Conflict:
I play on all hardcore settings in immersive mode and recently I've encountered a feature that's rather pointless or disturbing to say the most. When getting injured your player goes through a slow animation of equipping your pistol. Which is realistic only in certain occasions. I understand being injured weilding a rifle is heavy and aiming can be a chore. But it's a very poor decision to stop and equip your pistol while getting shot and wounded in the open. Not only is this unrealistic and immersion breaking, but it wastes a split second the player can be able to shoot back or even use hip fire with the currently equipped weapon.

Cut Content:
- Hip Fire: To demonstrate what I'm talking about Ubisoft initial introduction of the Injury system in Breakpoint's EA demonstration. Nomad is critically injured and can no longer aim, making him hip fire towards his attacking enemies. I believe this might of been a missed opportunity to make hip-fire accuracy essential when editing a gun. It is cut content from the game that has made an unpolished finish to the current injury system. I mean hip-fire is absolutly pointless currently in the game.


0:56 demonstrates hip fire in critical injury.

- Duck and Cover: Something I've also noticed is the players inability to emergency duck during the injury animation. Which I'm pretty sure is pretty realistic to say if someone gets shot it's not too science fiction that they will bolt to the floor. Again that split second that the player could of had to save themselves could of made the game a lot more intense in terms of combat. The animations of emergency ducking or currently in the game and occur when sprinting and holding the crouch button.

- Adrenaline shot: Has anyone noticed that syringes are absolutely OP and render bandages completely useless? Has anyone also noticed the unfortunate exclusion of current PVP content known as the Adrenaline shot? I have a suggestion that could make combat more intense and bring more sensible logic into the injury systems. Replace current syringes with adrenaline shots. While not healing the player the Adrenaline shots give the player 30% incoming damage resistance and injury resistance and remove 60% of debuffs from current injuries (with assault class special ability visuals). This quick fix can add Jon Bernthal's Punisher/Mad Max's Chromed like action while maintaining the intensity and severity of combat and injuries.

For those who don't play PVP adrenaline is the Blue shot to the bottom right.

- Enemy AI Injuries: I see a lot of complaints about enemy AI becoming bullet sponges after Update 2.0. However are they really bullet sponges or do they lack the logical reaction of being shot? It's not believable to unload 5 shots into an enemies chest and have them run around meanwhile you get shot once and are critically injured. I if the enemy AI are not exempted from the injury system it would make combat a lot more believable than emptying out an entire clip Jimmy Neutron over here and having him run around like nothing.

Balancing:
Meanwhile these small changes might polish the games injury system I think balancing is still very important so I think when critically Injured, players can maintain their Primary weapon at hand with a debuff of an inability to aim down sights and large mobility decrease. But switching to the hand gun when the player has time would remove those debuffs and allow the player to shoot down sights.