Things in Vegas that drive me nuts
I'm really looking forward to a new R6 game, and as a result I've been replying through Vegas 1 & 2 story modes. There are a few things that really bug me about what are otherwise really fun and well made games. Here is a short list that I hope gets addressed in the new R6:
1) Enemies don't react to bullets. You can pop 2 bullets into an enemy running towards you and they don't break a sweat. Rather they raise their gun and fire at you as if nothing happened. Really frustrating and unrealistic. When they should be down in pain, or at the very least delayed for a few seconds in reaction, they carry on like Rambo.
2) Enemy AI just knows where you are. Lots of times they seem to know you are coming around a corner. Worse, in a gun fight, they know your exact movements even if there is a wall between you. This is very noticeable, as their bullet fire follows you. Lots of cases in a room with two doors, they will switch between doors as you get close to each one, even though they can not see you. This kills my ability to use tactics, and cheapens the game play experience.
3) Gun positions don't match bullets shots. This doesn't happen all the time, but in many situations an enemies gun will be pointed at the ground but they still manage to shoot you. When I see an enemy and their gun is not pointed directly at me, I tend to take a few extra milliseconds to aim my shot a little better. It can be pretty frustrating when they shoot you regardless of where their gun is pointed.
4) Enemies are way too scripted. Enemies in a level are not reacting to your actions, they are turned on by invisible triggers. Their are lots of places where you can kill one enemy within sight of a whole room full of other enemies, and they just stand there watching until you pass the trigger point that tells them to engage you. This is unrealistic and just feels very fake, it pulls me out of the game play experience. If i throw a grenade, nearby enemies should react to that. This has huge affects on how the game is played, as rather then tactically moving through the level clearing out the bad guys, game play becomes a game of memorization like this:
a) Move to point A, wait for wave of 5 enemies.
b) Move to point B, wait for 3 enemies from the left and 2 from the right.
c) Move to point C... etc.
This is really against what defines the "Tom Clancy Experience" in my opinion. Some scripting is alright, for example a squad roping down through the glass roof as I enter a room, as that makes sense from a game play and story perspective. But most enemies should just exist on the map (no spawn on event triggers) and their AI should determine what they do based on: sounds, communication, tactics, and overall objective.
5) Friendlies stand in your way. This seems to be a bigger issue in Vegas 2 for some reason, but my team mates are always standing in my way. This is particularity noticeable on level spawn. There are a few maps where they are blocking your only direction forward while enemies are firing at you. Perhaps this is more of a level design issue, but greater details needs to be paid.
6) No peak, cover system is good most of the time, but there are many situations where peeking is the desired action. A cover based pop out gets you killed when a peak would not. It just matter of using the right tactic for the situation at hand.
7) unrealistic reload animations the assualt rifles that have a bolt release like the scar-h cqb,m468 should be reloaded by pushing the bolt release when the last round was fired.
8) the aiming system should have the option the use the same aiming system used in modern warfare 3,battlefield 3.
9) the charging handle on all assualt rifles should pulled back then released.