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Sunday, November 20th 2016, 4:25am

Why do the actual rates of fire for so many weapons in "Battlefield 1" end up being one round per minute slower than what is described in the game?

Was there a purpose for the developers in making guns shoot at 299 rounds per minute rather than simply at 300 rounds per minute for example?

yugas42

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Sunday, November 20th 2016, 4:30am

Why do the actual rates of fire for so many weapons in "Battlefield 1" end up being one round per minute slower than what is described in the game?

Was there a purpose for the developers in making guns shoot at 299 rounds per minute rather than simply at 300 rounds per minute for example?

I'm sure there is a reason. If the -1 rate of fire is consistent across all weapons or most even, it is probably deliberate. But we don't know. This thread is for asking questions mostly about us or about how the site works, not about games specifically. I don't work for DICE, so I have no idea.

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Sunday, November 20th 2016, 4:40am

Alright then, thanks anyway. I just thought that since there are members here that have analyzed the codes of the "Battlefield" games for so long that perhaps they knew the reasons why. Maybe it has something to do with semi-automatic guns jamming when you click the mouse faster than its intended rate of fire, since I heard it has been completely rid of in "Battlefield 1".

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Sunday, November 20th 2016, 5:31am

@Symthic mods, sorry for hijack.

Why do the actual rates of fire for so many weapons in "Battlefield 1" end up being one round per minute slower than what is described in the game?

Was there a purpose for the developers in making guns shoot at 299 rounds per minute rather than simply at 300 rounds per minute for example?

See here: Shoot-and-Recover Calculator

In your example, in-game the gun is listed at 300RPM. You would then expect it to shoot 300 / 60 = 5 times a second, or 0.2 second per shot. Due to how Shooting Mechanics work, though, if you program the gun at 300RPM, it actually won't fire 5 times a second... or for that matter be 0.2s per shot. A "300RPM" gun will actually take 0.1833333333s per shot... 5.4545454555371900828249436514227 shots per second... 327.27272733223140496949661908536RPM. As you can see, that's messy and not entirely correct.

Whereas if you program it at "299RPM," then it works. 0.2 second per shot, 5 shots per second, 300RPM.

Check rows 2 and 3 for that effect in action. You can play around with the other values in the RoF column (Column C) as well, but all of them check out. In-game "360RPM" = 359RPM actual, "225RPM" = 224RPM actual.

Interestlingly Mondragon's 257RPM on the other hand is unaffected, but they might as well have called it "260RPM" because it makes no difference in that range.

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Sunday, November 20th 2016, 5:55am

Wow. So there was a point to that after all. Thank you for the explanation!

Would everything in a "Battlefield" game running on a 50Hz server be easier for programmers since a second with its 1000 milliseconds or 1000000 microseconds is fully divisible by the number 50 when actually implementing the intended rates of fire for each of the weapons?

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Sunday, November 20th 2016, 6:56am

You'd have to make sure the majority of players run 50Hz monitors first.
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Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


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Sunday, November 20th 2016, 6:58am

I did not realize those things were correlated. I played on a 50Hz server for "Battlefield 4" a couple of times and never had any issues.

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Friday, December 16th 2016, 5:09am

Boo, I'm back and ready for any questions you can throw at me!
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Friday, December 16th 2016, 11:38am

In which country is the server-PC located?
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