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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 09:59:00 -
[1] - Quote
So, just in case anyone is unaware:
There are three attributes that affect rate of fire on every weapon.
1: the rate of fire. This would be the "rounds per minute." That attribute measures the weapon's ability to cycle rounds through and send them downrange. RoF does NOT take into account for the other two attributes.
Charge time: common on caldari weapons charge time is how long you must wait after you pull the trigger for your weapon to fire again.
Refire delay: it's not what it is called in the system, it's what I call it. This is the mandatory delay that the game mandates after a triggerpull. Refire delay is most noticable on the forge gun and combat rifle, slowing the rate of fire and forcing you to wait out the duration of the delay before you can take certain actions, such as sprinting, reloading and firing again.
Because all three of these things are involved, how would the rate of fire mods affect them?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 10:19:00 -
[2] - Quote
DeathwindRising wrote:for simplicity, the user should notice a appreciable increase in their ability to put more rounds out.
so a RoF mod shoud speed up all aspects. shorter charge times, more rounds per minute, and decreased time spent in animations between shots (faster pumping action while using shotguns for example)
It's also the three attributes that put the hardest brakes on DPS.
On any weapon that has a high refire delay, the forge gun, for instance, the difference in DPS can be incredible.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 10:20:00 -
[3] - Quote
DeathwindRising wrote:Arkena Wyrnspire wrote:On most automatic weapons the effect of the second two factors would be negligible.
On the base assault rifle, for instance, there is no/negligible refire delay because it is possible to successfully use a modded controller to fire at max RoF without recoil. This is true of other automatic weapons such as the breach and ACR.
The RR and ARR would still receive benefits from a RoF mod even if it didn't affect charge time. i think it be easier to simply increase the rounds per minute. some weapons will benefit from the RoF mod, and others won't. Modules should never be useful to some and useless to others unless separate mods are made to cover the gap.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 10:22:00 -
[4] - Quote
This is more a direct question to rattati/me tossing out something to consider.
I'm less concerned with how the things should be balanced, more with how they are envisioned to function.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.10 14:09:00 -
[5] - Quote
Another thing to consider is RoF vs damage is NEVER 1:1 comparison.
10% RoF is a higher DPS jump than 10% raw damage by a sharp margin.
If they were to balance out then the light mods would likely be around 5% and heavy mods why bother?
Finally since RoF always carries higher value, putting the damage mods low and RoF mods would do the opposite of giving shield suits an edge. Because it would again put the DPS advantage firmly in the hands of armor.
To clarify. This is not: why this is a bad idea. This is me saying "we need to account for these variables"
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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