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." - Armory Description''

Unlock Requirement
The Suppressor is part of the Defender Pack and is automatically unlocked by purchasing the respective DLC.

Upgrades
Full-Auto Fire
 * Modifications to the receiver and trigger group allow for fully automatic fire from weapons that are normally semi-auto only.

Armor-Piercing Ammunition
 * This ammunition type has been specifically designed to counter light to medium armor. AP rounds have no trouble punching through light armor and deal increased damage to targets with medium armor. This modification does not affect explosive damage, only the projectile itself. Like all AP Ammo upgrades, this upgrade will not make it possible to damage Cyborg IFV s and enemies with heavy armor. Refer to Enemies/Detailed Statistics for details on AP Ammo mechanics.

Bayonet
 * Affixes a long blade under the barrel of the gun, turning it into a simple but formidable melee weapon. Greatly increases melee damage and range but slows down melee speed.

Weapon Stats

 * Helldivers start missions with 5 magazines and can carry up to a maximum of 10. Each magazine contains 15 micro RPGs. If 3 or less rounds remain in the magazine when the weapon is fired, the 'low ammunition' warning sound will play.
 * The Suppressor takes 2.5 seconds to reload regardless of whether the magazine is empty or not. Performing a tactical reload with ammo left in the magazine keeps a round in the chamber as well, giving the Suppressor a maximum of 16 shots before needing to be reloaded again.

Gameplay Tips

 * The Suppressor is almost exclusively a mid-to-long-range weapon that excels at taking out patrols and crowds of light enemies from a safe distance due to its range and wide explosion radius. Compared to the PLAS-1 Scorcher, it deals more explosive damage and far less direct damage, giving it better crowd control than its energy-based cousin but making it harder to deal with single or multiple durable targets. The Suppressor is best used in conjunction with heavy weapons or Perk Pistols in order to compensate for both its near-inability to fight in close quarters and its sub-par damage per second, even with full-auto fire.
 * The Suppressor is one of the two primary weapons that is inherently dangerous to use at close range due to the risk of self-damage or around teammates due to splash damage, the other being the PLAS-1 Scorcher. The explosive damage itself is enough to down, if not outright kill any unprotected Helldiver caught in the explosion. Maintaining your distance and exercising caution around teammates is a must if using this weapon. Using protective perks and stratagems such as the SH-20 Shield Generator Pack and/or the Displacement Field Perk will provide protection from errant shots.
 * Suppressor RPGs deal both direct damage and splash damage in an area around the point of impact and will detonate at a set distance if there is nothing in their path, giving it limited indirect fire capability. This allows the Suppressor to deal with both clusters of enemies and enemies around cover. Try to hit the innermost member of mobs if possible to maximize ammo efficiency. If enemies are not conveniently grouped, consider shooting at an obstacle or the ground between or near them to catch as many targets in the explosion as possible.
 * Counter-intuitively, the Suppressor can be freely fired at or around a downed player without damaging them due to being effectively prone and safe from anti-personnel explosive damage. Thus the Suppressor can be used to safely kill enemies swarming around a downed Helldiver, making rescue or recovery much safer for both parties.
 * The Suppressor benefits greatly from the Bayonet upgrade, allowing its user to better defend themselves in close quarters without risking self-damage or accidental death. Most medium-level enemies can be killed with one or two stabs of the bayonet. The bayonet increases the recovery time between melee attacks however, which can lead to problems when engaging enemies that attack in swarms such as Bug Warriors, Cyborg Grotesques, or Illuminate Tripods. As with all weapons with bayonets, unshielded Helldivers can be killed with a single bayonet attack unless they are wearing Heavy Armour. Exercise caution when using melee near teammates!
 * The bayonet upgrade extends the range covered by the 'Melee Dodge' technique, allowing for more distance to be covered and a larger snap-aiming window with weapons while moving. Without a bayonet, this technique requires more precise timing to reliably use. Consult the Advanced Gameplay Techniques page for more information on Melee Dodging.