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Ogryn is a big target so you're gonna be taking hits that other classes wont in the same situation. The suppression system in this game is actually one of the better ones in video games. With my Graia BAG I can literally just walk down a corridor with a whole squad shooting at me and not get hit just by firing little bursts in the general direction of the enemy.
In the Meat grinder it works. In practice I've never seen it work properly. Could be that it is bugged and enemies simply cancel the state of being suppressed with another action. The effect is a cowering/fleeing one.
basically, enemies have a suppression threshold that you have to hit before they react to it, and you don't have to ACTUALLY hit them for it to build suppression, if you shoot close enough to them but miss it will activate too. You can sometimes see the full-suppression behavior of an enemy in cover, too, because they will hide behind it with a specific animation (they look like they are hiding) instead of peeking out like they normally do.
for a reaper, this can take a while unless you have a high suppression gun.
once you hit it, they will override their current behavior to seek safety. You can actually test this in the meat grinder because it appears to be hard-coded into the behavior of most ranged enemies; they will run around looking for non-existent cover.
dual stubber and shredder pistol have fairly low (relative) suppression
ogryn mk VI lobber and braced autoguns have very high suppression, and it barely takes anything to trigger it
it is powerful enough that using resist gunner curios on my veteran is unnecessary because as soon I shoot at a gunner they will stop shooting at me; total game-changer for ranged combat
The problem is that isn't always viable, well timed serpentine sliding can get you far towards the heaviest of firing squads as most classes, but it's not reliable for ogryns and there's a lot of portions of maps with no routes to flank.
I kind of like that, it would be too easy if just shooting at cover prevented enemies from firing back permanently, but inaccurate rapidfire guns like the ogryns stubber and braced autoguns absolutely need its suppression stat buffed to keep enemies terrified and cowering even with cover more consistently. (edit: apparently the braced autoguns do have good suppression, which is good, I haven't used them much. I'd say the ogryn guns simply need way more suppression to make up for the fact that they have no accurate guns, and the twin stubber should absolutely be suppression king)
At the very least, enemies who've been suppressed in cover should be able to fire back, but with an accuracy penalty so that only a handful of their shots will connect with you even if you don't dodge or slide (and as a side note, ranged enemies in low visibility modifiers like power outage and ventilation need some sort of accuracy nerf as well, at least the ones without the green goggles that I could believe are night vision)
It works only on you xd
I've actually had it save me a few times. It doesn't work on Pox Walkers, elites and specialists. It's just enough time to use a grenade or charge a heavy attack when you're cornered though. Plus it's just ♥♥♥♥♥♥♥ hilarious to see the enemies having an oh ♥♥♥♥ moment as you turn their buddy into mag dump chunky salsa. I use the Graia BAG though so that might effect my results.
If you look at the ogryn dual stubber "collateral" attribute, it doesn't even list suppression strength, so it is possible it has a bug that makes it not work right.
ripperguns all list suppression, rumbler has area suppression under blast radius etc.
the only time I remember suppression even working right on my ogryn was when I had a dual stubber with a ceaseless barrage blessing that causes increased suppression the longer you keep firing.