adavis965 Posted January 25, 2002 Share Posted January 25, 2002 Can anyone tell me how long a machine gun will stay jammed for. It is a German MG42 HMG. It has not been hit or have any casualties. Is there anything I can do to make it clear. Or is it going to be like this the rest of the game. :eek: Link to comment Share on other sites More sharing options...
Boo Radley Posted January 25, 2002 Share Posted January 25, 2002 Don't fret yet. Jams usually only last a turn or two. Link to comment Share on other sites More sharing options...
Krazy Canuck Posted January 25, 2002 Share Posted January 25, 2002 I've found that if you just leave him alone for a turn or two it seems to get repaired. How long may depend upon his quality(green vs. vet etc.), also you may want to move him out of the fight til its working again. Works for me. KC Link to comment Share on other sites More sharing options...
Louie the Toad Posted January 25, 2002 Share Posted January 25, 2002 Does moving a commander into effective radius make a difference? And if so, does a commander with a particular attribute (lightning bolt for example) make a faster difference? Got the Mojo workin' Toad Link to comment Share on other sites More sharing options...
CMplayer Posted January 25, 2002 Share Posted January 25, 2002 One thing which bugs me is that while an MG is jammed you can't see how much ammo it has. Link to comment Share on other sites More sharing options...
newlife Posted January 25, 2002 Share Posted January 25, 2002 Ah, that's because you don't understand the in game mechanics. JAM, doesn't mean the gun won't fire, it means the team is eating breakfast and is looking for the JAM. Try moving the unit to the nearest corner store and you'll find that it's back in the fight in no time. Apparently BUTTER appears much less frequently as supplies were so numerous that the designeers decided not model BUTTER reserves. <blockquote>quote:</font><hr>Originally posted by CMplayer: One thing which bugs me is that while an MG is jammed you can't see how much ammo it has.<hr></blockquote> Link to comment Share on other sites More sharing options...
Boo Radley Posted January 25, 2002 Share Posted January 25, 2002 <blockquote>quote:</font><hr>Originally posted by Louie the Toad: Does moving a commander into effective radius make a difference? And if so, does a commander with a particular attribute (lightning bolt for example) make a faster difference? <hr></blockquote> Don't know if that would make a diff or not. I've never had a jam last more than two turns and have never taken the time to try to send the nearest commander over to check it out. Usually they're needed elsewhere. Last night during a QB, one of my .50s jammed. The CO was right beside it and the jam still lasted 3 turns. So I don't believe they can make a difference. [ 01-28-2002: Message edited by: Boo_Radley ]</p> Link to comment Share on other sites More sharing options...
Hensworth Posted February 9, 2002 Share Posted February 9, 2002 I don't know if it makes any difference, but it shouldn't. Machinegunners are specifically trained to deal with their weapon. They're not going to go moaning to their sergeant unless they want to become a friendly fire statistic. Link to comment Share on other sites More sharing options...
109 Gustav Posted February 13, 2002 Share Posted February 13, 2002 Originally posted by Krazy Canuck: I've found that if you just leave him alone for a turn or two it seems to get repaired. How long may depend upon his quality(green vs. vet etc.), also you may want to move him out of the fight til its working again. Works for me. KCDon't move the MG! While units are moving or hiding, they can't reload or clear jams, so you'd be wasting the time it takes to move the gun. Also, HMGs aren't going to get very far, so it's best to just let the crew stay in place and clear the jam. Link to comment Share on other sites More sharing options...
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