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fail to feed for non-standard mags #74696
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In 2015, the US Army tested multiple magazines (disguised under designators, as opposed to their commercial names) for the M4/M16 platform. The test has since been made public. The tables in the document describe how often have failures (including magazine failures) been encountered during testing, with the following descriptions elaborating on the nature of those failures. It appears as though the indications of failure rates are roughly per 1200 round fired out of a given magazine, which should give you a good sense of how frequently these standard-capacity magazines can fail. You're probably looking for class I/EFF failures, which "could be cleared by the weapon operator within 10 sec". From there, you may be able to extrapolate failure-to-feed from a higher-capacity magazine, which "have a tendency to jam". I was unable to find any similar studies for higher-capacity magazines. The only other component I can see for a failure-to-feed is an unusual lower receiver... maybe? Very low skill could mean the magazine wouldn't be seated properly, and that's its own kettle of fish. As for the failure mechanism... why not make it a gun fault? You'd need to clear it before being able to fire the gun again, which would necessarily mean re-aiming. EDIT: the Army did the test, not the Marines. The latter did, instead, authorize the best-tested magazine model (the PMag by Magpul, aka "vendor Foxtrot") for use with their troops. |
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Summary
None
Purpose of change
Big mags are not reliable. This attempts to represent it
Describe the solution
Gun gets a jam chance depending on it's damage level:
0.00018% for undamaged gun, 3% for 1 damage (|\), 15% for 2 damage (|.), 45% for 3 damage (\.), and 80% for 4 damage (XX)
If presented, magazine get'sa a jam chance depending on it's damage level:
0.000288% for undamaged magazine, 5% for 1 damage (|\), 24% for 2 damage (|.), 96% for 3 damage (\.), and 250% for 4 damage (XX)
Then this two values are summed, multiplied by 1.8, and this value is used as a chance for a gun to get jam
Jams are faults that has category
gun_mechanical_simple
, and specifically represent one that can be fixed, on average, in 10 seconds or less;If gun has such jam, the player won't be able to aim a gun anymore, and could either fix it from mending menu, or try to fix it on the fly, just smashing
f
again, and rolling their skill against oddsTesting