i posted how i think things should work in post #18. so this is more of a rehash. but the other post discribed a balancing method that im not going into again.
jam chance should be on a curve. there is a 'bar' but its more of a variable and not a thing displayed on the hud. every shot you do adds one to the counter. the counter decays over time. the time needed to decay from max jam chance to zero is one cd cycle. the value then maps to the curve each time the gun is fired to give the jam chance. since jam chance decays over time you can space out your double/tripple taps to further reduce your jam chance (though reducing your dps). heres the example curves for each weapon.
...................jam chance
shots,..........uac2,...........uac5,...........uac10,..........uac20
0,................0%,...............0%,..............0%,...............0%
1,................10%,.............15%,............25%,.............33%
2,................25%,.............66%,............100%,...........100%
3,................75%,...........100%
4,................100%
uac2 has an optimal tripple tap, quad tap is risky, 5th tap always jams
uac5 has an optimal double tap, tripple tap is risky, 4th tap always jams
uac10 and 20 can double tap with high jam chance, neither can tripple tap without jamming.
Edited by LordNothing, 22 June 2015 - 06:19 PM.