See, to me it seems more tense. Especially on bigger maps when you're engaging at range. It's exhilerating to unload a mag of an SMG at a group of people and not stop untill you're empty, rather than just waiting untill you see two or three messages.
Or even better, playing as an MG-42 gunner on maps like Kriegstadt, where someone will think they've killed you, but you wait, hold your fire while the enemy team advances into the open, then you hose them down.
I think the uncertainty adds to the gameplay. It's not about realism so much as it is about just, well, removing another handicap and making it a bit more gritty.
Agreed, whenever I create my own server, I make sure it's off, and black out everything once you're dead. None of those spectating bullcrap, it's important that sniper are able to do what he does and stay as a thread as long as no one's spotted him.
Definately agreed with the grenade part, on most servers, once you've thrown a nade in and see a kill, you know for sure that the room is safe, where as without it, you still have to take a chance.
As someone mentioned, this won't be as effective unless they disable the scoreboard, but for those that play insmod (the only reason why i like insmod is that it's basically RO, but alot simplier and faster, therefore less fun than RO), their system works by not changing your score untill the round has finished or you have died.
And for those saying that this has nothing to do with gameplay, I disagree, this affects gameplay HUGELY, the fact that you won't be sure when to stop firing or when to enter a room makes all the differences.