Math Included Below. TLDR at bottom.
This is a pretty niche problem, but can hopefully be included in a Guns Revised or the Balanced Revised later this year.
Right now as many players know, there is a pretty large imbalance between the damage guns and melee produce. Fixing he problem below will not fix this discrepancy, but will hopefully help make future changes easier less substantial.
The main problem is that it is near impossible to reach the listed fire rate of non-automatic guns (from now one stated as guns). This can be split up into two causes:
(1) firstly, as it stands right now, it is extraordinarily difficult to manually get close to the listed fire rate by just clicking
(2) The frequency of this second one is gun dependent. If the player shoots before the gun is allowed to fire, it can cause the gun to not fire and forces the gun to miss the next instance it would be allowed to fire. This server forced wait makes guns fire even slower.
- I had trouble determining what this forced wait time period is, but it seems to be between an additional 50% to 100% of time between bullets.
Example: if a gun has a fire rate of 2 (bullets per second, .5 seconds per shot) then shooting at .4 seconds after the last bullet can make the next eligible bullet fire at ~1 to 1.5 seconds after the last fired bullet. This doesn't happen all of the time, but as the fire rate of the weapon goes up, this punishment becomes a lot more noticeable.
My experiment process here was by no means perfect, but demonstrates how even imprecise testing shows how out of step the fire rates are to realistic firing.
Listed below are my experiment's steps:
- started a stopwatch
- waited until it hit 5 seconds
- started firing weapon
- watched when weapon was empty
- noted stopwatch time
- subtracted 5 to get the approximate time to empty a magazine
- repeated multiple times and averaged the 3 best times
- average is used in the data below
The data is arranged below in this style ((modded) tells reader if value is different than base value):
Weapon Name (Firing Mode)
Number of rounds / Stated fire rate = Mathematical time to empty the weapon ~My average time to empty the magazine (How difficult it felt to me trying to reach the best rhythmic fire rate without too many punishments) Estimated difference in seconds between emptying the magazine for the weapon Estimated Testing Fire Rate Estimated Difference in Fire Rate
200 rounds / 4.67 (modded) fire rate = 42.8 seconds to mathematically empty ~43 seconds to empty (N/A) .2 seconds emptying difference 4.65 test fire rate .02 difference in fire rate
Tiberon Prime (Auto)
73 (modded) rounds / 8.33 fire rate = 8.8 seconds to mathematically empty ~9 seconds to empty (N/A) .2 seconds emptying difference 8.11 test fire rate .22 difference in fire rate
Corinth Prime (Semi)
20 rounds / 2.69 (modded) fire rate = 7.4 seconds to mathematically empty ~8.5 seconds to empty (Difficult to get the rhythm on each shot) 1.1 seconds emptying difference 2.35 test fire rate .34 difference in fire rate
Tiberon Prime (Semi)
73 (modded) rounds / 6 fire rate = 12.2 seconds to mathematically empty ~16 seconds to empty (Painful getting through the entire magazine) 3.8 seconds emptying difference 4.56 test fire rate 1.44 difference in fire rate
Sybaris Prime (Burst)
35 (modded) rounds / 4.72 fire rate = 7.4 seconds to mathematically empty ~8 seconds to empty (Fairly easy to get the rhythm on each shot) .6 seconds emptying difference 4.38 test fire rate .34 difference in fire rate
Tiberon Prime (Burst)
73 (modded) rounds / 7.38 = 9.9 seconds to mathematically empty ~11 seconds to empty (Medium difficulty getting rhythm on each shot) 1.1 seconds emptying difference 6.63 test fire rate .75 difference in fire rate
90 rounds / 5.87 (modded) fire rate = 15.3 seconds to mathematically empty ~18.5 seconds to empty (Difficult to keep the rhythm for 45 shots in a row) 3.2 seconds emptying difference 4.86 test fire rate 1.01 difference in fire rate
Sepulcrum (Burst, Higher Fire Rate)
90 rounds / 9.17 (modded) fire rate = 9.8 seconds to mathematically empty ~12.5 seconds to empty (Difficult to keep the rhythm for 45 shots in a row) 2.7 seconds emptying difference 7.2 test fire rate 1.97 difference in fire rate
The difficulty in reaching the max fire rate also shouldn't be painful or difficult as is the case with Tiberon Prime (Semi), Corinth Prime (Semi), and both Sepulcrum examples. The additional punishment for shooting too quickly needs to be removed. Shooting too quickly should make it so the gun fires at the next eligible shot opportunity. This by no means will eliminate the DPS difference between melee and guns, but would be a nice quality of life improvement for all non-auto guns.
I did this experiment because the Sepulcrum is my current favorite after the Kuva Nukor, but the fire rate plus quick fire punishment quickly makes me want to swap to the Kuva Nukor which doesn't suffer from either of these problems. This should be in another post, but also allowing the Sepulcrum's alt fire to lock on to a group around the reticule is a much needed buff so the player doesn't need to flick their mouse around the screen hoping to lock on to enemies.
If others have additional ideas on how to more easily reach the mathematical fire rate more easily, I will include them (other than macroing). If I have misunderstood something or you spot an error please also let me know. With the upcoming Warframe Balance Revised (guess at name) I was hoping something like this could also be included.
Current fire rates for guns (non-automatic) are not possible to achieve. Math and Examples. Conclusion: Allow players to reach the mathematical fire rate easier and remove forced server wait.
Source: Original link
© Post "The problem with fire rates" for game Warframe.
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