Contrary to real life warfare, games are pretty straightforward.
On the battlefield you can feel the smell of rotting flesh, clouds of smoke and dust blur your vision, your body is tired from carrying ammo and supplies, you can hear the moans of the wounded and mortar fire around you. Your body reacts after training and you are scared shitless that you will leave your pregnant wife all alone.
While playing a game you are sitting on a comfortable chair with a fizzy pop and left over pizza in the vicinity, you probably shut the blinds so the sun doesn't reflect on the screen. The dog looks at you in hopes that you will finally walk it. You are inside your loving home.
How do you expect these two situations to match the immersion? Designers are constantly challenged to suck you into the battlefield, make you feel like that poor bastard sent to war -- you are to shit your pants when faced with a 30 metre cyber demon, not calmly punch it dead with your fists. Things like blurring, pounding etc. confuse you as a player, trigger a red light in your head -- something is not right, I have to run to safety, hide, regenerate, think. Once you learn your lesson a few times, you start paying attention, using cover, flanking etc -- you start acting like the designers think a soldier should. They do it so we can safelly experience something that otherwise is not even remotelly fun.
It doesn't work like that.
If you are getting shot you likely don't know where it's coming from... or its just unavoidable. at that point if you try to run you can't see where your going or try to spot the shooter and if you try to stay and shoot like you have to a number of times it just makes a hard situation harder. So what you are saying is the point fails. Flash red, keep damage marker on the side of screen the shot came from and you have what you should have for what you are saying they are trying to accomplish.