ive seen ppl "carried" while feigning death... (will attempt to test this out) but ya the key is that they cant just go prone and snipe while their blood stops flowing, they should be taken out of the action for a bit... as a gameplay issue, I think that the bleeding out really helps stop the rushers, and since the beginnings of INF thats been IMHO the biggest gameplay problem.
as far as the AK goes, before this change it was very unreasonable, I like the AK and with a trackball, it was impossible to compensate for all the recoil. the way it is now is much better. I would not be against a middle ground on this, maybe somewhere between what it was and what it is now... IMO it seems that when things are changed, the emphasis is on long range shooting, the CQB stuff is always lumped into the "just spray a them" category, the CQB domain is quite deep in tactics and how they use their weapons...
for the zoom, I kinda like it. but for me, I feel that its more of the orig idea, we're "concentrating" on the tgt. so what ive done, and I would recommend this to everyone, is that for my running, switch weapons, reload, unshoulder weapon, jump etc keys add a "| stdfov" to the keybinds. This causes you to "unzoom" when ya do things that would be considered "breaking" your concentration... it also keeps ya from sprinting while zoomed, and when ya hip the weapon it unzooms so ya can maybe aim...
for me I prefer having the ability to "tune" the behavior of things like this, I have the option of just never using it, I can taylor it to my style of gameplay, or I can use it all the time. Its not being forced on anyone.
one thing that I like about these changes is that it makes gameplay HARDER!!! thats a good thing. quite frankly ive been getting bored with INF, once you get used to things enough, playing the same maps against the same ppl every night, ya start to not feel challenged... I think this brings some of it back... Think about it, in rav2, it would be "ok" to pop your head around a corner and maybe take a round or two (except for the occasional head shot) and survive just fine. Now if ya do that, and take a hit, you might survive but theres a price to pay... what it's doing is forcing ppl to re-evaluate their tactics. Manuevering and choosing good approach paths is much more important, because now your more likely to be seen, and when ya get shot at, theres real consequences for your actions.
IRL getting shot is a BIG DEAL, I think that this is causing ppl to change their tactics to be alot closer to what's seen IRL...
whats more important to me is that being good in the game is more related to how you move, and what tactics you use, than how well you can aim. IMHO much too much focus has been on the little details of shooting, and not enough on how to make it tactically realistic...
as an example, something to consider:
Recently I've had a lot of run-ins with AKMSU whorage which is somewhat rediculous since it's 7.62 out of a severely shortened barrel.
well I think that kinda makes my point, was it really ppl running around rushing with an AK and because they "dont have to aim" were able to kill you? or was it that because now they can be realistically effective with the AK, and YOUR tactics cause you to die more often? would you have died in that same situation if they had a P90? if the answers yes, well then its not the AK, but your tactics thats the prob...
anyway, im just glad that we can keep the tone of this thread at a point where it's constructive. I have the feeling that with some of the other "flame" threads that ive seen on the topic, Duke and Toad may be getting alittle gunshy when it comes to soliciting ppls opinions. Maybe if we had some ppl sound off on what they LIKE we might get more support for what we'd like to see changed!!!
-Aegis