There was already post about it: Weapon Reliability but since it’s old and I have few different ideas I decided to create a new one. (It also didn’t have a poll, pathetic.)
Current system.
Currently malfunctions are present only for the bolt action rifles but we can assume that they will be present for other types of weapons (mainly automatic weapons). It’s in 100% RNG based (as far as I know) and it occurs during reload of a full mag severely slowing this process down.
What do you think about current malfunction system?
[poll type=regular chartType=bar]
I like it, leave it as it is
I like it but only some weapons should have malfunctions
remove it, no RNG in battles
I like the idea but it should be changed
other (comment)
I like suggested idea (maybe slightly changed)
[see below]
[/poll]
My idea of a slightly changed malfunction system.
It should be a stat that is visible to a player just like recoil or damage.
It can occur on all weapons but automatic weapons malfunction cause them to stop firing. After removing malfunction (about 2-3s or even less) it is ready to fire. Boltactions’ malfunctions work the same as now.
Basic chance for weapon to malfunction is 0. Actions of the player affect what is the chance of malfunction. For example crawling in a mud or sand, firing constantly with automatics etc.
When you crawl in the mud, a little bit of it is on the gun to indicate that it’s geting dirty. Higher chance to malfunction is shown by more mud on the gun (few mud textures are needed to indicate how likely your weapon is to malfunction).
Player can “counter” this by cleaning the weapon. It is just shaking the weapon so all the dirt falls off, simple and quick. (For those who want to correct me that this is not how weapon cleaning works: I know, but disassembling the weapon, cleaning and assembling takes a bit too much time to implement it into the video game withouth it being SUPER annoying.)
The mud is slowly cleared as you move outside of the muddy area.
If the automatic weapon is fired constantly it has higher chance to malfunction.
It may be directly related to overheating of the weapon although I’m not sure. If so, then SMGs would also overheat but would cool down almost instantly while MGs would require barrel change.
If it’s not related to overheating, then malfunction chance rises the more bullets you fire without stopping. When you stop the chance is falling. I don’t want to make it instantly disappear because it’s unrealistic and a bit too prone to being abused.
Higher chance to malfunction may be indicated by red barrel, different sound of the weapon or ocasional larger muzle flash (visible only to the user so it’s not making him easier to spot by the enemy).
Chance of malfunction itself should be a step scale.
Let’s say its a 100 point scale, at the beggining it’s at 0. If you crawl in the mud you get +1 point each second. When you clean your weapon it falls back to 0. Points affect how likely you are to have malfunction:
0 - 69 points - no chance to malfunction (0%)
70 - 84 points - low chance to malfunction (10%)
85 - 99 points - medium chance to malfunction (30%)
100 points - very high chance to malfunction (50%)
Gun stats I wrote about in the 1st point affect how many points you have to “score” to achive those “malfunction chance lvls”. For example reliable gun would have not 100 point scale but 150 point one.
Summary
As you can see (I hope) I tried to overhaul this system so that malfunction chance is entirely affected by the player. Skilled player should not have problem with cleaning the gun or with trigger discipline so malfunction chance would be nonexistent.
Ps.
Numbers are not final and can be changed, exeplt "0"s.
I hate this mechanic so much, the amount of times it happened to me during battles is annoying. I don’t really want to to be fully removed but make the chance way lower.
Also it’s a thing in tanks sometimes your HE won’t explod (historical accurate).
I love the weapon malfunctions and they should be included for all weapons.
Murphy’s law exist, especially in war. Sometimes you get a FTE/FTF. It’s an extra second but it encourages people to not sprint lean bunny hop hold left mouse button.
That would only punish new players for being new.
Also arguing that it is just level 2 would only lead to the realization that this will become a useless feature only affecting your first few hours of gameplay.
I don´t think this could be a good idea.
I personally think it adds nothing of value to the gameplay.
I am of the belief that if something isn’t fun for the majority of players, it shouldn’t be added. And this is one of those features. <5% might love it because it enhances immersion,
but if I want my gun to be ready to fire when I round a corner and it is not due to some RNG shit I can’t control, and I die to someone I could have killed if not for the jam, I do not have fun. It lowers the skill ceiling, it cannot be reacted to or anticipated due to the identical start of the reload animation, and cannot be countered by pressing some button to prevent the jam or something.
At this point it’s just the game saying “haha u no shoot” into my face over and over.
I like this feature, it kind of supports the feeling of uniqueness of this game. I think it should stay and be expanded.
Like above comment. Realism is the key to Enlisted.
But something not overly complicated. Weapon malfunctions do occur and not cleaning your weapon or dirty weapons will increase the chances. I once had the misfortune of using a SLR L1A1 shells kept getting caught in the breech block on ejection and oily rust spitting out all over me. Weapon cleaning always before sleep.
More likely to happen to the inexperienced soldier and this could be factored into any equation.
Experience is definitely a factor, especially with automatics, remembering how much of a finicky bitch the M249 is, as it’ll jam if you fire in too short of bursts for some reason.
Of course every weapon is different. With the grease gun it’s the mag being bad.
Feeding from the magwell (if that’s what you’re talking about) was always finicky. I did it a few times while screwing around and found if you pulled back and pushed in on the mag it fed better. probably why FN Herstal just deleted it with the Mk.46.
The PIP dropped the adjustable gas regulator and made some QOL improvements to the SAW.
Y’all could have gotten a crummy batch too. Friend of mine in Group received some of the first SR25/M110 SASS back in the early days of Iraq and they performed pretty poorly (broken extractrors left and right), while ours ran great (we got ours later however).