also for non-burst weapons, the delay between shots =
aim.average of min/max multiplied by modifiers + fire.wind_up + fire.wind_down + cooldown.average of min/max multiplied by modifiers (except on the last shot, that uses reload instead) + 0.125 (the minimum time to fire a single shot, only applies to non-burst weapons)
So reducing cooldown alone may not make a noticeable difference if aim and wind up/down are greater factors.
wind up and wind down are used specifically for animation times. So if the animation of working the bolt on a bolt-action rifle takes 1.3 seconds after firing, they'll put a 1.3 second wind_down on the weapon. In CoH1 there was a long time 'bug' with the Wolverine since the weapon had a wind_up time dealing with its animation, so if a fast moving target left it's aiming cone before the wind_up time was complete, the Wolverine would fail to fire and would have to turn the turret again and try again.
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#Steam AliasWL%Streak
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