While I agree they could be interesting, they should never interrupt firing and be reload only. Reload jams that cost a rather minimal ammount of time, up to .5 seconds at most. Otherwise the feelbads will outweigh the novelty imo.
That’s also the main issue with automatic weapon jams:
Generally those are jams during firing, take seconds to minutes to clear or could lead to firing out of battery, killing you.
Just like for reload animation (suggested here) Stuck reload animation and tank mg overheating - #4 by 47094123 jamming should be tied to something else that would lower its probability to happen. If handled carefully, this RNG element might not be so bad to have just like reload jam.
Well let’s say you need 2 shots to kill someone, and you have 30. You can shoot him, but your gun jams after 1 shot, so you die.
While with reloading you at least know you wont be shooting for a while so you can take cover.
But then you are still punishing skill, as you can’t push out and shoot right at the moment your gun is reloaded as it might take longer.
Imo, they need at least some kind of audio or visual queue to tell you your gun reload will jam during the reload
Or even worse, you are up against a premium squad. He hasn’t seen you yet but he certainly will in a few seconds. Miss one shot, and you are toast. You walk in with confidence because you have the very sweet MG-13. You start firing at him and then it immediately stops working. And you become deer in headlight and watch as he obliterate you.
Taking control away from the player in FPS games is generally a bad idea.
If a new player could take out a soldier with a single torso shot, it would be fair. But currently they can not, which is the issue. If you need 3 shots with your SMG to kill me but I can kill you with 1 shot of my bolt action, I win if I land that hit within your 2 shots landing on me. If I miss, I get rightfully punished for missing and die.
Sure, the SMG would require less skill, but at top-level performance, it would lose in a 1v1 fight against a bolt action at any range. The SMG would in turn be better for close quarters group fights where there is enough chaos to not immediately get picked off by a bolt action (they can only kill 1 at a time, of course) and you need a lot of DPS to clear a group.
I’m still of the opinion that if you make it so that the mortar guys can actually be killed (aka force them out of their spawn), they would not be nearly as big of a problem than as they are now.
You are right and wrong, at med range MP-41 can take my whole squad out in 2 seconds. I got killed a couple of times by premium germans and it took them 2 shots in the torso to take me out. As i said before, MP-41 completely erased the use of Kar-98. At least Soviet smg requires sometimes 4-5 shots to kill and premium PPK has 2 times less RoF compared to MP-41 so people actually use Mosin. Now, I don’t blame the smg as much as I blame the maps. They are too small for squad gameplay.
IF you start shooting at the same time and you COULD take them out in a single hit, it would be fine. The time the SMG user needs to swap soldiers can be used to cycle the bolt of the bolt action.
Note that those MP-41s have +20% damage (which they should not have) and they have +35% health (which prevents you from cleanly oneshotting) and you do not (if you had you would have been able to survive that 2nd shot)
I was making a suggestion. Not defending anything. I agreed that the current balance is off and said what WOULD fix it without having to resort to weapon jamming.
With games like CoD you notice how the sniper is often favored as it can oneshot, which leads to higher skill engagements.