1. Bullet Damage. Sometimes the Gauss and Predator Bow bodyshot OHK me in full armor energy and health. It's not a ping issue, because in the kill cam you can see that I have armor enabled, and kill cam is server time synced i.e. it's what both players saw from their POV put together (which explains the body stretching btw). In addition to that, sometimes at close range, it takes me 3-4 bursts to kill someone whereas it should only take 2 ever if I land all 6 bullets with a Grendel. I can count the hit markers and still not get kills.
2. Stealth Coverage. Sometimes dudes are incredibly invisible (I actually ran into a guy who was in stealth and I was very confused for a short while what was stopping me, haha). I feel like their are some constituents which dictate the amount of translucency but it isn't enough to be quantifiable which makes it random.
3. Visor Tagging: What does it take to freaking tag a guy? Sometimes I clip them with teh edge of my visor and that gets it, and sometimes I have them eclipsed by my giant square (who the in the hell's idea was that to replace a reticule with a giant box? Fire them.) and still not get any tags! It's also less likely when there's something scanty in front of my box like a 1 inch diameter pole; throws everything off.
Crytek, inconsistencies produce randomness in a game. Randomness kills competitive play because nothing is quantifiable and victory is based on RNG and not skill. Please, look into this items!
Is anyone else experiencing this weird inconsistencies, or is it just me?
/off topic rant
I much much much prefer deflection that was kill based and not timer based (i.e. once you got resurgence skill kill, you lost deflection). With the timer based system, I come across at least 3x as many enemies with deflection. So annoying!