So you yo ho ho'd this one?
Bullet travel time is off.
What game isn't it off in. It works for me enough of the time I haven't started going around telling people their bullet travel times are wrong.
If you want to grouse about the hit detection at close range, on the other hand, by all means. I'll even fill in the parts you miss.
AI has perfect timing for melee.
Matters in the SP campaign, probably about 4 times per campaign. Unless you're literally just running into hordes of bots to do melee. For reference, the AI tank gunners in MP have such deadly accuracy they're patching it down today.
Suppression occurs for no apparent reason when nobody is shooting at me.
Already explained. When your whole team in MP is losing badly, you start getting suppressed easier and staying suppressed longer. It's slightly off in that, if someone a floor above you in a building shoot, you might suffer suppression for it, momentarily. Considering all the system is doing, it's working fairly well, sometimes too well, and still needs some polish.
AI is retarded, likes to drop grenades at it's feet when taking cover behind the same box as me.
I've yet to experience this. Players are far more likely to throw grenades into a window sill. If a bot is priming a grenade and gets shot, they drop the grenade right at their feet.
No grenade indicator to make up for the above stupidity.
I hate to pull this card, but it ain't CoD. Grenades are hard to notice and freaking deadly. I live in terror of grenades now in MP, whereas in Bad Company 2 I was thankful to see one because it told me where the enemy was.
Bots
TWI's bots have always been functional but not outstanding. These bots are an improvement over RO's, and I expect they'll get better over time.
Respawn system constantly gives me people standing on a grenade/bleeding out/standing with their back to enemy in close combat.
Are you talking the campaign or MP? Because in the campaign, you _respawn as one of the bots_. If they were standing next to a German, had their back to them, or were bleeding out when you died.......that's what you get.
In MP you have spawn points and the incidence of spawning RIGHT next to an enemy is fairly low. It still happens under some conditions, and it's a bug/polish point they are aware of. The logic of the SP though is that you will spawn as each one of the bots until they're all dead, and what they're into, you're into.
Sometimes I shoot somebody sitting behind a plank fence, hit a fence piece right in front of him, no damage(using rifle caliber), other times get killed through brick walls. Game is arbitrary of what is cover and what isn't.
A fair point. On other hand, it's not arbitrary. It's calculating round size, cover material and cover depth to arrive at the penetration value. Different weapons have different ammo, different muzzle velocity and therefore different penetration values on different walls and cover objects. Now, I'm not saying it works perfect. It's bugged out for me too on things like fences.
On the OTHER hand, just last night I ran a train on 4 people with an MP-40 because I hosed them down through plaster walls. It works, and it works well, and hopefully after a patch or two, it will always work well.
Community is actively hostile towards newcomers.
There's no defense for this one. They're a bunch of 30+ year old rivet counters, and TWI marketed the game as the anti-CoD, and now every Johnny-Come-Lately is in the forums spouting off CoD insults because they think it's what the community is about. The truth is there are a lot of cool, reasonable people over there that are buried under mounds of ass hats who like the genre but don't bring the maturity with them. And TWI doesn't have a PR manager, so occasionally they start responding to people trolling them and the results aren't pretty. So I guess this one point where I can say it's 100% true. On the other hand, if you walk into a realism shooter forum and start decrying features that are realistic, you'd best be wearing your fire-retardant suit.
context sensitive pick up/stop bleed/cover button is unresponsive and often takes the wrong action.
What action it will take is currently printed on your screen. There are issues with items and fixtures that sit next to any object that can be taken as cover though. You're half right here.
Flat out won't start in crossfire.
True and something they've been grappling with since beta. As a non-crossfire user, it wasn't something I had to deal with.