
Originally Posted by
katscan
You guys are WAY over thinking this.
With all due respect, rharris, this is NOT real life. Your analogy stops with the following quote:
"FACT - If you dropping into a LZ with kit on your back and only the ammo you hold, your not wasting 13,000 rounds on spraying them everywhere to keep 1 or 2 in cover "
Here is a fact: Ammo is unlimited in this game. There we go, analogy over. While I would love for this to be a full realistic tactical sim, that's best left for a Jagged Alliance remake. That's also the reason I play Battlefront Normandy, to get realism. A realistic game would not limit smoke grenade use to a single class, nor have something silly like 'gunslinger' perks that allow you to use pistols equally effectively to an assault rifle.
I agree with your points about how suppression should work. But in this iteration, they are applying gamey mechanics. The correct questions to ask are the following (I think someone asked this above):
If you debuff one alien with suppressive fire, is it an AREA effect or a UNIT effect. It SHOULD be an area effect. But then again, suppression SHOULD be based upon the volume of fire, not upon activation of a debuff. Therefore, I don't put much faith in what should and should not be. So far, it appears to be a UNIT effect.
Inkidu- also suppression does not seem to damage cover. Just watch the gameplay videos. Glass does not provide cover, neither does tree foliage. They provide concealment (in Squad Leader based games)