Gun Won’t Fire

Im shooting holding down R2. Then I let my finger of the trigger to cease fire. Then I try shooting again and maybe 1 bullet or nothing will come out when I try to fire again.

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@OldKingHamlet @Courier

Do the guns jam on purpose?

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You mudded or not?

Starting a theory the mud jams guns.

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Ok, thought it was my controller playing up. Been having instances of my weapons not firing too, coincidentally since the latest hotfix…

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Yup, thought it was my mouse to the point I was gonna buy a new one, but heard it was a bug. It’s frustrating.

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Same has been happening to me too especially with my smg

Yes, gun does jam and mainly when you need it the most (when there is a target in front ).
It can commonly happen after switching from grenade launch after firing on the merc. or the hammer head and then to automatic gun fire. It literally needs you to wait a literal second or two before hitting the button otherwise the gun will not fire at all.

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Never experienced shooting jam. However happens to me a lot ADS not working, after switching weapon. Or working after 2 secs. Even if i release the aim button it doesn’t work. I have to wait those 2 secs holding the button or switch to the previous weapon and switch again to the one i want. After that it works fine again.

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Yes, i’ll consider ADS as well. As if no mouse click works. These scenerios often happen when i 1 v 1 a pred with a knife too, in the engagement i try to go for my Merc. but once I have it in hand it doesn’t fire (hip fire)
You think it might be a mouse thing? like report rate per second? i have mine set at 1000 but you can adjust it to 125.

I play with controller on PS5.

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It could be a sync issue then. I only found this happening the last week out of this entire month I’ve been playing it. But then I rarely try to do what I did which is switch weapons moments after grenades or knifing.

There are numerous amount of input bugs, some are triggered from weapon switching + ADS.
One I’ve known since launch is for mercenary or hammerhead where you try to quick switch the grenade launcher and back to bullets, your gun stops shooting, sometimes if your grenade launcher does not have ammo it happens the same, sometimes it fixes by reloading either of them (or reload cancel) or by quick switching them once again or simply by waiting few seconds and press the fire again.
There are plenty of other bugs as well, so no idea which one is in your case. My first guess is it would be related to command inputs since they are known to be one of the major shit shows in the game.

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Oh i do that all the time, specially in 1v1 situations.

Its been adopted that we try to avoid this now that we known it to happen but its like…why don’t they just say that this is the case?
If it happens so often its a likely hood there is a governed ms delay that keeps you from firing.

What are you trying to say?

The one with grenade launch and bullet switch?

I’m not that tech educated but that does not really sound like netcode problems (although with the noregs or rarely some packet loss I’ve seen, not to mention lobbies or servers crashing, I guess it could be a possibility, but I think highly unlikely), it does not sound like something the devs implemented as a mechanic for sure, its just their usual bad coding and deving.
I’ve not gone through actual testing for step by step and reproduction. These are simply my humble observations from just playing the game.
And yeah, I still can’t avoid it. :D

Well if it is somekind of server side issue then I would avoid it at all costs. It sound weird though, but to think about it, if the challenge is lots of data being transferred because everyone is clicking lots of keys at the same time, then the timing needs to be in sync at the millisecond level. otherwise, if you can’t sync like that, then everything goes to shit. Its like live music being played at the same time live.

If you ever played the musical keyboard on software synths then you know latency is a key issue. its at the millisecond level if you want to be in time with the metronome.

10-30 milliseconds is paramount to success and if there are guys playing and you see their syncs are 60-100ms on the scoreboard , then there is a problem there.

That means you can’t make a game that is dependant on miniscule timings.

Ye I get your thought process now.
So, um don’t know how their netcode works, but generally when there is packet loss server side the whole lobby will freeze for a bit, till the data is repeated with all the clients and gotten to where it should be and after or simply crash the lobby, depending on how their whole thing is set, it could also not induce real time delay for the clients, but simply transition to noregs etc and ignore the previous data cycle which can cause bugs or animation issues, but thats rare, there are other possibilities too, but all these are highly technical and interconnected with the game code/engine and server settings…

If its client side, the server will either ask for the data once again with the repeat/resend cycle or simply ignore it if its corrupt etc. So it could be either way, but there should be other stuff that we can notice in both cases, not simply our fire button stops working and everything else is running normally.
If its latency/ms related it will just be delay on all actions and everything happening on the screen for the client, not only on the fire input in such cases.

Which does pretty much exclude connection issue, there is still a chance of course, since there are a ton of variables. We could speculate with server calculations or errors that would make more sense.
But given the amount of input related issues and bugs, I think its safe to say its way closer to that department. They do have netcode and connection issues, but they are pretty much the usual. Being the cause of this types of bugs is highly unlikely, it could be a part tho. Their code and whole setup is pretty indie, so who knows.

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i wonder how streamlined the settings are for the servers for them. Like its probably a simple setup rather than code.

No idea, there are some sort of client or server side sync shenanigans, since what I would expect on 150-200 latency is not as noticeable from what I would get in some other titles.
Reminds me of AvP2 that I played recently, some guy with 150ms was mocking me with cc spam and wild movement, when I was playing at around 40. His precision was nothing you would expect from that latency, plus I did not notice anything like noregs or delay/desync on my part or from him.

Well its both, I’m too lazy to search up on some very in depth topics related to netcode, but you can google and maybe find some of them in big FPS titles reddit pages or even easier there are some dev explanations on youtube that might tell you something about the concepts and what is mostly implemented in games.
But that is one part of the shit ton of processes that need to be made and set well for things to work close to flawlessly in the end.

It happens to me at least once a day😞

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