Suppressive fire has always been something that hasn't been done well by any game. This appears to come pretty close, but still has some flaws. But that's mostly due to a compromise between gameplay and realism (where one bullet doesn't result in a takedown in most situations regardless of where it hits you).
No, you didn't, and still haven't.
Sure I did, even if I didn't state it exactly so.
Let me explain it to you. In real life in that situation someone mentioned where you get the first shot off on someone with a LMG, you are likely to incapacitate them or mortally wound them. They are then out of combat.
If you don't incapacitate them or mortally wound them, there's a high likelyhood that they will turn and spray your general vicinity with full auto and likely incapacite or mortally wound you. And you will end up the one out of combat.
So, as my statement says. While the suppression fire is more accurately modeled, the fact that bullet damage overall
isn't accurately modeled means that in the case that was mentioned a realistic model of suppression fire trumps the handicapped bullet/weapon damage model which is implemented to try to keep the game "fun."
Then again as I touched on earlier in that post. People, even those trained in firearms, don't generally have the pinpoint accuracy they have in FPS games. ESPECIALLY when under fire. Hence combatants are trained to aim for the body and not for the head (as most good FPS players do).
So when a realistic model of suppressive fire is introduced into the game, people that are used to a more "fun" and "gamey" type of shooting experience freak out. Especially when you also do things to reduce or remove all the real life drawbacks of suppression fire. Firing through friendlies with FF off, for example.
So I looked it up and was missing that it was much earlier
So they did it in quake 1. Quite some time ago.
Ah, that's right. I had completely forgotten that they did have some modeling of external forces (gravity) on "bullet" type weapons in the first two. I'm going to guess one of the main reasons it was dropped in the 3rd is due to combat distances generally being so short as to make very little difference between hitscan and their gravity modeling. In the Battlefield games up until 2 (didn't play any after that), it was quite noticeable when sniping at long distances.
Regards,
SB