![]() ![]() ![]() The average is not a concrete number, most people's chance to jam will be VERY different, and it changes every time the Weapons durability changes. The average percentage chance for weapon jams was 0.48%, but keep in mind, this average includes a HUGE variety of weapon durability statistics and will vary wildly depending on the durability and durability burn of the weapon and ammo. I also tested PS 7.62, but did not include it in the data, I got a lot of jams with those rounds at higher durability's, but I would assume that's because the durability burn is less and I could fire more rounds without killing the gun. I used a mix of 75 rounders, 40 rounders, and 30 rounders. I tested different magazines and saw no difference in the data. Long to mid range accuracy however, is still affected. a 50.1% durability weapon, in regards to weapon jamming. So the game does not see a difference in a 100% durability weapon vs. (Yes I realize I fucked up the name of the graph, I was half asleep.)Īs far as I can tell, Weapon jamming is completely RNG until the weapon hits 50% durability, in which case the chance of a jam will continuously increase as it gets closer to 0% durability. To test, I would fire my weapon, and log the durability of the weapon at the time of the jam. Sorry I'm not a masochist, however in online play I have had multiple jams with Semi-Auto weapons, so if you we're to ask me, I would bet on it having no effect. This is because I could not carry enough rounds into a raid to fully test it, however, I think its safe to assume the jam chance increases exponentially based on the data I collected.Īll tests we're done using fully auto. ![]() The weapon started at 99.5 durability and never went below 18.3 durability. Total durability burn of the weapon was 144%. With the highest Durability Burning suppressor I could buy (SDN something). I used an MK-47 'Mutant' for the test.I fired a total of 31,572 rounds over the course of 25 offline raids.Most tests I fired 1278 MAI AP rounds, rounds we're sourced via flea market.I conducted 25 tests in Offline Factory.Recently, I took it upon myself to test the new jamming feature, introduced in the new 12.11 patch. If you don't feel like reading, you can watch this 3 minute video where I explain what I found. Moderator decisions are final, please respect the moderator team and their actions. Make sure to follow the guidelines outlined in the Reddiquette for a more pleasant experience. Recent News Official LinksĪs well as the above rules, the Reddit Content Policy is in place as well - please familiarize yourself with this. Please make sure to follow the rules noted below in the side bar. This is an unofficial, community-run subreddit. But in that case the empty case would get stuck, not the new round.Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough currently in development by Battlestate Games. After I replaced the extractor spring the feeding issues were gone and the spent case would land on top of the shooting point, as normal. I had a gun that would stovepipe regularly, or would extract the spent case against my forehead. If there is too much play, the magazine will hang too low and the next round will not be stripped from the magazine correctly.Īnother problem that will cause weird extraction and feeding problems is the little spring beneath the extractor. The magazine has a catch (opening) in the side where it is held in place by the magazine button in the pistol. You may also want to look at magazine placement and height. As a result, most American ammunition is too short for the luger. This is the result of SAAMI specs, where the maximum SAAMI length is actually the MINIMUM DWM/Manufacturer's spec. The symptoms you describe also happen as the result of ammunition whose OAL (overall average lenght) is too low. ![]()
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