banana
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Zoro > Law
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Post by banana on May 9, 2016 15:35:41 GMT -5
Since Rapid Fire on most guns is a 6.38% increase, you would expect the guns with higher RPMs to have the biggest difference because they're a higher number right?
Apparently the guns with lower RPMs have the biggest difference in shooting time. Is it because RPM is basically a conceptual number and the real number is the fire time? Guns with lower RMPs have higher fire times so they thus get the biggest boost?
ex: KN difference in fire time is 0.006 and the Vesper's is 0.003
So we should actually be using Rapid Fire on the slower firing guns rather than the faster firing ones
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haoz
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Post by haoz on May 9, 2016 17:24:57 GMT -5
The frequency increases by 6.38% or the interval decreases by 6%. The two statements are equivalent.
I'd like to think that with slower firing guns, the marginal benefit of a fire rate increase is greater. But on the other hand, because the increase in fire rate is proportional to the base fire rate, the fire rate increase is less for slower firing guns. The end result for guns of all fire rates is 6.38% more damage dealt; i.e. the effect is the same across all fire rates.
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Post by imrlybord7 on May 9, 2016 20:52:41 GMT -5
Rapid Fire is only good on guns with very low recoil if you already have every other attachment you consider important.
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KenDirson
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Buff MW3 Shotguns
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Post by KenDirson on May 11, 2016 16:39:57 GMT -5
RF + Varix > RDS + Grip
Faster TTK, less recoil
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haoz
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Post by haoz on May 11, 2016 19:28:18 GMT -5
It's true. Varix lets you use quickdraw+rapid fire+fast mags (or some other three-attachment no grip combo) on the MoW and AK-44.
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banana
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Post by banana on May 11, 2016 19:55:35 GMT -5
stock is dope too
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haoz
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Post by haoz on May 12, 2016 15:36:41 GMT -5
The game lets you stay mobile even without stock via wall running and hopping.
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Post by imrlybord7 on May 12, 2016 18:01:15 GMT -5
Yeah with Afterburner and Blast Suppressor Stock is mediocre at best.
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Post by renegade1970 on May 21, 2016 2:01:53 GMT -5
so rapid fire is best served on the locus and svg100 sniper rifles then
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Post by imrlybord7 on May 21, 2016 2:15:36 GMT -5
so rapid fire is best served on the locus and svg100 sniper rifles then Dunno about that. With those guns you want to be lining up your shots carefully and not missing. But if you're some kind of quick scoping god then maybe.
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banana
True Banana
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Post by banana on May 21, 2016 9:35:29 GMT -5
Don't snipers have some sort of rechambering thing that makes the effect less?
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Post by wat7 on May 22, 2016 1:50:04 GMT -5
Don't snipers have some sort of rechambering thing that makes the effect less? As i understand it the firetime of a locus for example is 0.2s which happens after a shot, after those 0.2s you can melee, switch weapons or wait for the rechamber time of 0.85s. The locus has a firetime multiplier of 0.68 with Rapid Fire which is way more than other automatic weapons (and the reason Drift0r said that rapid fire on sniper rifles is so great) but it only applies to the 0.2s firetime, it has absolutely no effect on the rechamber time. A Locus without Rapidfire has a 0.2s+0.85s delay between shots A Locus with Rapidfire has 0.136s+0.85s delay between shots It's pretty useless on the bolt action sniper rifles.
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haoz
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Post by haoz on May 22, 2016 3:27:19 GMT -5
The increase in RPM is noticeable. It's comparable to having a faster firing MORS variant.
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banana
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Post by banana on May 22, 2016 11:53:45 GMT -5
Don't snipers have some sort of rechambering thing that makes the effect less? As i understand it the firetime of a locus for example is 0.2s which happens after a shot, after those 0.2s you can melee, switch weapons or wait for the rechamber time of 0.85s. The locus has a firetime multiplier of 0.68 with Rapid Fire which is way more than other automatic weapons (and the reason Drift0r said that rapid fire on sniper rifles is so great) but it only applies to the 0.2s firetime, it has absolutely no effect on the rechamber time. A Locus without Rapidfire has a 0.2s+0.85s delay between shots A Locus with Rapidfire has 0.136s+0.85s delay between shots It's pretty useless on the bolt action sniper rifles. 0.064 is a bigger increase than pretty much every gun though.
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asasa
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fuck
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Post by asasa on May 22, 2016 22:39:25 GMT -5
But its still negligible. Unlike a normal gun where you fire 10-20 shots to kill someone here you fire 1 or 2. 64ms is about 2 frames. 1 shot is no benefit at all.
Maybe a fair comparison is that if you missed your first shot and timed the second perfectly, your opponent would get off 0 to 1 less shots than if you had the standard sniper rifle.
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haoz
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Post by haoz on May 23, 2016 0:50:38 GMT -5
Thinking in terms of frames isn't productive. Just consider the absolute numbers. If you had 50-100 ms additional latency, it would be noticeable and would affect your gameplay. Such is the case with rapid fire; your time to kill is reduced by a similar amount. Pamaj puts rapid fire on his sniper rifles. Why wouldn't you?
I think xclusiveace's youtube video on rapid fire is worth considering. He suggests considering the reduction in time to kill given a typical number of bullets fired, which is typically more than double the number of bullets to kill (due to inaccuracy).
Over the firing of 5-10 bullets, which is a realistic range for the actual number of bullets fired, the 6% difference in firetime contributes to around ~50 ms faster TTK. The MoW for example: 8 bullets will be 49 ms faster with rapid fire. The VMP and Vesper typically kill after firing 10 bullets; the rapid fire bonus in this case is 40 ms and 30 ms respectively. I still think that rapid fire is equally beneficial on faster and slower firing weapons, but practical considerations make it better on slower firing weapons. On faster firing weapons, ammo conservation and compensating for recoil are bigger problems.
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haoz
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Post by haoz on Jul 3, 2016 13:47:12 GMT -5
So now people are saying it helps you hit more bullets on target because a faster firing gun will miss less against a moving target during the period you're on target.
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haoz
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Post by haoz on Jul 5, 2016 1:38:14 GMT -5
I don't think the 6% higher fire rate adds significantly more recoil beyond the base weapon recoil.
It makes a small impact overall, but I like this line of argument that faster fire rate helps land more hits on a moving target. It would probably help burst fire weapons the most.
The M8 burst ROF is 1000 RPM right now I think, but it used to be nearly 1100. Rapid fire brings it up to pre nerf speeds.
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banana
True Banana
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Post by banana on Jul 5, 2016 10:54:23 GMT -5
They did mousey
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haoz
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Post by haoz on Jul 8, 2016 11:51:35 GMT -5
I understand what you say about recoil, but if the recoil isn't enough to send a player off target, then whether it is rising or falling doesn't matter.
Since the server tick rate is 20 hz, do player hitboxes update at that rate or is there interpolation (and at what rate)?
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