Cadencia de fuego es la frecuencia con la que los proyectiles son disparados por segundo. Existen varios modificadores (mods) que pueden ser usados para incrementar o reducir la cadencia de fuego tanto para primarias y secundarias. Es aplicable a balas, lásers, flechas y proyectiles lanzados a mano.
Modificadores que incrementan la cadencia de fuego también reducen el tiempo giratorio de cañones en armas como la Gorgon, Rifle Deth Machine, Soma, Cestra, y Supra. También reducen el tiempo de carga de arcos y otras armas que necesitan ser cargadas antes de disparar como la Ogris, Miter, Stug, Balística y Lanka. They also reduce the charge time of bows and other weapons with charge such as the . For burst-fire weapons, such as the Burston and Tiberon, fire rate affects both the speed of the burst as well as the time between bursts from Revisión 17.4.3 onwards. Continuous weapons such as Ignis and Rifle de Flujo have no additional visual effects from fire rate mods, however they still do damage at an increased rate.
Alta cadencia de fuego puede alimentar el efecto de Retroceso del arma. Para algunas armas, bajar la cadencia de fuego puede mejorar la puntería y precisión del jugador.
Modificadores de Cadencia de fuego
Dual-stat fire rate mods are obtained from Nightmare Mode missions. These mods combine increased fire rate with another positive enhancement. These mods are often weaker than their basic counterparts, but are useful for stacking or diverse builds.
These mods are found within vaults of the Orokin Derelict missions, increasing fire rate at the expense of other weapon stats.
Found in Orokin Derelict missions, these negatively affect fire rate in exchange for other enhancements. Weapons with innate overbearing recoil can be made more effective at range by reducing the fire rate.
These mods are dropped by Stalker's Acolytes during Operation: Shadow Debt. These mods increase fire rate while aiming for a short duration after reloading.
Charged Weapons
For weapons that use a charge mechanic, fire rate mods will increase the charge rate. Note that this increases the speed at which these weapons charge, which is not the same as lowering the charge time directly:
Charge Rate = 1 ÷ Charge Time
The charge rate is the speed at which the charge circle progresses to full. Applying mods works as so:
Modded Charge Rate = Charge Rate × (1 + Mod Bonus)
For the resulting charge time (seconds per charge) this means:
Modded Charge Time = Charge Time ÷ (1 + Mod Bonus)
Base Charge Time | Shred (+60%) | Speed Trigger (+120%) | Vile Acceleration (+180%) | All (+360%) |
---|---|---|---|---|
0.25s (Cernos Rakta) | 0.15625s | ~0.1136s | ~0.0893s | ~0.0543s |
0.5s (MK1-Paris) | 0.3125s | ~0.2277s | ~0.1785s | ~0.1087s |
1s (Most bows) | 0.625s | ~0.4545s | ~0. 3571s | ~0.2174s |
1.75s (Daikyu) | 1.09375s | ~0.7955s | 0.625s | ~0.3804s |
Base Charge Time | Shred (+30%) | Speed Trigger (+60%) | Vile Acceleration (+90%) | All (+180%) |
---|---|---|---|---|
1.5s (Ogris, Lanka), (Miter) | ~1.154s | 0.9375s | ~0.7895s | ~0.5357s |
2.5s (Opticor) | ~1.9231s | 1.5625s | ~1.3158s | ~0.8929s |
Base Charge Time | Accelerated Blast (+60%) | Shotgun Spazz (+90%) | Frail Momentum (+90%) | All (+240%) |
---|---|---|---|---|
1.3s (Drakgoon) | 0.8125s | ~0.6842s | ~0.6842s | ~0.3823s |
Auto-Spool Weapons
Some automatic weapons don't start out firing at the fire rate listed in the Codex. Instead, the first few shots are fired more slowly as the weapon 'spools up' to the maximum fire rate. Once the maximum fire rate is reached, the weapon will continue firing at that rate until either the wielder stops firing or runs out of bullets.
See Also
Plantilla:MechNav