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It does kinda boil down to this. Whatever happens to the suspects should happen to the player if it's about "realism." Players can take a lot of hits, especially considering suspects will go down in about 2-3 shots with most weapons, some as little as one. I wouldn't say it's F to heal though, it's more of F to stop the bleeding.
I think it's fine how it is, if you shoot and only hit limbs it's gonna take more hits than if you had hit them center mass and penetrated armor (if any.) The player however has the downside of penalties like no kicking, harder to control aim, suppression, etc.
So its time to remove suspect wallhacks and 100ms reaction time?
Average human reaction time is ~250ms.
See SuspectRequiredTimeSpentOnTarget property.
I am entirely fine with those numbers and actions. There are only two scenarios in my play where I have been shot at through walls. The first being that the suspect saw me hide behind it, and the second being me kicking doors with suspects behind them.
The reaction time is also tied to awareness state. It is not walking into a map and instantly being domed. It is walking into a map, having an engagement with the first suspects that are hesitating and/or moving away, before getting into the engagement and alerting the map. Afterwards is where you start to see the AI be ready for you, because they should be.
Especially after the latest nerf where the AI struggle to aim, I think it is entirely fine, if not on the easier side on the later maps.