"Oh wait, someone out-played and flanked me! I'll just break-dance like a brainless monkey and pop a medkit or two and return fire so he either dies or does the same!" This is total ********. It's an easy bail-out mechanic that hard counters flanking and good positioning. Not only that, but you've also got pretty good chances to kill people that did get the drop on you. You're also nigh impossible to hit consistently unless the guy shooting you is so good at leading that MLG looks like **** in comparison. It can only really be countered by big AoE hitting nearby or being in CQC, and there are still like 80% flanks from range. This is easily the greatest crutch almost every good player uses. I would counter this by massively increasing CoF on all weapons depending on how sharply you're turning and how much you've jumped which can only start resetting when you're walking and when you're standing still, so you can't instantly return fire when you're done running away. Now you can't just instantly fight back or defeat flankers, so this tactic now has a big down-side of leaving the user completely helpless if he didn't run away from all threats. I know there are ways to play around this, but all of the ways rely on doing nothing or setting up for another flank, so your opponent is still safe and can easily recover to 100% health until then.