* **Type of Bug:**
Input/Game Stats
* **Description:**
After Title Update 3, Semi-Auto Weapons to include Rifles and Pistols do not consistently
fire at the RPM listed in their inventory stats. This is most obvious in weapons supposed to
fire 250-300RPM, like the M1911 pistol, Mk. 17 rifle, etc.
* **Video / Screenshot:**
No way to upload video ATM, sorry. This is very easy to reproduce.* **Steps to reproduce:**
Equip a semi-auto weapon such as a Mk. 17 rifle. Attempt to fire it as quickly as possible by
rapidly clicking the fire button (LMB by default).
* **Expected result:**
The weapon fires consistently at the maximum rate of fire listed in its inventory description.
* **Observed result:**
The weapon will fire most rounds at approximately 1/2 the rate of fire listed for it, as if the
game is ignoring or missing every 2nd left click input. Occasionally the weapon will fire at
the full RPM, then will return to the much slower rate of fire.
* **Reproduction rate:**
100% of the time.
* **System specs** *
OS: Microsoft Windows 10
CPU:L Intel Core i7-6800K
RAM: 16GB
GPU: GeForce GTX 1080
Drivers: GeForce 430.64
Mouse: Logitech G502
I have been experiencing this as well. Several other threads across these forums and reddit about it.
In a nutshell...it seems to be that since the patch we are now expected to click or pull the trigger in perfect sync with the guns RPM....any variation results in the gun appearing like it gets "jammed".
This is more noticeable with the "slower" guns...or the ones where the RPM is slower than most people naturally click.
I think pre-patch the game would have some sorta "input buffer" which allowed the gun to fire at its RPM but without the requirement for players to have a metronome.
Now it seems any button presses not aligned perfectly on the next "timestamp" get ignored....this effectively cause the gun to be slower.
In the case of a 275 RPM gun....that timestamp is every 0.22 seconds. If a player is able to perfectly time their button presses every 0.22 seconds the the MK17 feels like it used too. Any variation things get out of whack.
Before patch if a player hit the button before the next timestamp...the gun would simply fire at the next timestamp...instead of ignoring the shot like it appears to be doing now.
Probably a million better ways to describe what I think is happening.
I don't think its specific to any weapon.. I think its related to anything that required manual activation by the player....just so happens that the problem becomes really noticeable with the manual fire weapons like Rifles....specifically the slower ones. I have sen this with Pistols, MMRs and Shotguns as well.Originally Posted by UbiSailorScout Go to original post
The faster rifles like the Urban MDR do not seem to exhibit the problem....I think this is because their fire rate is faster than most people can click.
See my post above for details on what I and others think is going on.
It is every single semi-auto rifle. There was a significant amount of feedback during the PTS process about the issue and there was never a formal Dev response to the issue. I posted in the feedback sub-section because I couldn't tell if it was a bug or an intended change and therefore prone to Feedback but my DPS went from 1.6-1.7MM to 700-800K. Admittedly SOME DPS should be lost since I my numbers are based on elite damage however that would account for ~20% of the drop not the 50-60% drop. It's painfully obvious to those who are consistent rifle users.Originally Posted by UbiSailorScout Go to original post
I did back to back testing in PTS vs Live (Pre-TU3) and damage reduction was 100% in the firing rate.
As others have said elsewhere, if this is a permanent and intended change then tell us now so I can remake my build because the rifles are worthless now and I will flip to an AR.
You posted as I was typing!Originally Posted by UbiSailorScout Go to original post
Thank you Scout!
It's most noticeable for weapons with rates of fire in the 200-350 RPM range, but will occasionally be noticeable at other RPMs. What seems to be happening is that if you are clicking at higher than the weapon's RPM (say, your Mark 17 fires at 275 RPM but you're clicking at 300 clicks per minute), it starts dropping about every other click, resulting in an effective rate of fire of 150 RPM.
Speculation on the part of other users is that the game no longer buffers inputs, so any inputs that come in between the last time a semi-auto weapon fired and the next tick when it's ready to fire are simply dropped.