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Suppression
Suppression
This guide will cover effects of suppression, Recovery Rates, how to suppress and some basic calculations.
Effects of Suppression
Things happen when your unit is suppressed or pinned.
| Suppressed Activate Actions |
| Moving Speed:1 (-2) |
| (Default Infantry Speed = 3) |
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| Pinned Activate Actions |
| Disable Capture |
| Disable Weapons |
| ** Received Accuracy 2x |
| ** Received Damage 1.5x |
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| ** Applies after you have been pinned for 10 seconds. |
Recovery Rates
Noncombat Delay - Total delay before receiving the Noncombat Recover Multiplier bonus.
Noncombat Recover Multiplier - Recover Rate bonus for not being in combat.
Cover Recover Multiplier - Recover Rate bonus for being in cover
Wehrmacht Officer, Stormtroopers and Panzer Elite units uses a different set of Cover Recover Multiplier.
| Noncombat Delay |
7 |
| Noncombat Multiplier |
50 |
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| Cover Recover Multiplier |
| Cover Type |
Multiplier |
Cover Type |
Multiplier |
| Default |
1 |
Open |
0.75 |
| Garrison |
500 |
Smoke |
1 |
| Halftrack |
1 |
Trench |
1 |
| Heavy |
5 (10 **) |
Water |
1 |
| Light |
2.5 (5 **) |
Bunker |
1 |
| Negative |
0.5 (0.8 **) |
Emplacement |
1 |
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| ** Values in ( )s apply only to Officer, Stormtroopers and Panzer Elite Infantry. |
How to Suppress
Recover Rate (Rec Rate) - Recover Rate
Suppressed Activate Threshold (SAT) - Total suppression needed to suppress a squad.
Suppressed Recover Threshold (SRT) - Total suppression must drop below this number to return to normal.
Pinned Activate Threshold (PAT) - Total suppression needed to pin a squad.
Pinned Recover Threshold (PRT) - Total suppression must drop below this number to go back to suppressed.
| Infantry |
SAT |
SRT |
PAT |
PRT |
Rec Rate |
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American |
| Engineers |
0.02 |
0.01 |
0.6 |
0.5 |
0.008 |
| Rangers |
0.3 |
0.25 |
0.75 |
0.6 |
0.012 |
| All other Infantry |
0.2 |
0.15 |
0.6 |
0.5 |
0.008 |
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British |
| All Commandos |
0.35 |
0.15 |
0.8 |
0.65 |
0.012 |
| Lieutenant |
0.45 |
0.3 |
0.8 |
0.7 |
0.012 |
| Captain |
0.35 |
0.15 |
0.8 |
0.65 |
0.012 |
| Sappers/Tommies |
0.25 |
0.2 |
0.65 |
0.55 |
0.008 |
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Wehrmacht |
| Stormtroopers |
0.2 |
0.005 |
0.6 |
0.4 |
0.002 |
| All other Infantry |
0.2 |
0.15 |
0.6 |
0.5 |
0.008 |
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Panzer Elite |
| Luftwaffe Infantry |
0.2 |
0.15 |
0.6 |
0.5 |
0.008 |
| All other Infantry |
0.2 |
0.15 |
0.65 |
0.55 |
0.007 |
Basic Math
Each weapon has a set of Suppression values, a Nearby Suppression Multiplier, and a Nearby Suppression Radius.
The suppression value is always added to the squad taking fire, regardless of hit or miss.
The Suppression value is added to the squad under fire, every bullet, both hit and missed will count and accumulate. The squad is Suppressed/Pinned when Suppressed/Pinned Activate Threshold is reached.
For example. Engineer has a SAT of 0.02, Kar98 has a Suppression of 0.006 at long range, firing 4 bullets at the same time will suppress the Engineer squad. (4 x 0.006 = 0.024 >0.02)
This doesn't always happen because Suppression Recovery is always active. Engineers will recover almost instantly.
Nearby Suppression Multiplier doest not affect the targeted unit, only units around it. Nearby Suppression Radius gives the radius of the suppression area of effect.
For example, the NSM for the Kar 98 Rifle is 0.1, an engineer squad near the engineer squad will take 10 times more bullets to suppress. (40 x 0.006 x 0.1 = 0.024 > 0.02)
Remember that Suppression Recovery is always active, which means it may require more than the calculated number of bullets to suppress and pin enemy units.
And dont forget all those Suppression Multipliers for covers, veterancy and abilities.
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