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Some people have made key macros and it sounds like it helps a lot with that stuff tho.
Don't want a failure to feed? Tap the bottom of the mag after you've loaded it and they won't happen.
Don't want a double feed? While they happen on their own, rarely, don't load the chamber directly when you have the slide locked back.
Cylinder blocked? Sucks, but just line up that cylinder with the hammer and you're golden.
Glock leg? Take out mag, rack the slide, re-insert mag or stow it, holster and do whatever it is you have to do.
Stovepipe? Just rack and go.
Arguably the whole idea behind the game is making the best out of a ♥♥♥♥♥♥ situation. The threat ♥♥♥♥♥♥ the world. You and other receivers survived but you're effectively trapped in a deadly limbo but hey, you've got a gun and some ammo. Make the best of it.
I'm not saying 'git gud' I'm saying that there are ways to mitigate/remove the possibility of these pesky malfunctions.
I do like this feature of the plot, the issue comes with their level of abilities. It's inconsistent. They're able to dream up imperfections in the guns you use, resulting in lower reliability, which is fine, but for the revolver it just straight up dreams an entire steel plug, out of nowhere, but can't do that for the barrel of the gun, or weld the trigger bar to the frame in the 1911. If it was something like rounds found on the ground having varying charges would fit more in line with the Threat's ability.
The rest of the malfunctions I actually quite like, though I would like to be able to tune their frequency sometimes.
That's a good point. Frankly having the model 10 is enough of a set back, given that there's a 0 percent chance of finding a magazine that is either full or has many rounds in it, like the auto loaders do, so ammo is automatically more difficult to find. Nevermind having the snub nose. Having that plug removed would be nice.
With the exception of blocked chambers, that is.