So in the new quirks preview the KFX-S side torso shows machine gun rate of fire +2.5%. The existing weapon cooldown quirks increase rate of fire why do we have two ways of saying the same thing?
Can we expect Ballistic cooldown quirks to now increase the machine guns rate of fire?
New Rate Of Fire Quirk Vs Existing Cooldown Quirk
Started by Past, Apr 06 2015 07:02 PM
8 replies to this topic
#1
Posted 06 April 2015 - 07:02 PM
#2
Posted 06 April 2015 - 07:03 PM
In the game code, Cooldown =/= Rate of Fire.
Currently, the only two guns that use the Rate of Fire tag are the Machine Gun and AMS. Both weapons have 0.0 Cooldown, which means cooldown quirks have no effect on them. Every other weapon uses Cooldowns, excluding Flamers. Flamers don't use either attribute, for some reason.
Rate of Fire basically means how many shots you fire within 1 second. For example, MGs have their RoF set to 10.0 by default, which means 10 bullets per second. Cooldown is basically just your reload time.
I have absolutely no idea why they chose to not just use tiny cooldowns on MGs and AMS to simplify this whole thing. Heck, I still think it's silly that they called it "Cooldown" in the first place instead of Reload Time or whatever.
Currently, the only two guns that use the Rate of Fire tag are the Machine Gun and AMS. Both weapons have 0.0 Cooldown, which means cooldown quirks have no effect on them. Every other weapon uses Cooldowns, excluding Flamers. Flamers don't use either attribute, for some reason.
Rate of Fire basically means how many shots you fire within 1 second. For example, MGs have their RoF set to 10.0 by default, which means 10 bullets per second. Cooldown is basically just your reload time.
I have absolutely no idea why they chose to not just use tiny cooldowns on MGs and AMS to simplify this whole thing. Heck, I still think it's silly that they called it "Cooldown" in the first place instead of Reload Time or whatever.
Edited by FupDup, 06 April 2015 - 07:05 PM.
#3
Posted 06 April 2015 - 07:41 PM
And that +% cooldown makes it shoot faster.
#4
Posted 06 April 2015 - 11:07 PM
From a lore stand point...Cooldown is LITERALLY cooldown. The weapon is cooling and thus you don't fire it, which could result in catastrophic (or not so catastrophic) failure of the weapon and potentially render it useless if done.
#5
Posted 06 April 2015 - 11:26 PM
Honestly, this means that PGI should look into adjusting the ROF of Clan ballistics such as the C-ACs and C-UACs if not at least heavily quirking them into usefulness.
#6
Posted 07 April 2015 - 12:59 AM
the 4 UAC10 DWF build never felt underpowered imo...
#8
Posted 07 April 2015 - 05:58 AM
Lord Scarlett Johan, on 06 April 2015 - 11:26 PM, said:
Honestly, this means that PGI should look into adjusting the ROF of Clan ballistics such as the C-ACs and C-UACs if not at least heavily quirking them into usefulness.
Nitpick: Clan ACs/UACs don't have RoF, they have Cooldowns.
(Only MGs and AMS use the RoF attribute in Weapons.XML).
#9
Posted 07 April 2015 - 07:10 AM
FupDup, on 07 April 2015 - 05:58 AM, said:
Nitpick: Clan ACs/UACs don't have RoF, they have Cooldowns.
(Only MGs and AMS use the RoF attribute in Weapons.XML).
(Only MGs and AMS use the RoF attribute in Weapons.XML).
Well They do have a brief lull between shots. I don't remember what it's called in the XML, but there's about 1/6th of a second between shots. I think they need to shorten that.
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