Suppression cuts down DPS roughly to 25-20%. I'll say thats pretty huge.
What i would change is decreasing ability range by 33% to 66%. It's pretty simple; i can throw a grenade way further when i'm standing up rather than crawling trying to not get hit by bullets. This should also account for veterancy buffs.
+1 I'd rather have that in any case and I know we have requested it in the past too, let's hope relic listens.
The nading isn't my primary concern (though I fully support your proposal), it's that, late game, suppression doesn't reduce dmg output enough vis a vis vet, upgraded infantry especially lmg infantry. They're able to finish off an hmg even
while suppressed. You don't even need a full on blob. 2 vet 3 rifles with 4 lmgs will do it frontally. I know cause ive killed full health maxims with 2xlmg grens frontally. Which, in turn, makes blobbing better than tactical, well thought assaults in nearly all cases except the pro players. (Keep in mind that hmg veterancy includes no received accuracy bonuses)
I
don't want hmg crews to become more durable though cause that will make flanking difficult, and iirc the bonus accuracy against hmg and mortar crews was made exactly to dicourage replacement of core infantry with hmgs.
Which is all fine by me. Hence my proposition to buff the effect of suppression, make it reduce dmg output more. It doesn't have to be a very strong buff, I bet even a slight change would be an improvement.