Example is this. First shot is fine, 2nd shot fired (double tap) has a 5% chance to jam. With the jam chance doubling every time the 2nd shot if fired if the button is being held down. So at most people would be able to get a 4-6 shot burst before jams start to occur (or the chance starts to get high enough that its almost guaranteed to happen).
Abuse? None, You would have to wait 3 seconds (two full cycles) of not firing for it to reset the jam chance. Jam clearing should be 4x the CD of the gun, so for the UAC5 it would be 6 seconds.
This mechanic would do well to apply to all rapid fire weapons like the Ultras and Rorterys. The jam chance I mentioned is for the UAC5, for the UAC2 chance should be far lower (2%) and the UAC20 being a 15% base. This would relegate these guns to burst fire (as intended), so you can get some high damage quickly, and then stop before the gun actually jams.
A flat jam chance is uncontrollable and will never properly work, either it will be too high or too low, and its almost impossible to find the "happy medium" for weapons of this kind. As such players will either overuse it, or never use it at all due to that reason. The UAC5 in general is supposed to be better then the AC5 anyways and should be used more so because of that. Dose that mean the AC5 becomes obsolete? Not entirely, but it becomes a more situational gun based on the mech chassis using it. With the stacking jam chance you have more control over how often you want this gun to jam (this is aimed at devs). So if 5% seems to be too low or too much then it can be adjusted, and so on and so forth.
This post has been a long time coming, and its taken me some time to finally get to posting it. What caused me to finally really get to putting it down, was the NGNG podcast when they covered this in the interview #2.
Edited by SirLANsalot, 25 September 2013 - 02:49 PM.