I am a fan of special cases. I can see the medic with pads ignoring hits in grim determinacy to get his team-mate up.
The push-back should also vary per gun. Pistols and light rifles don’t need it. Those kind of weapons shoot FMJ most of the time anyway and that’s much lower stopping power. This means that even in real life people tend to keep fighting while being hit with those bullets, frequently not even noticing them until the shock recedes.
Bigger weapons should have more stopping power, the machine gun, the M16 and maaaybe the MP5.
I like what TF2 did with the Heavy. The Natasha minigun does 25% less damage but slows your targets. This means that Heavy players are constantly torn over using the vanilla weapon or Natasha (back when those were the only two options). It makes profound differences in the role you’re taking.
And now I’m rambling on but push-backs also tend to favour defenders over attackers. I’m not saying that’s a good or a bad thing, but once the weapons start varying in their push-back hit or have other effects attributed to it, then players will need to think more about the way their weapon functions in the current context, which is a great thing.
The offender’s goal is to kill any defence ASAP, any delay is a nuisance. That’s why they would gladly pick more damage over no stopping power.
Defenders however, are, next to killing attackers, also served with delaying and hindering attackers. Debuff effects on weapons are often preferred over damage because it allows them to have more control over bottlenecks and objective areas. It stops players from lemming in and messing up their defence structure.
You’re mistaking being shot with shooting heroine.