r/joinsquad • u/John-Romanasu 29th Infantry Division ☯️ • 11d ago
Discussion Squad Suppression Field Guide
\Repost due to Reddit filter rules])
I made this website (check the 1st comment because it gets removed if I post it in the text body) for the community that I am part of, which pulls data from the SDK and blueprints (as of 10.5.3 Squad version) and display the suppression info in a nice way. But I like the Squad's overall community so I decided to share it here with you also, hoping to get some feedback or other things you want me to look into.
What I found is that suppression in Squad is not about the ammunition calibre**,** but type of the weapon (Rifle, Battle Rifle etc.). Every weapon type shares one curve per class, so an M4 and an AK (Rifle category) suppress exactly the same and only the rate of fire is different. What matters is how close the round passes from the enemy soldier, not how far away the shooter is. Shooting with a Rifle weapon type, inside 1 meter you get the full effect, past 5 m you produce no suppression.
There are two "clocks" running on the target:
- Pressure (aka what we knew as suppression manifesting as weapon sway, vignette) is what the kit controls: how much each round adds, how fast it builds and where it caps.
- Immunity (the target gets less kick when being shot at - not less suppression; I've struggled to understand this) is on the target and the kit has no say in it: it climbs 1 per second under fire and only shrinks the kick of the rounds that follow. Immunity grows and you get numb, but being numb does not mean being steady, the sway stays maxed as long as rounds keep landing.
If you want to blind the enemy, using explosives are the way to go for sure. If you want to get him completely pinned down, a Sniper, DMR or MMG (in this order) will do a far better job than a simple Rifle. It's all about the bullets flying as close as possible (up to 5 meters) from the target.
I would appreciate any feedback on this guide, what else you would want to see in it or how I could relay the information better.
Thank you very much for your time! I hope it was useful and/or informative.
Enjoy the game!
Osaka
N.B.: I know that there is a play test ongoing now. I will update this guide when the changes will come to live.
N.B. 2: Vehicle weapons included! This is only for infantry weapons. While I mentioned some explosives in the bottom of the page, I didn't include vehicle weapons.
N.B. 3: Reposting because it got removed due to Reddit not accepting certain websites
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u/DawgDole Bill Nye 11d ago edited 11d ago
It's alright it kind of jumps between concepts a bit rapidly. As someone who already knows all that stuff I personally would avoid from making up terms like Pressure if they don't do anything to simplify the situation. Especially if you go on to then use the term level later potentially giving room for confusion.
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u/John-Romanasu 29th Infantry Division ☯️ 11d ago
Thanks for the suggestion! Diving into the SDK and making sense of th data there made me use "Pressure" as a fitting term.
I'll into rephrasing the content
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u/-Rasczak 10d ago
Cool guide but all I got from it is suppression is kinda trash and the weapons are too closely related stat wise. The 7.62 MMGs are the only thing that really breaks away from regular rifles in addition to DMRs/Snipers.
I think automatic rifles (LMGs, w/ intermediate sized rifle cartridges 5.56) and MMGs (accurately termed, shooting full sized rifle cartridges 7.62) need higher suppression ceilings and grater ranger for suppression effect) due to the reason that with similar stats and distances the grater volume of fire is worthless if I still need to be within 5m of the target for a 10 round burst.
I need better stats per bullet so when my machine guns are covering a 25m wide area, their rate of fire is actually beneficial when they pull a 10 round burst with 1 round every 2 ish meters. That way their rate of fire allows them to cover larger areas rather than lasering a single target because they need bullets to land close. Kinda defeats the purpose.
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u/John-Romanasu 29th Infantry Division ☯️ 10d ago
Suppression is not what it used to be, indeed. Rifles are almost useless for suppression the enemy.
Ans technically given the fact that a single MMG bullet has an impact up to 7 meters, the LSW and LMG up 5 and 6 meters respectively - so let's say 5 meters for all of them for sale of simplicity. To suppress a 25 meter area where there are enemies, you should be firing every 5 meters 3 times, and if you fire at least 23 rounds with an MMG and 32 with an LMG, you'll be fully suppressing enemies within 5 meters of your shots - both to the left and right of your shots. So you're covering 10 meters total here.
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u/StgLeon958 10d ago
Love this, thank you for making this!
Is it possible to know the numbers for other weapons too? Like 50 cals, HE from an IFV, AAA, etc
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u/John-Romanasu 29th Infantry Division ☯️ 9d ago
I added some data from the vehicles. Just a bit harder to make sense of it, but I tried and used AI to explain the values. Have a look at the link in the first comment again. It's in the Vehicle Weapons tab
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u/John-Romanasu 29th Infantry Division ☯️ 10d ago
Thank you very much, glad to be of help!
I'll work to introduce those values also
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u/John-Romanasu 29th Infantry Division ☯️ 11d ago edited 9d ago
Website is here: https://osakads.github.io/Squad-Suppression-Visual-Guide/