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Then you have time to get out of the way. There's a short period during enemy spawning, where they can't deal contact damage. Add that to a pretty obvious tell of where and when they spawn and you should never get hit by a spawning enemy, unless you're as slow as me, but that would not be an issue with the game.
There's also a split-second before enemies will aggro you, when entering a room. In fact, they never aggro you, when not completely inside the room/near the door. (when the room still appears dark) Once you enter the room and the room lights up, they'll start shooting.
I've often used the t-shirt cannon for this since it has very high knockback, which seems to be it's entire function. As an added bonus, with knockback weapons you can insta-kill many enemies by launching them into pits, and the game gives you tons of chances to do this.
Those guys can summon the illusion on top of you, and their teleport can instantly appear on top of you as well. Whether moving or not.
I've taken more BS unavoidable damage from them than any other enemy.
Oh, and on some spots, their illusion fires bullets through walls. Which is frustrating as hell.
I dunno, I hardly am ever standing still, but if you have a Hollowpoint spawn on top of you and immediately start shooting, then you have an issue no matter what. There's no reacting to an instant-aggro teleporting Hollowpoint if it spawns on top or next to you.
I can recall in Binding of Isaac, they had a similar issue with Boil enemies in the Womb, along with many other teleporting enemies. I pray that ETG doesn't make the same mistakes that the balance team at Nicalis made.