I haven't played PR in weeks but this thread got me thinking how I do play.
1: Do you think that since PR has a longer re-spawn time than other games, does that make you value your "life" more so you don't have to get transported back into position? (Or any other time consuming factor)
90% of the time I play medic, and half the time the squad prefers the medic in a rearward position. In most situations when surpressed I take cover, but not necessarily retreat unless its close (~100m)
2: Is there a PR mentality that you received while playing this game, and you just subconsciously withdraw under fire?
I retreat in nearly all FPS. It is as important to disrupt the enemies' situational awareness as it is to maintain your own. Withdrawing is an important way to throw your enemy off (So long as they don't have you pinned down in the open, in which case it's a sprint to nearest cover)
3: How about that you depend much on seeing your enemy so if you're suppressed, you don't shoot back?
A lot of the time surpression is exactly that, just bullets landing near you, as opposed to aimed fire. Firing back while blinded just gives your position away to everyone, allowing the enemy to pinpoint your position. Unless it's clear where the enemy is, my priority as medic keeps me thinking about my safety above killing the enemy.
4: Do you want to save ammo and not waste it on blindly shooting?
No, but once again shooting blindly is a job left to the AR. (and still something I don't like)
5: Or do you think suppression allows for an opportunity for moving to a better position to take out the target before he suppresses you again?
It does. In a quick skirmish with minimal cover, or being caught in the open, attempting to suppress and move is your only draw card.
6: Its not worth the engagement.
Probably the key to my mindset is stealth, so avoiding firefights is useful in a lot of maps, though hard to gather like-minded people in a squad.
7: The PR deviation is difficult so its not worth trying.
No different to being suppressed or unsuppressed if you're talking about deviation, though the double vision of heavy suppression can make it pretty damn hard to aim.
8: You don't want to lose a ticket for the team... YOU'RE A TEAM PLAYER!
Probably the least important in my mind. I just rarely think of tickets as a personal priority. Taking objectives costs tickets, its just a matter of doing your job efficiently, helping the squad work effectively, and dying as little as possible to keep ticket loss at a minimum.
9: Other?
Vehicles, explosives, lack of cover during an approach, being wounded is also a big one (since as I said before a lot of medics stay a little behind the squad), needing to rearm, recently lasing a target that's a little too close (covered under explosives I guess), squad just got annihilated, SL says "Ghostick, slow down"... I could go on.
But I suppose the word withdraw isn't very specific; falling back 10m and falling back to a flag 200m away are the extremes but I think of both as withdrawals.