Weapon stoppages/jamming and clearing

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Calexus

FNG / Fresh Meat
Aug 4, 2009
16
0
0
Mowing down all these zeds ive always thought about this being implemented. Wouldnt it be nice if your firing you weapon your stoppages % increases and you have to clear the chamber?

Would be nice if a system of jamming and clearing your weapon was implemented.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
Hell no.
Reloading alone gets you killed often enough.
Introducing yet another animation that leaves you defenseless would be overkill imo.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
I think i'm not the only 1 who will say this:

No it ****ing well wouldn't, it would be the most irritating, frustrating thing ever.

Its bad enough in Fallout 3 when your gun takes another second to reload and THAT has a quicksave feature.
 

NekoChrissy

FNG / Fresh Meat
Oct 24, 2009
84
0
0
Jamming is not a very nice implement to such an often frantic game. If TWI was aiming for a realistic horror survivor FPS then jamming would make more sense.
 

Calexus

FNG / Fresh Meat
Aug 4, 2009
16
0
0
Its bad enough in Fallout 3 when your gun takes another second to reload and THAT has a quicksave feature.

Fallout 3 as a comparison isnt very fair. Since to make your weapon fuction better you need to travel miles to get it fixed or you need to find another of the same kind to merge them.

What I'm suggesting is a quick animation that you can use at will to make sure your weapon stays in peak condition, as firing constantly the weapon will naturally overheat or jam :p
 

Bio666

FNG / Fresh Meat
Jun 10, 2009
788
2
0
ya but if we do this u cant have the ak jam because the ak47 nevar jamz

Well, it's true. And AA12 is advertised to be never need to clean (manual said something about 10 thousand rounds per each time)

I'm pretty sure if everyone in this free weekend (both newbies and oldies) use the same f***ing AA12, I just need to clean it about 10 times max.
 

Zeptorem

FNG / Fresh Meat
Apr 30, 2009
373
106
0
Well, it's true.

BWAHAHAHAHAHAAH

And AA12 is advertised to be never need to clean (manual said something about 10 thousand rounds per each time)

Yeeeah, I think I see your problem here.

I'm pretty sure if everyone in this free weekend (both newbies and oldies) use the same f***ing AA12, I just need to clean it about 10 times max.

Oh jesus I can't stop laughing.
 
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nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
It wouldn't work in KF.
IT was bad enough in Farcry2, mowing down people with my USAS 12, just for it to Jam and have him stare at the most obvious problem ever waiting for me to smack the square button to fix it.
But on games such as FC2, the area was larger, and the enemies don't just run straight for you.

In KF, like said, reloading is a huge problem anyway. With smaller maps, and specimens that will just disregard everything and go for you, it won't work.
 

Morgoth

FNG / Fresh Meat
May 16, 2009
78
0
0
it would be nice if there is a higher settign abouve suicide like nightmare
from doom and this idea could be inplanted
 

-=AG=- Avery

FNG / Fresh Meat
Oct 24, 2009
139
0
0
ya but if we do this u cant have the ak jam because the ak47 nevar jamz

?????????? What you talkn bout? Dude AK-47 Stovepipe jams like every 4 mags on uncleaned AK-47. For anyone that doesn't know what a stove pipe jam is its extremly easy to fix and is called so because it sticks out the ejection port like a stove pipe. The AK-47 is a very good weapon but not invulnerable to jamming.
 
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Zeptorem

FNG / Fresh Meat
Apr 30, 2009
373
106
0
?????????? What you talkn bout? Dude AK-47 Stovepipe jams like every 4 mags on uncleaned AK-47. For anyone that doesn't know what a stove pipe jam is its extremly easy to fix and is called so because it sticks out the ejection port like a stove pipe. The AK-47 is a very good weapon but not invulnerable to jamming.

I was being sarcastic.

I've had an AK FTF on me two magazines in once.
 
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Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
Fallout 3 as a comparison isnt very fair. Since to make your weapon fuction better you need to travel miles to get it fixed or you need to find another of the same kind to merge them.

What I'm suggesting is a quick animation that you can use at will to make sure your weapon stays in peak condition, as firing constantly the weapon will naturally overheat or jam :p

No... its exactly the same thing. If you ignore the continued degeneration of the weapon condition, having your gun mess up during reload on say, the Dart Gun, takes another 1-2 seconds to reload. That sort of thing can get you killed quite easily when it happens as you're fighting a Yao Guai or Deathclaw. Its annoying but at least you can quicksave. Being killed and losing your guns, or the entire wave, just because random chance ****ed you over is not remotely amusing and rapidly gets annoying.
 

PandaBear1337

FNG / Fresh Meat
Oct 7, 2009
56
0
0
Yeah like stated by a few people, jamming would just make people smash keyboards, kick computers and ultimately in worse case scenarios, make people go on a baby punching rampage. Honestly, sorry TWI, but if you introduce a weapon jamming function, you'd loose me as a paying customer.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
I'd be ok with this on suicidal, maybe.

But KF is too reliant on consistent, unending fire power to make random jams a good idea. Just one weapon jam would mean the difference between life and death.
 

k_murdah

FNG / Fresh Meat
Jul 4, 2009
88
0
0
CA, where guns go to die
Mowing down all these zeds ive always thought about this being implemented. Wouldnt it be nice if your firing you weapon your stoppages % increases and you have to clear the chamber?

Would be nice if a system of jamming and clearing your weapon was implemented.

Realistic but no..falls under the category of things like reloading when half your clip's empty and magically your magazines even out as best as possible. Just not something that would make the game more fun though it would make it a lot more realistic.
 

DeSTrOYeR

FNG / Fresh Meat
Mar 20, 2006
96
3
0
Weapon jamming is a terrible idea. KF is an action game, not a realistic shooter and even then I always thought that it was a stupid is every games because it just adds a "luck" factor to game. Sure that stuff can happen IRL, but people play games to have fun and there is nothing fun about dying because the game decided that it is time for your weapon to jam.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
Actually....KF is more of a realism shooter than half of the 'action' games out there today. I didn't play RO for more than a day...but it's an ultra-realism shooter. TWI is all about realism.

But not in KF's case. The original mod wasn't designed for ultra-realism either, it was closer to run and gun. TWI stayed true to the spirit of the mod while adding their brand of realism where they could. But they did it sensibly. If they'd wanted jamming in the game, I'm sure it would have been there by now.
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
I'd be ok with this on suicidal, maybe.

But KF is too reliant on consistent, unending fire power to make random jams a good idea. Just one weapon jam would mean the difference between life and death.
But it would be hard to have consistant gameplay with this. You could make suicidal harder by saying "there is a one in seventeen chance that one of your teammates has a heart attack from stress and dies." It would be completely arbitrary (like weapon jams) and soon become annoying. There are better solutions to the current KF situation.