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Assault Rifle, Combat Rifle & Ricochet Rifle: I've counted exactly 12 rounds per second while the game says 14.29.
Prototype Rifle: The display says 15.4 fire rate for Crash and 18.2 for Vegas, but on practice they both have Crash's fire rate. The extended view's base rounds per second are shown to be the same as of Assault Rifle's, which we know is wrong, so that may be related together with not correctly accounting for the skill points in Engineering.
Heavy Rifle: I've counted 10 rps, not 11.11.
K80 Personal Defense Weapon, Medical SMG & Minigun: I've counted exactly 20 rps for all three, not 28.57/28.57/25.00.
.50cal has 6.66 firerate rather than 7.11.
Other numbers
Burning damage for all fire weapons: currently 15 per second rather than 2.5 (used to be 7.5 for years, until a few months ago at most). We even have rd_burning_alien_damage with value 15 and yet the stats display lies.
Tesla Cannon's displayed stats start from 1 on Jaeger, become 1+1 with 3/5 damage bonus (but somehow still 1 in short summary), and then jump to 2+1 on Wildcat (somehow 1+1 in short summary). Every single time it is wrong, as tesla starts from 2 damage and gains 0.5 per general damage skillpoint.
Flamer with 3/5 damage bonus deals 3.5 direct damage. In short summary this value is expectedly rounded down. However, in the extended view it is suddenly "2+2", even though it correctly parses a similar case with Faith's 2.5 damage and rounds it down.
Mining Laser's 100-ish base damage is misleading due to unmentioned heavy reduction to aliens and doors. I'd rather have it say alien damage and specify effective damage multipliers to doors and misc objects (rocks, crates, etc). Or at least have alien resistance to it mentioned explicitly - probably the simplest option.
Pulse Rifle displays 45 altfire damage, but it's actually 1450. ...Oh, it does deal 45 to big doors. Shouldn't prioritize door damage over alien damage.
Hornet Barrage pretends it fires 11 rockets per use (actually 8), and also has explosives bonus (which only affects rockets' damage) icon next to rocket amount and fire rate, which aren't actually affected by any bonuses.
Missing data
Minigun & Flechette Launcher (homing ver.) are missing reload speed info from the extended view. Minigun even lost it from the short summary.
Vindicator: No # of altfire listed in the extended view. (Maybe it's simply off the screen?)
Pump-Action Shotgun: The altfire section should mention its effective ~1.8 rps while we're at it.
Medical SMG's healing section lists its primary fire's attack speed instead of its healing beam's tick rate.
Medical SMG should list "crouching doesn't improve accuracy" like Heavy Rifle's altfire section does. Or make it affected - still won't be overpowered with that ammo efficiency.
Some of the lines could be merged to take less vertical space:
the name of the altfire and its amount (the short summary already lists them on the same line)
"Ignites" and "Burning deals..."
Not directly related, but
On weapon select screen (but not individual weapon screen), replace monthly usage statistics with the short stats summary seen in lobby on hover-over, for a less sluggish option (quicker, less clicky) of viewing weapon stats.
The text was updated successfully, but these errors were encountered:
With how firerate is implemented it heavily depends on tickrate, with higher tickrate it gets closer to the listed values, so if you want this fixed, we would need to implement firerate in a different way like it was done with chainsaw, so buffing the actual weapons instead of rewriting the numbers in stats
Fire rate
Other numbers
Missing data
Texts, formatting, design
Some of the lines could be merged to take less vertical space:
Not directly related, but
On weapon select screen (but not individual weapon screen), replace monthly usage statistics with the short stats summary seen in lobby on hover-over, for a less sluggish option (quicker, less clicky) of viewing weapon stats.
The text was updated successfully, but these errors were encountered: