You have stated that it was nothing more than for "OMG COOL" effects.
Of course, disabling your enemy during combat, even temporarily, brings no advantages to your situation whatsoever.
So I did feel that calling your view shallow was warranted.
I stand by my comment because I really don't feel it added anything to the gameplay, or to the immersion factor.
And this hardly gave you an advantage either. If you are using a bolt action rifle, what advantage does it give you? Having to fire a second round to kill the player? A round which might be better spent firing at a second target who's taking a bead on you? How is that an advantage over the first shot making a clean kill?
And if you have an automatic, it was pointless too. Because usually the rest of the bullets you've put downrange will kill the player anyway. So I don't buy the "tactical advantage" argument.
I have also never had a case of weapons being bugged under the terrain in that situation. So I also felt that you were being subjective.
However, you did highlight a point of ammo falling out of the bandolier, which doesn't really make sense. The feature could be modified to take small things such as this out. It doesn't have to be implemented on the whole.
After all, I'm sure RO:HoS was intended to be a successor to RO:Ost... I think.
Then I can only say you were very lucky! RO:OST had a terrible weapons pickup feature. It was clunky and often didn't work. Which wasn't a problem most of the time, because picking up a weapon was a deliberate act.
But this feature forced it upon you, in a rush, in combat, and it was rage inducing. I regularly had my weapon shot out of my hand, saw it on the floor and was unable to pick it up again for no discernible reason other than terrain conflicts. And when I did, as I said, I then had to scrabble around for the ammunition. This often meant that I would end up dead anyway, as a result of the feature. Scrabbling around to pick up your gun like this was never fun, or involving. It would of been much less frustrating just to be killed by the first bullet and go to the spawn queue. It felt like nothing more than a delay of the inevitable, which is why I think it's a pointless.
But when you have a weapon shot out of your hand in a stand-off. You would instinctively/ideally reach for your side-arm to defend yourself, no? It's only your fault for assuming that the enemy doesn't have a back-up plan and you decide to face him straight-on with a bolt rifle. If I recall correctly, pistols don't have as great of a range as a rifle.
Of course you do...you
reach for your sidearm. You don't have it automatically appear in your hands, pointed at the enemy though. Fast switch doesn't exist in real life.
So many times I would enter a building to hunt out a sniper, shoot him in the chest, and his weapon would be blasted from his hands. One would assume, as you say that "disabling the enemy gives you an advantage". But instead, his avatar automatically equips a semi automatic pistol and is able to blast away at me as I rebolt for a second shot.
So what's the point of a feature you claim exists to give you an advantage by disabling the enemy, when in fact, in some cases, all it does is put them suddenly at a huge advantage? And as for "its your fault for not having a backup plan" - what should my backup plan be?
Not shoot him? In case I hit his gun, knock it out of his hand, and he gets switched to his pistol instantly? When would that thought ever run through the mind of a real infantry soldier faced with a similar situation?
I also agree with introducing a well-developed weapons jamming system.
This would add so much more to the game in my opinion. It could be used to balance the more powerful weapons.