I realized something today that may have been part of the "why the hell did that shot not hit/kill that guy?!" problem that occasionally spoils a good fight. This problem would be particularly prevalent when attempting to shoot someone in the back when their weapon is shouldered and when shooting at someone that is aiming in your direction.
In every 3D model there is a Geometry LOD which, in the words of the BI wiki, "[color=rgb(0,0,0);font-family:sans-serif;font-size:13px;]Defines where the model will collide with other objects". Many objects also have a Fire Geometry which "[/color][color=rgb(0,0,0);font-family:sans-serif;font-size:13px;]Defines where the model will collide with bullets & rockets. If this LOD is not present the Geometry LOD will be used instead". Weapons do NOT have a Fire Geometry so they use the Geometry LOD. As an example, here is the default Geometry LOD for the vanilla DMR:[/color]
The yellow outline is the weapon model, the black box is the Geometry. You've likely already noticed a potential problem; the Geometry is much larger than the actual gun in places. That box is what the game considers to be the "gun" as far as bullets are concerned since there is no Fire Geometry which means when placed on your back you have a giant box shaped bullet shield protecting you. This thick box also has the potential to protect you from face on shots when holding up your weapon to extent that it definitely should not.
I will be combing through all of Breaking Point's weapons and sizing the Geometry LODs more appropriately and/or adding more accurate Fire Geometry LODs to help fix this problem.