Suppression is still a terribly annoying mechanic

Ah okay, you mean the thing I also tried to describe, where you get the full suppression punishment despite being in cover.
Yes, I agree with you then.

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I do agree, this is PvE game where suppression doesnt really belong as its suppose to be used to protect a player from other players. Why are we giving the npc gunners this arbitrary mechanic to make them harder to hit, there is already 50 of them per room. It wouldnt be that bad if it wasnt implemented so harshly, even more so than any actual Fps driven game. Hedge was right, this isnt Call of Duty, it doesnt need it

At the bare minimum at least half the strength of the effect, its severely over done

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Sure its annoying, that’s because it’s supposed to make you rotate or take cover and invite your teammates to help you out.

This is however how suppression works tough, if 5 gunners are all focusing on you and your ā€œcoverā€ this gets you pinned and is a way to punish you for overextending or because you got yourself into a bad situation.

You shoot suppressive fire to make the target unable to act.

And you have to sacrifice something for it, a talent point or a blessing which it think is fine.

Personally i think that suppression is like the equivalent to melee dodge/block it forces you to react to range enemies.

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Uh, no that’s not how suppression works. Suppression in real life works not because of the shockwave of passing bullets disrupting your aim or whatever the hell the mechanic is meant to represent, but because if you go out of cover you risk getting shot and dying because someone is blasting where they think you are with preemptive shots. Darktide doesn’t work exactly like that because of players dodge-sliding through massed machine gun fire, which aim suppression does nothing to prevent.

You also ignored the bit where Psyker and Ogryn more-or-less completely ignore aim suppression despite having the potential for extremely high ranged damage.

Exactly and since you cant program death anxiety you have to translate that into making the character have worse aim and/or shaking to simulate stress, some games even make darkness creep from the edges to simulate tunnel vision and panic.

I did not ignore that, because they also get suppressed.

I don’t understand what you are trying to say with this.

This is a byproduct of players not understanding or adhering to their roles.

I cannot think of any game that disrupts your aim by ā€œsimulating stressā€ when bullets pass by but don’t hit you. Do you think this is a common mechanic? What FPS games have this mechanic that you’ve played? Because literally every FPS I have ever played has not had this mechanic, and I’ve played quite a few FPS games. Tarkov has your aim get jittery with arm stamina being low and being shot in the arms, that’s about as close as it gets.

And the reason I mention dodge-sliding is because Darktide is NOT a realistic shooter and so no, you don’t HAVE to translate ā€œdeath anxietyā€ into actual gameplay. This is actually the strangest defense I’ve ever seen of a game mechanic, so if you’d like we should probably just agree to disagree.

I think every Battlefield game has suppression mechanics, at least since 3 and BC 2.

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I see, I didn’t know that. I appreciate the example, though I do gather from a quick look that it’s been phased out of the more recent games like V and 2024.

I do believe that supports my point that aim suppression is a bad fit for Darktide given the kind of game it is. I was expecting examples like Squad or Hell Let Loose, all of which are very different games from Darktide, and Battlefield games fit into that genre of games much more closely than Darktide does. Darktide isn’t PVP, a milsim, or a large-server battle shooter like Battlefield, and it is much less realistic than those games I listed, although I’m not attacking you when I say that.

I understand, that was the just first example that came into my head. In the newer games really only LMGs can cause any significant amount of Suppression, although in BF 3 suppression was actually unbearable, someone shot a pistol at you from across the map and your character would have cardiac arrest.

What I imagine the idea behind it is that it’s supposed to promote teamwork. You get suppressed, can’t deal with ranged targets, so you mark the guy that’s shooting at you and tell your buddy to shoot him.

Again it is my opinion that in general this system is fine right now, it’s just the inane amount of Dreg Gunners (who cause more suppression) being spawned that’s making it more of a problem. But yes if for some reason they do want to keep this many gunner spawns as the norm, than their suppression should probably be tuned down.

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I agree it’s not a huge deal that suppression is in the game or not, it doesn’t make a difference in like 90% of my games and I have much bigger gripes I’d rather be addressed first. The current glut of gunners is indeed the main thing that even led me to remember that suppression existed.

I do think it’s a bad fit for a game as arcade-y as Darktide and that there’s plenty of opportunity for teamwork with or without suppression. I’m a bit surprised by the number of people who seem to think it’s vital for game balance though.

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Homie missed one to many shots

I would be missing less shots if my Zealot didn’t have Parkinson’s (real) >:(

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I assume maybe also something else is that it is to incentivize melee people to not just shoot, but to get into melee, and keep ranged focused gameplay to ranged focused characters. I believe someone else made this part earlier.
However:

I really wouldn’t care if it was removed entirely. I’m completely ambivalent towards it, although it can be very annoying when its hard to get a shot on a patrol of gunners around a tight corner because of this mechanic, although you can argue that in that point you either need a melee character to charge into them, or some sort of stagger ability like a grenade to get into them.

Look, I am not trying to ā€œdefendā€ the mechanic I am telling you why i think the mechanic is in the game and why i think it works.

If you haven’t seen suppression in FPS you clearly haven’t been playing many FPS games.
Like some one said Battlefield has it, Insurgency, Squad and Rainbow Six: Siege and many more.
Sure if you want to be a nitpick you can say that it manifests itself in different ways but in essence they are very much alike.

I agree that the mechanic is annoying but it’s there for a reason, but if you know how it works you can play in way so that you can avoid it happening to you so it is a fair mechanic (except when they fire through things they should be able to).

Saying that just because Darktide is in another genre it shouldn’t have this mechanic is a bad argument, as long as you have game that enemies are shooting at you it is fair that you have some kind of a suppression mechanic.

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I think melee will always outstrip ranged in damage output with the occasional exception of single target boss damage and AOE weapons into mobs, and throwing a grenade at distant targets or charging guns in melee should always be good with or without suppression IMO. I’d definitely prefer the characters be incentivized to play to their archetype by encounter and character design rather than new mechanics tacked onto it. After all, a mix of melee and ranged enemies at various ranges should demand that melee characters get into melee and ranged characters prioritized ranged inherently.

But yeah, it’s not my first or even 5th priority for things I wish would get changed about this game. Was hoping for crafting changes for part 2 but it’s not looking likely x)

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