I think the flinch/suppression mechanic for when you get shot at is a bit excessive. I would say if you toned it down about 10-15%, that would be the sweet spot.
However, the bigger issue is that flinch doesn't seem to apply to the AI. On numerous occasions I would open fire first and they would just return fire with no hinderance to their accuracy, which in turn degrades my accuracy. Then in the reverse scenario where they fire first, it's impossible to accurately return fire which makes it seem like the AI plays by different rules.
Flinch
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wazzlord77
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Re: Flinch
Yep. Totally agree on the flinch.
Although the enemy is somewhat suicidal, they should at least react to incoming fire.
Additionally, i have never experienced more accurate mortar fire than in this game.
Although the enemy is somewhat suicidal, they should at least react to incoming fire.
Additionally, i have never experienced more accurate mortar fire than in this game.
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BlondBeard
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Re: Flinch
Came looking for this. The number of times I've been killed because the suppression from the enemy has made me point my rifle to the ground is infuriating. I get that it's jarring to be shot at, and while I don't know what it's like in real life I struggle to believe that trained marines just drop their muzzles like that, especially when the enemy is visible.
I'd also like the ability to step over stuff and basically climb anything within reason, even if certain situations require getting a boost from a team mate. I feel like the immersion is slightly ruined by a few limitations on movement currently, such as getting stuck behind ankle height debris.
I'd also like the ability to step over stuff and basically climb anything within reason, even if certain situations require getting a boost from a team mate. I feel like the immersion is slightly ruined by a few limitations on movement currently, such as getting stuck behind ankle height debris.
- AmperCamper
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