r4y30n Posted April 21, 2021 Share Posted April 21, 2021 Balance aside, automatic weapons have unbelievably low rates of fire compared to real life. Let's look at assault rifles:Nokota D5 Copperhead 6.38 attacks per second or 383 rounds per minuteMilitech M251s Ajax 4.89 attacks per second or 293 rounds per minuteReal AK-47 (succeeded by the Copperhead in lore) 10 attacks per second or 600 rounds per minuteReal M16A4 (small caliber) 13.33 attacks per second or 800 rounds per minuteReal SCAR-H (big caliber) 9.17-10.83 attacks per second or 550-650 rounds per minuteSMGs:Militech M221 Saratoga 6.9 attacks per second or 414 rounds per minuteProblem Solver 15.83 attacks per second or 950 rounds per minute (only gun with a realistic fire rate)Real MP5K 15 attacks per second or 900 rounds per minuteReal KRISS Vector 20 attacks per second or 1200 rounds per minuteMachine pistols:Militech m-10AF Lexington 5.36 attacks per second or 322 rounds per minuteReal Glock 18C 20 attacks per second or 1200 rounds per minuteBurst fire guns suffer from a similar problem. Ignoring the delay between bursts, it sounds like most of these are firing in the 400 rpm range whereas real burst fire guns tend to have extremely high rates of fire to hopefully keep all three rounds on target. The Beretta 93R fires bursts at 1100 rpm and the ahead-of-its-time HK G11 fires bursts at an incredible 2100 rpm while full auto was only 460 rpm (the design goal was burst fire with comparable accuracy to single shots). The acoustic difference is bah-bah-bah in game vs brrrt in real life. Getting back to balance, the crazy high DPS will also come with much higher cumulative recoil so if you want your rounds to hit you have to either use short bursts or max out that body stat. Given the Problem Solver is already at a reasonable fire rate, this seems like a simple fix once we're able to edit item stats, as opposed to the Fallout games where fire rate is limited by frame rate. Link to comment Share on other sites More sharing options...
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