thats the obvious and imo, wrong way to go. Suppression isnt about blinding you and definitely not with that degree of blur. Thats overdone. And btw, PR's suppressive effect is NOT from 2.0. Looks totally different.
if your memory isn't serving you, look at the training vids for FH... THAT was 2.0. Theirs is more 'solid', completely removing everything you see - Ours is blur.
Current suppression, I think, is fine. Just needs to be at bullet-level so it becomes a practical team tactic.
Blur disorients - But that's not what causes you not to return fire, its your fear to fire back and the involuntary actions that make it such that you can't trust yourself to safely
So we have disorienation blur, but not exaggerated, and we have twitch so your aim is thrown off. Also, I think the devs might want to look at whizz and dirty kick sounds. The crack sound we have is when the bullet flies by. What we need more of, is the sound of a bullet actually hitting the earth close to you. It should be more insistent that the dust-particle sound we currently have for that. A player needs to realize how close he was to gettin hit.
And so, with only subtle effects, as this is a game, we will still achieve total suppression - And it will be based on suppressive fire, not suppression guns - You need to actually keep the dude under fire with enough guns, or enough firepower and that would take real skill - Not just a limited kit.