But arbitrary chances for things to jam have no place in an FPS, one of the most frustrating things you can do to players it take away their control.
Personally I would prefer the way MWLL handled balistics, in that all AC and RAC had an independent heat bar under the weapon info that would build with continued fire.
Firing for too long would cause the weapon itself to overheat and be jamed for a few seconds.
The larger the calibre the quicker the heat would build.
The larger the calibre the longer it took to unjam.
The heat the weapon built up was independant of how many heatsinks you had.
As an example.
Using X as a baseline on the AC20 say for about 3 consecutive shots.
You could fire for X time before a jam with an AC20 (3 consecutive shots)
You could fire for 2X time before a jam with an AC10 (6 consecutive shots)
You could fire for 4X time before a jam with an AC5 (12 consecutive shots)
You could fire for 2X time before a jam with an U/AC5 (3 consecutive double shots)
You could fire for 10X time before a jam with an AC2 (30 consecutive shots)
You then have other weapons already balanced before implimentation.
You could fire for 1/2X time before a jam with an U/AC20 (1.5 consecutive double shots)
You could fire for X time before a jam with an U/AC10 (3 consecutive double shots)
You could fire for 5X time before a jam with an U/AC2 (15 consecutive double shots)
You could fire for 2X time before a jam with an RAC/5 (2Y seconds of continued fire)
You could fire for 5X time before a jam with an RAC/2 (5Y seconds of continued fire)
Edited by Bru1zer, 22 November 2012 - 04:14 PM.