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Two shots depends on the weapon and range.
Close range with a rifle, IE the 98, Enfield, Garand or Mosin is a one hit down with headshots being immediately fatal.
Past a certain distance it's two hit down, but its a pretty long range shot for that.
tbf I've encountered instances where I've shot people pointblank with a bolt action, blood was shown, enemy made noises indicating being damaged, and they had to bandage afterwards. I don't think it's as common as OP makes it out to be, but this is something that should be fixed.
Yeah I've had that happen also. I suspect it's hit detection assigning the impact to something like a limb instead of center of mass
if the player Pawn is in a dive, reduce the maximum "turn" rate aka horizontal aiming rate. Meaning you will be able to rotate at most at a maximum pre-defined angular velocity.
So even if you move your mouse half a meter across the desk, the player pawn will turn just a little bit.
Also, in addition to the velocity limit, a maximum angle limit can be added, so you can only turn lets say 5-10 degrees at most during the dive.
These are BASIC things and if a FPS game developer doesn't know how to implement them, he should be making games in the first place.
Since the implementation of this solution we have had 2 dev diares, AMA, PTE and again a diary and maybe finally in a month we will get a patch that will undo the change and that's it - because in terms of stuttering we still have to wait with prapobly 6 dev diarys, two sessions of PTE and at least 6 months.