From CoH-Stats
Effects of Suppression
- Suppressed Activate Actions
- Pinned Activate Actions
- Disable Capture
- Disable Weapons
- After you have been pinned for 10 seconds.
- Received Accuracy x 2
- Received Damage x 1.5
Suppression Recovery
- - Total delay before receiving the Noncombat Recover Multiplier bonus.
- Noncombat Recover Multiplier
- - Recovery Rate bonus for not being in combat.
- - Recovery Rate bonus for being in cover
Recovery Multipliers
Noncombat Delay
| 7
|
Noncombat Multiplier
| 50
|
|
Cover Recover Multiplier
|
Cover Type | Multiplier | Cover Type | Multiplier
|
Default | 1 | Open (Unused) | 0.75
|
Garrison | 500 | Smoke | 1
|
Halftrack | 1 | Trench | 1
|
Heavy | 5 (10 ¤) | Water | 1
|
Light | 2.5 (5 ¤) | Bunker | 1
|
Negative | 0.5 (0.8 ¤) | Emplacement | 1
|
¤ Values in ( )s apply only to Officer, Stormtroopers and Panzer Elite Infantry.
Note that not all infantry have the same default recovery rate. Please see the section on Thresholds Statistics.
Thresholds Statistics
- - Recover Rate per second.
- Suppressed Activate Threshold (SAT)
- - Total suppression needed to suppress a squad.
- Suppressed Recover Threshold (SRT)
- - Total suppression must drop below this number to return to normal.
- Pinned Activate Threshold (PAT)
- - Total suppression needed to pin a squad.
- Pinned Recover Threshold (PRT)
- - Total suppression must drop below this number to go back to suppressed.
Units
| SAT
| SRT
| PAT
| PRT
| Rec Rate
|
Airborne | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Engineers | 0.02 | 0.01 | 0.6 | 0.5 | 0.008
|
Heavy Machine Gun Team | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Medic | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Mortar Team | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Rangers | 0.3 | 0.25 | 0.75 | 0.6 | 0.012
|
Riflemen | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Sniper | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
|
Units
| SAT
| SRT
| PAT
| PRT
| Rec Rate
|
Grenadiers | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
MG42 Heavy Machine Gun | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Knight's Cross Holders | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Gr. 34 8cm Mortar Team | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Officer | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Pioneers | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Sniper | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Stormtroopers | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Volksgrenadiers | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
|
Units
| SAT
| SRT
| PAT
| PRT
| Rec Rate
|
Captain | 0.35 | 0.15 | 0.8 | 0.65 | 0.012
|
HMG Commandos | 0.35 | 0.15 | 0.8 | 0.65 | 0.012
|
Mortar Commandos | 0.35 | 0.15 | 0.8 | 0.65 | 0.012
|
PIAT Commandos | 0.35 | 0.15 | 0.8 | 0.65 | 0.012
|
Commandos | 0.35 | 0.15 | 0.8 | 0.65 | 0.012
|
Sappers | 0.25 | 0.2 | 0.65 | 0.55 | 0.008
|
Heavy Machine Gun Team | 0.35 | 0.15 | 0.8 | 0.65 | 0.012
|
Lieutenant | 0.45 | 0.3 | 0.8 | 0.7 | 0.012
|
Mortar Team | 0.25 | 0.2 | 0.65 | 0.55 | 0.008
|
Infantry Section | 0.25 | 0.2 | 0.65 | 0.55 | 0.008
|
Sappers | 0.25 | 0.2 | 0.65 | 0.55 | 0.008
|
Infantry Section | 0.25 | 0.2 | 0.65 | 0.55 | 0.008
|
|
Units
| SAT
| SRT
| PAT
| PRT
| Rec Rate
|
Luftwaffe Squad | 0.2 | 0.15 | 0.6 | 0.5 | 0.008
|
Fallschirmjager | 0.2 | 0.15 | 0.65 | 0.55 | 0.007
|
Panzer Grenadiers | 0.2 | 0.15 | 0.65 | 0.55 | 0.007
|
Assault Grenadier Heavy Infantry | 0.2 | 0.15 | 0.65 | 0.55 | 0.007
|
Tank Buster Heavy Infantry | 0.2 | 0.15 | 0.65 | 0.55 | 0.007
|
|
Basic Calculations
Each weapon has a set of Suppression values, a Nearby Suppression Multiplier, and a Nearby Suppression Radius.
The suppression value is always added to the squad taking fire, regardless of hit or miss.
The Suppression value is added to the squad under fire, every bullet, both hit and missed will count and accumulate. The squad is Suppressed/Pinned when Suppressed/Pinned Activate Threshold is reached.
For example. Engineer has a SAT of 0.02, Kar98 has a Suppression of 0.006 at long range, firing 4 bullets at the same time will suppress the Engineer squad. (4 x 0.006 = 0.024 >0.02)
This doesn't always happen because Suppression Recovery is always active. Engineers will recover almost instantly.
Nearby Suppression Multiplier doest not affect the targeted unit, only units around it. Nearby Suppression Radius gives the radius of the suppression area of effect. For example, the NSM for the Kar 98 Rifle is 0.1, an engineer squad near the engineer squad will take 10 times more bullets to suppress. (40 x 0.006 x 0.1 = 0.024 > 0.02)
Remember that Suppression Recovery is always active, which means it may require more than the calculated number of bullets to suppress and pin enemy units.
And dont forget all those Suppression Multipliers for covers, veterancy and abilities.