CR-9 Suppressor

This semi/full-auto rifle fires miniature, rocket-assisted, fin-stabilized, fragmentation grenades. It's great for suppressing large crowds and taking out lightly armored targets. The CR-9 is part of the Defender equipment kit.

Unlock Requirement
The Suppressor is a DLC weapon, available at any rank to those who purchase the Defender equipment kit.

Upgrades
Full-Auto Fire
 * Modifications to the cycling mechanism makes it possible for normally semi-auto locked weapons to fire at full auto setting instead.

Armor-Piercing Ammunition
 * This ammunition type has been specifically altered to counter armor and should have no trouble punching through lighter armor with little to no effort. Note that this will not make it possible to damaged heavily armored enemies.

Bayonet
 * Simple but effective, a long blade is attached under the barrel of the gun. This allows the user to stab whatever is coming at him and is enough to finished off most wounded opponents.

Weapon Stats

 * Helldivers start with 5 magazines of Suppressor ammunition, and can carry up to 10. Each magazine contains 15 rounds. If 3 or less rounds remain in the magazine when the weapon is fired, the 'low ammunition' warning sound will play.


 * Reload time is always 2.5 seconds, whether the magazine has been fully emptied or not. If the weapon is reloaded while there are still rounds left in the magazine, this keeps a round in the chamber. This means a Suppressor with a chambered round gives a total of 16 shots before needing to be reloaded.

Gameplay Tips

 * It is a good idea to combine the CR-9 Suppressor with the SH-20 Shield Generator Pack and/or the Displacement Field Perk, as these will protect the diver from an accidental close quarters weapon discharge.


 * Taking into consideration that the splash damage from a single Suppressor shot is sufficient to mortally wound a Helldiver, fitting it with a Bayonet increases its utility in close quarters. Most medium-level enemies can be killed with one or two stabs of the bayonet. A drawback is that it slows down the Helldiver's melee attack, which can lead to problems when engaging individually weak but numerous enemies such as Bug Scouts.
 * Unshielded Helldivers die instantly to a bayonet attack, unless they are wearing Heavy Armour. The bayonet upgrade extends the range covered by the 'Melee Dodge' technique. Without a bayonet, it requires more precise timing to reliably use the dodge.


 * Some direct-fire explosive projectiles, such as those fired by the Suppressor, PLAS-1 Scorcher and the PLAS-3 Singe, will detonate at a fixed distance if no direct hit is scored. The resulting splash damage can be thus be cunningly used to eliminate enemies around corners or behind cover without them seeing you.
 * If enemies are not conveniently clumped up, consider shooting at an obstacle or object which is between smaller (groups of) targets, to catch everything around it in the explosion.