I approve of correctly implemented jamming.
angelangel said:I too approve of weapon jamming if implemented correctly.
No it isnt mean that every 1 of 100 bullet will jam: it mean that 1% of chance to be jammed for EVERY bullet.
Which means essentially that 1 in every 100 bullets jams
It means 1 of 10.000 bullets would jam, though it may be even first or 10th or 555th and every other bullet)
All I know, is that unjamming this:
when wearing these:
can be a bit troublesome.
I would not mind seeing jams in RO though.
Those were not part of the winter gear.
Might be a bit hard to reach the trigger with those and all.
I maye have come up with a solution that you guys will think is a good compromise.
Anyone who has played Gears of War knows what 'Active Reload' is and what it does. I am suggesting a similar thing to be put into Red Orchestra.
In Gears of War, there is a thing called Active Reload which allows someone to reload their weapon much faster than if they were not to attempt it and also gives them a damage boost (but I am not suggesting the damage part for Red Orchestra). If the player messes up during this active reload, his weapon becomes jammed and the reload takes longer.
The way it works is this:
When the player reloads, a line and slash appears on the top right of their screen. If the player wants to reload faster, they must press their reload button again near the slash to do so. If they mess up, their weapon jams up and takes longer to reload.
I maye have come up with a solution that you guys will think is a good compromise.
Anyone who has played Gears of War knows what 'Active Reload' is and what it does. I am suggesting a similar thing to be put into Red Orchestra.
In Gears of War, there is a thing called Active Reload which allows someone to reload their weapon much faster than if they were not to attempt it and also gives them a damage boost (but I am not suggesting the damage part for Red Orchestra). If the player messes up during this active reload, his weapon becomes jammed and the reload takes longer.
The way it works is this:
When the player reloads, a line and slash appears on the top right of their screen. If the player wants to reload faster, they must press their reload button again near the slash to do so. If they mess up, their weapon jams up and takes longer to reload.
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Here is a video:
http://youtube.com/watch?v=QdHvAPqTco4
Maybe if the reload is messed up the weapon will jam immediately then, or sometime during the magazine.
Although it's not true weapon jamming, it's a start.
The reload time in RO is pretty reasonable so what's the benefit of using an "active reload" if it's just going to jam your weapon?
Faster reload speed in the middle of a firefight that without reloading fast enough will make you wind up dead.
Imagine the bolt-actions. Performing an active reload would have you load all of the five rounds in on the stripper clip in a single movement, no fumbling around with one round to push the others in.
I'd imagine Bolties would be a little different from magazine weapons. Imagine, you fumble on a bolt, instead of jamming the gun, the bullets jump the charger and fly everywhere except into the gun! Now you have pull out another charger......