Question for people who want malfunctions back [survey]

I kinda think about war thunder when you say that. Like when you shoot your planes guns for too long they’ll jam. I kinda think that could definitely work with lmgs and stop constant spam, but i could be dead wrong since I’ve never played a mg squad.

You are right. Jams in Enlisted would serve the same purpose as overheating in BF while keeping it more realistic.

1 Like

I would really like to see malfunction rate as one of the balancing factor for particular guns.

For bolt actions it should be very rare and imo only while reloading (like it was present in CBT) - soldiers are in a lot of stress, so their moves are not always perfect, so they can make mistakes while reloading.

But semi-autos and automatic guns should also have an option to jam when firing. Of course the less RNG we have the better, so I like the idea that malfuncions would be caused by players actions.

Malfunction rate should also be much higher in experimental and prototype weapons than for those which saw real action. So if you want to bring your damn MKb 42 into Moscow Campaign (what a brilliant idea by devs…) be ready that it will fail you in the middle of the firefight, just like a prototype could do.

2 Likes

Jamming would be immersive and authentic. Rate of jamming that was acceptable for automatic weapons back then was surprisingly a lot higher than it is now.

Jamming would also provide a reason for people to run more bolt actions. As it stands right now there is absolutely no reason to not purefleet to G43s/ M1 garands.

Having progression be not so decisively linear would be a nice added depth to the game and I think we’d start seeing more variety in squad composition instead of filling each squad with as many automatic weapons as fast as possible.

To the RNG cry babies: You’ll cry when a jam kills you but not cry when an enemy points a weapon at you and it goes ka-chunk and saves your life.

5 Likes

jamming would be nice for prototype rifles that have the “full auto mode”, meaning if you turn them to “single fire” you wont jam at all, but if you fire them from a medium distance in full auto, you would still be effectively doing covering fire. Kinda how guns work in real life, full auto is just simply not used besides when you are in cover and you can afford to have a jam from time to time.

No because the devs can’t be trusted with features like this. Bullet dispersion is horrendous on LMGs now, and they’ve also decided to intentionally fuck your first shot with rifles.

Sorry I want fun, not frustration from cemented game mechanics being abruptly altered in every other update because a minority say so. Yeah I understand that some of the armchair historians in this forum have mild autism (guilty) and like the shilling features like this but I don’t want more RNG with with my gunplay all because a few hardcore enthusiasts here want a more punishing experience. The current mix between casual and hardcore is pretty unique and I want to keep it that way.

Literally go play another hardcore shooter or convince the devs to add this feature to that dead gamemode almost no one plays…what was it again…oh yeah Lone Fighters.

As I promised in the OP - flagged.
Read more carefully next time.

I´m definitely for random driven reload jams on ALL weapons where it is posible (not just starting ones).
I enjoyed those reload jams (crazy, I know but hear me out… they really added another layer of planning, not just run and gun effortlessly) and I would really want to see it back together with the more realistic features that were removed.
Perhaps chance for jam should be lowered at maximum weapon level, but I wouldn´t restrict it in other ways.

As for jams during the fire, I´m a bit more hesitant because that would have to be managed more carefully in order to make jam possibility a balancing factor while not completely screwing over this or that side.
Alas, as it was already mentioned, any more incentives to not use full auto equipment in squads are welcome. To hell with troopers armed with autos.

2 Likes

Oh no I’m so scared. Yaaaaaawn.

Your’s too, as you try to turn meaningless post (in context of this topic, otherwise it’s fully valid) into a flamewar. So don’t get too excited.

1 Like

Guys… simply respect the OPs request of staying to the topics he wishes to be discussed. Thanks.

2 Likes

Ok, I made this based on your feedback (huge thanks).


I would split malfunctions into two groups: soldier-related (aka mistake during the reload) and gun-related.

  • Soldier-related malfunctions are (for obvious reasons) more common than the other type (but not too common), but don’t affect shooting itself. They are based purely on RNG. The chance of it occurring is the same for all weapons (as it’s soldier-related). I would go for 10-20% chance.
    They cause longer reloads.

    Ideas of more advanced mechanics (optional):
    Soldier perks can decrease the chanse of this malfunction. Make this perk available at soldier lvl 1, maybe lvl 2, to avoid the power creep.
    Nearby explosions and being suppressed (if we get this mechanic) will increase the chance of this malfunction.

  • Gun-related malfunctions are even more rare and can occur while the gun is being fired.
    To make them less severe (as they will have heavy impact on the shootings) they will work a bit like overheating in BF series. If you shoot constantly (even with bolt action rifles), a chance for a malfunction will occure.
    Those malfunctions will last shortly (2-3s) so if you are in cover, you don’t have to worry that the enemy will rush you… that much.

    Idea of math behind it: after shooting more than 1,2 of the magazine without longer breaks, you will have a chance of a malfunction. Breaks would be for example 3s long, reloading doesn’t count as a break.
    Said 1,2 of the magazine is 1,2 times the smaller size version of the mag for this weapon. So for example it’s 24 bullets for beretta with 20 mag and also 24 bullets for beretta with 40 mag. It will give an actual downside to the weapon versions with a bigger magazine as you have to maintain trigger discipline.
    Said malfunction chance is a weapon statistic (described as a percentage). It would be low for simple weapons like bolt action rifles, but high for experimental designs like the M2 Hyde or MKb42(H).
    When weapon malfunctions, counter resets and you have to fire 1,2 of mag to have malfunction again.

    Ideas of more advanced mechanics (optional):
    Malfunction chance can be affected by the lvl of the weapon, there are two ways of doing it: higher lvl → lower chance (you spend resources to make it better) or higher lvl → higher chance (it’s getting heavily changed and becomes more of an experimental weapon).


IF we get malfunctions back, in the way described here:

I’ll make it into a proper sugestion with some additional stuff (I’m still looking for some videos and pictures).
So share your thoughts please.

3 Likes

Sorry @846391 but I’ll use you to necro this post :stuck_out_tongue:
What do you think about idea above? Did you mean sth like that? (I mean this hidden part.)

Yeah, custom lobbies with malfunction could be great, as it is optional and dont force people to play something they dont like.
About KV-1, i think it could be added, but idk how if you could get XP from this kind of battle tbh, as it is not part of campaign tree. Maybe some game mode where you play just for fun? Just like custom lobies in WT. I wonder how will it be with custom lobbies in general tbh, we still dont know how will it work. :grinning_face_with_smiling_eyes:

Ok, nice. Now let me edit my post because I overenginered it :upside_down_face:
Now better.

1 Like

M2 was pretty decent gun in reality, it was’t adopted just because M3 was ready earlier than Hyde. :grinning_face_with_smiling_eyes:

1 Like

Well, for me anything that was produced in less than 10k numbers is experimental XD

1 Like

Fair enough. :grinning_face_with_smiling_eyes:

Seriously? Every minute or less another malfunction?

And full RNG - that makes me sad. If you abuse your weapon as a window/head opener, or torture your soldier putting him out to crossfire, huge jumps and long sprints, I’d expect to have more malfunctions due to panic or tiredness.
When you’re facing 3 enemies and just jump back to the room behind for reload, that’s soooo different from when you’re camping 200 m away from battle. Considering gun reload. Why full RNG instead of tiredness + health + adrenaline (+weapon usage perhaps)?

I would like it how you describe it but I’m afraid it’s a bit too complex.