How can you develop skill if a noob can just walk right into the middle of an enemy team, but every gun of the entire enemy team jams so he gets a couple of kills instead of just dying right there and then?
It’s no diffrent than random crits in TF2, except with random crits the benefitting end knows they benefitted, while in Enlisted you won’t notice that the enemy’s gun jammed. And in the meanwhile, both receiving ends will not have a good time as they just died due to random chance while they made no mistake otherwise.
Like you can be the best player in the world, but still lose to a day 1 newbie because your gun just jams 5 times in a row. Sounds fun, right?
“but if the percentage is low enough” - no. Chance doesn’t work like that. People will still get chafted multiple times in a row even if it is <1%.
with pre-choice RNG, like with card games, you get a random set of choices to choose from.
That is perfectly fine. For example, when you level up a soldier and get to pick among 3 perks.
post-choice RNG, however, is just bad. You do not get to choose anything and are entirely reliant on the odds to get something good. Like with the loot boxes that Darkflow calls Logistics. If they got changed so you could choose among 3 possible drops, they would massively improve because you would be adding pre-choise RNG instead of having it purely be post-choice RNG.
in my opinion, post-choice RNG does not belong in games where you want to play in a comptetitive or realistic setting. Enlisted is not a simulator, there is no need to go to that level of realism.
But even when it gets added, there is no reason to make it purely RNG. Instead, make it a skill-based thing. Where the jams occur pretty frequent, but by pressing a certain button right when it happens makes it go away practically instantly so you do not get punished by reacting (aka choice) when it happens.
And yes, I do really hate post-choice RNG. It just takes away from the gameplay aspect. Sure, it adds immersion and realism, but gameplay comes first.
There’s still pre-choice involved in malfunctions.
You can take a reliable weapon with less potential, or you could take an unreliable weapon that works better on a good day. It’s essentially picking between the weapon with the highest minimum DPS and the highest maximum DPS.
Like IRL, a machine gunner would need rifle support so that they can work through jams without getting killed, rather than going rambo like they can in-game.
It balances the game, creates realism, and encourages teamwork at the same time.
As to your earlier point with new players, it actually works to the advantage of new players so their bolt-action squad stands a chance against a high-level player with a machine gun.
So your fix is to shaft any progression by making all the good guns just… not work randomly?
IRL, guns would jam because they got dirty, or by operating them poorly. So unless you get the choice to clean the gun and practice with them outside of battles to get some kind of proficiency to not jam them, you don’t actually get a choice in how much your gun jams.
Rifles should do more damage to compensate for the lower rate of fire. Rifles are perfectly fine if they can just consistently oneshot on upper torso. New players would be able to compete that way if they got decent aim.
it’s just funny you all argue about one stupid mechanic. If you want my honest opinion:
Kar-98 has jamming and other weapons will probably have it in the future too. SVT-38 and G41 were early-war semi automatics so they jammed a lot and probably will in Enlisted
I think it’s an interesting feature. Animations of soldiers struggling with their weapons would look cool. This game already lacks good soldier animations and we need more. Now i don’t think it will be too much of RNG if we have a jam every 4 reloads
Either way failure rates can be adjusted as needed. If you ask me, existing failures happen too often for bolt actions, but it’s about right for semi-automatics, and automatics could be more often.
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.