squads at least.
The reason why I think this would be best is that it makes sense. If the hitscan weapon misses the unit that it's aiming at, it's still likely to hit someone else, due to the fact that the models are so close together.
That would probably be too resource intensive, though.
Other ideas? Simply adding a "reverse zeal" mechanic where 3 or more squads within a certain range of each other share suppression and damage, maybe even lose accuracy, which increases/decreases moderately quickly depending on how many squads are in the vicinity.
I've always wanted MGs to work in this way:
When firing at a group of squads, any missed shot is then re-rolled and then fired at a squad closely adjacent to the squad the MG is firing at. In this way, blobs recieve way more damage from an MG.
I think that suppression in CoH 3 has its upsides and downsides. I can understand why Relic removed "lingering suppression" (I.E. suppressed squads fired upon by nearby squads stay suppressed), because, hot take, I think that suppression in CoH 3 is way more powerful than in CoH 2. Suppression makes squads waaaay slower. Painfully slow. I don't think that infantry squads should be able to keep suppressed squads suppressed indefinitely, but I do think that they should be able to prolong it, unlike how it is now where it does nothing.