In real life, of course, if you dumping magazine after magazine at full auto, or even if you've been plinking in semi for a good long while, there's a chance your gun will jam.
This could be an interesting mechanic, and it would primarily affect those who are more skilled (as their gun / themselves will have been "alive" long enough to experience a higher risk of jamming).
Thoughts?
Probably too much hassle, but it would still be interesting, maybe even as a mod or server option.
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Firearm mechanics: jamming?
Probably too realistic, but hey... why not have a penalty for cyclic?
#2
Posted 31 August 2018 - 04:36 PM
No. UrT definetly isnt the game for mechanics like this. I wouldn't even like it in something like battlefield, where you could argue your gun getting dirty (which it visually actually does).
The main reason is, i dont like this kind of RNG in games, especially in shooters. There is nothing more frustrating then RNG fkn you over where you "clearly" should have won. Thats about it this kind of RNG does. Crit mechanics, (and even random damage, which i find even more ridiculous, *cough* CS:GO *cough*) are balanced out by averages (or at least should be), but something like this just loses you an encounter, and possibly without a warning. Even if there would be an indicator, it would just only add the requirement to press that button if the indicator flashes.
The main reason is, i dont like this kind of RNG in games, especially in shooters. There is nothing more frustrating then RNG fkn you over where you "clearly" should have won. Thats about it this kind of RNG does. Crit mechanics, (and even random damage, which i find even more ridiculous, *cough* CS:GO *cough*) are balanced out by averages (or at least should be), but something like this just loses you an encounter, and possibly without a warning. Even if there would be an indicator, it would just only add the requirement to press that button if the indicator flashes.
Sorry for my bad spelling - I am still asleep. :)
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#4
Posted 05 September 2018 - 01:19 PM
Iye, on 31 August 2018 - 04:36 PM, said:
No. UrT definetly isnt the game for mechanics like this. I wouldn't even like it in something like battlefield, where you could argue your gun getting dirty (which it visually actually does).
The main reason is, i dont like this kind of RNG in games, especially in shooters. There is nothing more frustrating then RNG fkn you over where you "clearly" should have won. Thats about it this kind of RNG does. Crit mechanics, (and even random damage, which i find even more ridiculous, *cough* CS:GO *cough*) are balanced out by averages (or at least should be), but something like this just loses you an encounter, and possibly without a warning. Even if there would be an indicator, it would just only add the requirement to press that button if the indicator flashes.
The main reason is, i dont like this kind of RNG in games, especially in shooters. There is nothing more frustrating then RNG fkn you over where you "clearly" should have won. Thats about it this kind of RNG does. Crit mechanics, (and even random damage, which i find even more ridiculous, *cough* CS:GO *cough*) are balanced out by averages (or at least should be), but something like this just loses you an encounter, and possibly without a warning. Even if there would be an indicator, it would just only add the requirement to press that button if the indicator flashes.
The thing is, in real life, the immediate action to take is "tap, rack, bang" - that is, tap the magazine upwards to ensure it's still fully seated, rack the slide to eject the defective or misfed round, and then proceed to fire. It could screw you over, but not necessarily if you act fast enough or have some sort of cover.
I do get the idea that it would probably just randomly screw you over though, as fights are usually a DPS and accuracy match in these sorts of games.
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