EisenKreutzer Posted September 7, 2013 Share Posted September 7, 2013 Exactly what triggers suppression, and what does suppression do in terms of game mechanics? Quote Link to comment Share on other sites More sharing options...
EchoFourDelta Posted September 7, 2013 Share Posted September 7, 2013 You suppress enemies by firing rounds at them; each weapon provides different suppression values. The best to use are typically assault rifles fired in auto, or preferably, one of the machine guns (or their more advanced equivalents). Flashbangs also suppress targets, but they behave oddly when throw from outside of a UFO into one due to a bug, so it's not always smart to actually use them as you would assume they work. Suppression does two things: reduce the number of time units that enemy has in the next turn, and prevents them from being able to take reaction shots on the turn you're on. So you can suppress someone, and then run a soldier past them without them being able to fire at you. Quote Link to comment Share on other sites More sharing options...
EisenKreutzer Posted September 7, 2013 Author Share Posted September 7, 2013 Ok, cool! Does the effect trigger only once, or can you layer multiple suppression effects on the same target, removing additional time units from their next turn? Quote Link to comment Share on other sites More sharing options...
EchoFourDelta Posted September 7, 2013 Share Posted September 7, 2013 Once he's suppressed, he's suppressed, and you can stop firing at him, unless you intend to attempt to kill him. Quote Link to comment Share on other sites More sharing options...
cody522 Posted September 8, 2013 Share Posted September 8, 2013 (edited) I've noticed that armor and damage have a large role in suppression. With starter weapons you are able to suppress the first aliens since 2 to 3 bullets can kill them (not counting pistols). The same goes for your soldiers from the alien point of view, but when they get jackal armor those plasma pistols do not suppress the wearer as easily. When the aliens upgrade to plasma rifles though, soldiers with jackal armor will start getting suppressed again. Basically if the shot doesn't hurt much, a soldier won't be scared of it and become suppressed. Edited September 8, 2013 by cody522 Quote Link to comment Share on other sites More sharing options...
EchoFourDelta Posted September 8, 2013 Share Posted September 8, 2013 The damage a weapon does has nothing to do with its suppression value; check your weapons_gc file. In the strings for each weapon, you'll notice a field for "Suppression." This is the amount of suppression that weapon deals; it's independent of actual weapon damage. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted September 8, 2013 Share Posted September 8, 2013 Just a few additional details to build on what Echo has already described. 1) The suppression "HP" (for want of a better word) of a solider is based upon the inital bravery score going into a mission and is independant of the bravery score. 2) Suppression has a "suppression radius" that is also independant of damage radius. The "suppression radius" is calculated (for normal weapons) from the target and for grenades from point-of-impact. 3) There are several key modifers when working out suppression. The first is armour is deducted from the "suppression damage" of a weapon, just as it's deducted from normal damage (thus it's very hard to suppress someone in powered armour). The second is that any unit in the outer half of the suppression radius halves suppression damage before deducting armour. 4) Suppression "HP" is regenerated at 25% of (either inital or current - don't know) bravery score each turn. (Therefore it's much eassier to keep a unit suppressed which has already been suppressed). Quote Link to comment Share on other sites More sharing options...
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