Let's take this lone dude as example.. he is behind a wall, and is getting suppressed (by say, 2 guys with SMGs), how is this making him teamwork more? What is he supposed to do, run to his squad mates and get de-suppressed?
Im having serious problems converting these assumptions to real-game events. I have seen Band of brothers, and many other war movies where they shout "supressing fire!!" and 3-4 guys pop up and shoot, while some others advance..
Is this the goal with this change?
If so, I think first of all we would need a game where players do cover each other in the first place, or heck, even care what others are doing.... In FH2 pubby rounds, it's not like 3 guys would synchronological fire at a controlpoint, while I sprint over the field in glory knowing my enemies are "supressed"... it's simply not what happens.
It could happen, yes.. maybe once in a round... when your teammate happened to be shooting in that direction anyway, and you happened to be running there as well. Forget about synchronizing this so a bunch of guys are laying out cover fire while the rest advance. Maybe in tournament game play..... or in a hardcore VoIP squad, or in PR.. I just dont see this happening in FH2.
Relying (in this case "trusting fully") on player cooperation for a feature to work, is doomed to fail.
On another note: I would not fully object adding suppression to all weapons. In a completely different context. I dont think it would "increase teamplay" which we now instead can call "make players synchronize gunfire so his teammates can advance", but there are other effects that could be achieved (which I will not talk about here)
And about me being "stubborn"... I was debating heavily in this forum about the removal of crossairs, but after looking carefully (as in, for real, not chatting and arguing) at what we wanted to do with infantry play, and what the goals were, and discussing it seriously in the devteam, I was the one that removed it from the mod
So you see... Im using these threads as a spring-board on which to grow new arguments, and so far this thread made me realize that weapon aim-time (deviation time) if made longer + suppression on all weapons, would result in a side-goal we wanted earlier.
Nothing to do with teamplay at all.
But then it's the business of pursuading Kev4000 that this would be achieved as well