As shown in the 1st person camera, I took a small peek by leaning out from behind the wall. The 3rd person camera is positioned at a point to see the iron sights in alignment, in other words the perspective of the person I’m shooting at. The character model exposes a lot of his body, this nullify if not greatly minimize the effect of leaning.
The non-alignment of the face to the iron sight make it possible for the enemy to see you first before you see them.
this problem exists because the player’s camera is located near its neck, so when you peek/lean in any way you are always in disadvantage, the developers know about it, players reported it as a bug, turns out it is not a bug, might be that it is a prevention to quick-peeking, it’s annoying, sometimes you can die in this game without knowing that you are visible at all, it is most visible when you are prone in a trench hole, often unconsciously your head sticks out above it. Considering how fast the gameplay is here, it doesn’t really matter
Well, if you peek in enlisted the time of discrepancy in the visibility of the soldier’s silhouette is very short and comparing this short time to the length of the entire game, it simply doesn’t matter much. Sometimes i happen to die due to this but it’s very rare case. It would have huge impact on game such as counter strike, where combat time last in miliseconds quite often and the scale is much smaller, meaning that enlisted is very large scale respawn simulator, there’s so much distraction going on and the life costs little that it doesn’t matter if there’s a little discrepancy.
Time to kill have nothing to do with proper animation. This is concerning fairness, and animations that would look good while also affecting the gameplay.
I think one of the reasons to having the lean mechanic in the game is to allow the player to see around a corner while minimizing their body exposure. The current animation asset does not meet that goal. Not only is it unrealistic, it as you’ve mentioned put the player who is leaning “at a disadvantage”.
In my opinion time to kill is not and should not be the only factor to determine what aspect matters in a game. Going by TTK being the most important then a lot of things shouldn’t matter, for example the medics class, the addition of the new visual effects, the improved weapons sound. These things on their own might seem like unimportant small details, but together they build an immersive experience.
I was thinking about making a post talking about this type of thing it really sucks for defenders when they’re leaning around corners and their heads sticking out when they’re clearly in cover.