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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 ammo.
 
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 ammo.
   
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Revision as of 22:20, 27 September 2019

Fire rate is the frequency at which projectiles are launched per second. Various mods can be used to increase or decrease the fire rate of primary and secondary weapons. This applies to bullets, lasers, arrows, and hand thrown projectiles.

Mods that increase fire rate also reduce the spin up time of spooling weapons which includes the Gorgon Gorgon, DethMachineRifle Deth Machine Rifle, Soma Soma, Cestra Cestra, and Supra Supra. They also reduce the charge time of bows and other weapons with charge such as the Ogris Ogris, Miter Miter, Stug Stug, Ballistica Ballistica and Lanka Lanka. For burst-fire weapons, such as the Burston Burston and Tiberon Tiberon, fire rate affects both the speed of the burst as well as the time between bursts from Hotfix 17.4.3 (2015-09-16) onwards. Continuous weapons such as Ignis Ignis and FluxRifle Flux Rifle have no additional visual effects from fire rate mods, however they still do damage at an increased rate. Increasing fire rate on semi-auto weapons increases the cap on how fast they can fire and vice-versa. On duplex-fire weapons, fire rate mods affect the time between each 2 round burst, similar to burst-fire weapons.

High fire rate exacerbates the effects of weapon recoil. For some weapons, lowering the fire rate can improve the player's overall accuracy.

Fire Rate Mods

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.

These mods are dropped by Grineer Commanders on the Plains of Eidolon, and may also be awarded by completing Ostron Bounties available in Cetus. They provide additional bonuses based on the number of set mods presently equipped.

These mods are the primed variants of the normal fire-rate mods.

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)


Charge times for bow weapons (x2 bonus applies)
Base Charge Time Mod TT 20px Shred (+60%) Vigilante Fervor (+90%) Mod TT 20px Speed Trigger (+120%) Mod TT 20px Vile Acceleration (+180%) All (+450%)
0.25s (RaktaCernos Rakta Cernos) 0.15625s ~0.1316s ~0.1136s ~0.0893s ~0.0455s
0.5s (Most bows) 0.3125s ~0.2632s ~0.2273s ~0.1786s ~0.0909s
1s (ArtemisBowWeapon Artemis Bow, Daikyu Daikyu) 0.625s 0.5253s ~0.4545s ~0.3571s ~0.1818s
1.2s (Lenz Lenz) 0.75s ~0.6316s ~0.5455s ~0.4286s ~0.2182s

Charge times for rifle weapons (x2 bonus does not apply)
Base Charge Time Mod TT 20px Shred (+30%) Vigilante Fervor (+45%) Mod TT 20px Speed Trigger (+60%) Mod TT 20px Vile Acceleration (+90%) All (+225%)
0.3s (Javlok Javlok, Ogris Ogris) ~0.2308s ~0.2069s 0.1875s ~0.1579s ~0.0923s
0.4s (Battacor Battacor) ~0.3077s ~0.2759s 0.25s ~0.2105s ~0.1231s
0.5s (Ferrox Ferrox, Scourge Scourge) ~0.3846s ~0.3448s 0.3125s ~0.2632s ~0.1538s
0.6 (OpticorVandal Opticor Vandal) ~0.4615s ~0.4138s 0.375s ~0.3158s ~0.1846s
0.75s (Miter Miter) ~0.5769s ~0.5172s 0.46875s ~0.3947s ~0.2308s
0.8s (Tenora Tenora) ~0.6154s ~0.5517s 0.5s ~0.4211s ~0.2462s
1s (Lanka Lanka) ~0.7692s ~0.6897s 0.625s ~0.5263s ~0.3077s
2s (Opticor Opticor) ~1.5385s ~1.3793s 1.25s ~1.0526s ~0.6154s

Charge times for shotgun weapons
Base Charge Time Mod TT 20px Accelerated Blast (+60%) "Shotgun Spazz" wasn't found in Module:Mods/data (+90%) Mod TT 20px Frail Momentum (+90%) All (+240%)
0.5s (Drakgoon Drakgoon) 0.3125s ~0.2632s ~0.2632s ~0.1471s

Charge time for pistol weapons (Excluding Angstrum Angstrum, as charge time differs with mag size.)
Base Charge Time Mod TT 20px Lethal Torrent (+60%) Mod TT 20px Gunslinger (+72%) Mod TT 20px Anemic Agility (+90%) All (+222%)
0.8s (BallisticaPrime Ballistica Prime) 0.5s ~0.4671s ~0.4211s ~0.2484s
1s (Ballistica Ballistica, Rakta, Staticor Staticor) 0.625s ~0.5814s ~0.5263s ~0.3106s
3s (Stug Stug) 1.875s ~1.744s ~1.578s ~0.9316s

Base Charge Time Mod TT 20px Shell Rush (+50%)
0.5s (Corvas Corvas) ~0.3333s
1s (Velocitus Velocitus) ~0.6667s

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 ammo.

Burst-Fire Weapons

There are three types of burst-fire weapons. There are normal burst-fire weapons that fire a set number of rounds per burst, with each round shot one after the other; these are the most common out of all the burst-fire weapons. The second least common are simultaneous burst-fire weapons that shoot the number of bullets in its burst count simultaneously (similar to shotguns). Automatic burst-fire weapons are automatic versions of normal burst-fire weapons, holding the trigger will continue to shoot rounds in normal bursts until the trigger is released. The following weapons have burst-fire as its primary trigger mode or as an alternate trigger:

Media

See Also