>use it like you would in real life
>team never picks it up since they think it's just an AR with a huge mag
>give team sustained covering fire
>utilize positioning and choke points
>always take advantage of high grounds to give them cover
>never get any credit
The base guitar of weapons
*bass
Videogames don’t utilize suppression/volume of fire and covering fire effectively. They also don’t utilize the difference between caliber types effectively.
Battlefield 3 did a good job with suppression actually doing something
Except it's shit.
It's literally an overweight open bolt AR with a bigger mag and you can swap the barrel out to keep it from overheating. Hell, it even accepts STANAG mags.
249 is a shitheap. 240 is waifu-tier.
>BF3
>tfw running a M60 with a bipod and a m145 or whatever sight
>Base
I've been playing the Hell Let Loose betas and have been impressed with the MG in that game. Suppression in that game is stupidly over the top and nearly blinds you for up to 10 or so seconds and MGs get a boost to causing suppression. You can easily cut off an entire approach using an MG.
Unfortunately, every game ever made where the MG can fulfill its role has fucking garbage bipod mechanics ruining an otherwise amazing gun. Nothing like desperately trying to lay down fire in RO/RS or Squad while juggling around the bipod trying to get it so you can actually aim at your target.
>they think it's just an AR with a huge mag
It is in most video games.
for suppressing fire to matter, death has to matter. this is why suppressing never works in 'arcade' style games. forcing the player's character to be spooked by it is just lazy.
>base
try again tomorrow, retard
lol fuck off back to /k/ you massive faggot.
It doesn't work in "realistic" styles games like Squad either. Even running organized permadeath games in Arma gunfire isn't scary at all after you have been there and done that. The only way to make suppression actually useful instead of just a way to announce to every nearby enemy where you are is a mechanical penalty for being suppressed.
watch out, hes gonna tell you to dilate
>bass guitar
How's it feel being more irrelevant than a drummer?
i would consider squad and arma to also be arcade style games. theres no persistent gear or stats. I'd say suppressing fire works in games like tarkov, cept for when people are hacking which is most of the time
Used to work well enough in AA. Well enough that some people would get salty enough to kick you for using it, yelling how it takes no skill.
It also doesn't work in Tarkov unless the guy you are shooting at is completely new. Sounds and movement is like 90% of the game, sitting in one spot firing at the general location of an enemy is an amazing way to get flanked by a sweaty with max gear sprinting towards the nearest gunfire or a player scav looking for a cheeky kill. If the person you are trying to "suppress" has any possible way to back out and get around you, they will. The only time it could be useful is if you have somebody trapped in a room and have a friend ready to run in.
wtf does a fish have to do with this?
Ideally suppression is only temporary anyway. Somebody on your team should be the one flanking while you're suppressing.
I used them in COD4 and MW2 all the time.
They had good rates of fire and killed in two hits at any range. Very good for the long lines of sight in COD4.
Then WWII they are good to. Especially in hardcore. They kill in one hit from any range, even when firing through cover. Great for Search and Destroy, provided you pick up an SMG later.
I thought they were good in BF3 too.
BASE
bassed
For the record, nu-XCOM has suppression mechanics.
>base guitar
OP is acoustic