29th Infantry Division · Squad v10.5.3

Suppression
A Field Guide

What a round passing your head actually does in Squad, how fast it pins you, and how to use that against people who haven't read this. Every number was taken from the game's own files. Not measured, not guessed, not copied from a wiki.

READ taken straight from the game assets INFERRED follows from names and structure; the code is in compiled C++ UNKNOWN not settled without the source or in-game testing
01

How it works: four rules

Squad does not keep a suppression stat on the gun. It keeps one on the round: a profile shared by every weapon of that kit, a curve keyed on how close the round passed you, and a ceiling on how much pressure can stack. Everything else follows from those three things.

RULE 1It's how close the round passes, not how far away the shooter is READ

The only input is the perpendicular distance between the bullet's path and your body. A sniper at 600 m and a rifleman at 40 m apply identical pressure if their rounds pass at the same distance from your head. Every kit's curve is dead by 5–7 m; outside that, a passing round does nothing.

Miss distance

KitPer roundRounds to pin

Pressure added per round, by kit

The differences between kits live inside the first two metres. By 3 m a battle rifle and an assault rifle are nearly the same round; by 5 m they are both nothing. The y-scale rescales when you add the DMR or sniper curves, which open an order of magnitude above the rest.

RULE 2Pressure stacks, then stops READ

Each passing round adds its value to a running total on the target. That total is clamped at the round's ceiling. So a kit's real advantage is how fast it gets someone to the ceiling, and a high-ceiling kit can push a target deeper than a low-ceiling one ever can. But nobody can be suppressed past the ceiling of whatever is hitting them.

KitWeaponsPer round @1 mPer round @2 mEnvelopeCeilingRounds to pin @1 mRate

"Rounds to pin" is the ceiling divided by the per-round value at 1 m, the number of close rounds it takes to reach the cap. A single precision-rifle or sniper round passing at 1 m pins outright. Rates are the kit's typical weapon: cyclic for automatics, and for bolt-actions the real cycle time read from the weapon's bolt animation (an SV-98 needs 1.95 s between shots). Semi-autos show their cyclic figure, which is an upper bound a player never reaches. The full list of what is in each kit is in the armoury at the bottom of the page.

RULE 3What it does to you: a kick, a wobble, and a shrinking view

Three separate things happen, and only the first two come from rifle fire in any meaningful way.

The kick: camera and weapon punch READ

Half the kick arrives by closeness 0.1. Anything inside the envelope throws your view; the last stretch to a near-clip adds the rest. Weapon alignment ramps more slowly, and in a random direction every time.

…which fades as you get numb READ

Immunity climbs 1.0 per second under fire, to 7.5. At the top, camera location punch is 0.35× and weapon alignment 0.30×. Weapon alignment starts at 0.70. Even a fresh first round only ever throws your gun 70 % of full.

The wobble: extra sway READ INFERRED use

Half the extra sway is already there at level 0.1. Even light suppression costs most of the sway penalty; the curve saturates at 1.0, which every kit can reach. The curve is read from the assets; how the game applies it is C++.

The shrinking view: screen effects and the level that switches each one on READ

Kit ceilings on the same scale. A kit can never push a target above its own line.

    Bars show the level range each effect fades in over. Vignette is always on and simply gets stronger.

    Rifle fire alone will never blur, desaturate or dirty your screen. Rifles, SMGs and battle rifles cap at 1.15, and every effect except the vignette starts above that. What they will do is kick your aim on every round and shrink your view, and they do most of that damage in the first second. The "can't see anything" state belongs to machine guns at the margin, marksmen, snipers, and above all to explosives.

    Aiming down an optic roughly halves the camera kick on 65 weapons (camera location ×0.4, sideways kick disabled). Belt-fed machine guns are the steadiest platforms under fire by design: in ADS their camera rotation punch is ×0.2. READ from each weapon's data; the default for weapons that don't set it is UNKNOWN.

    RULE 4It wears off, on two different clocks

    Numbness is fully known. The level itself is not.

    Immunity over an engagement READ

    An unbroken stream of rounds passing within range, with no gap between rounds longer than 1 second.

    First round passesImmunity granted at once
    within 3.3 m+2.0
    3.3 – 5.7 m+1.0
    beyond 5.7 mnone

    The first round of an engagement always hits at full strength: it lands before any immunity is granted. The bump then softens the rest of that burst. Immunity rises 1.0 per second while rounds keep coming, holds for 1 second after the last one, then drains at 1.0 per second. The metre bands assume closeness runs from full at 1 m to zero at 8 m INFERRED; the bump values themselves are READ.

    Level decay: a decay rate of 0.5 exists in the assets READ, but whether that is level-per-second or a fraction is UNKNOWN. If it is level-per-second, a rifle's full 1.15 is gone about 2.3 s after fire stops.

    Immunity doesn't care what is shooting at you. It belongs to the soldier under fire, and builds at the same rate whether the rounds come from a pistol or an MMG READ. The one kit that behaves differently is the bolt-action sniper: the SV-98 needs 1.95 s between shots and the C14 and Timberwolf 2.31 s READ, so the 1-second window lapses between shots, the target's immunity drains in the gap, and every shot lands on a fresher, less numb target. Every automatic kit fires far too often to let that happen.

    Two clocks run on the target. The kit sets one of them, and has no say in the other READ

    Pressure

    How suppressed they are right now. The game's own name for it is the suppression level (UnderSuppressionPercentage); pressure is this guide's word, to keep it apart from immunity. Drives what they see (vignette, desaturation, blur) and how much their weapon sways.

    Each round adds the kit's power at that miss distance, up to the kit's ceiling. The kit controls this completely: how much per round, how high it can go, how fast it climbs.

    Immunity

    How numb they've become. The game's own term (SuppressionImmunityFactor). Shrinks only the kick, the camera jolt and weapon drift of each round that follows, which the game calls punch.

    Not added per round. A clock: +1.0 per second while any round has passed in the last second, −1.0 per second otherwise, capped at 7.5 for everyone. The kit has no say, except that a slow bolt-action lets the second lapse between shots.

    The kick of a single round does not depend on what fired it. A rifle round and a sniper round passing at the same distance jolt the camera identically. Kits differ in how many kicks arrive and how much pressure builds behind them, which is what the contrast below shows, and what Rules 1–4 above add up to.

    Under an M4 · 833 rpm · rounds at 2 m

    Under an SV-98 · 31 rpm · rounds at 2 m

    Five seconds each. The M4 pins its target in under a second and then sits at the rifle ceiling of 1.15 (vignette and sway, nothing worse) while seventy fading kicks build the target's immunity to the maximum. The SV-98's first round alone puts pressure at 3.0, where blur begins, and with two seconds between shots the target's immunity never builds: every round kicks at close to full strength. The kit chooses what state the target is in; immunity chooses how much your follow-up rounds still rattle them.

    02

    Using it

    Five questions a fireteam leader actually asks, each answered as the rule, the number behind it, and what to do about it.

    03

    Your fireteam against a target

    Tick the kits firing, set how close the rounds pass, and read off how fast the target is pinned, how hard each round kicks as they go numb, and exactly which effects they will and won't see.

    Who is firing

    Build rate-/s
    Time to pin-s
    Level reached-

    Automatics use their cyclic rate and bolt-actions their real bolt cycle, both from the game READ. Semi-auto kits default to an assumed 150 rpm, since a player's finger is the limit, so change it. Mixed fire: each kit stops adding once the level passes its own ceiling INFERRED. Closeness ratio is mapped from miss distance as 1 at 1 m to 0 at 8 m, from the soldier's FullSuppressionRadius / SuppressionRadius INFERRED.

    Level building against the ceilings

    How hard each round kicks across the burst

    Closeness × immunity, with the first-shot bump. The random 0.75–1.25 per-round factor and ADS multipliers are not applied here.

    What the target sees at the level reached

      04

      Why one grenade beats a magazine

      Explosives don't use the passby rules at all. They suppress radially on detonation, with their own power, their own curve and their own much higher ceiling. READ

      SourcePowerFull toZero atCeiling

      5.5 from a hand grenade at 6 m against 0.125 from a rifle round at 1 m, some forty rifle rounds arriving at once, against a ceiling of 6.5 rather than 1.15. A grenade is the only infantry-carried thing that reaches the fisheye effect.

      05

      The armoury: what is in each kit

      Every weapon in the eight kits, sorted by the suppression profile its rounds carry, not by what it looks like. Icons are the game's own inventory art.