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ROF

Changed in 0.2.0

A weapon's frames between shots, or the multiplier a country or a difficulty setting applies to that delay.

Country reload multiplier

Specification — Country reload multiplier
Applies to
HouseType
File
rules.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
1.0

The value scales the delay between shots for every object owned by a house of this country, so a value above 1 fires more slowly. It applies in skirmish and multiplayer games only. There, the weapon’s ROF is multiplied by this value and by the difficulty multiplier before the weapon page’s other adjustments. A campaign game ignores this value and uses the difficulty multiplier alone.

rules.ini
[Nod]
ROF=1.25 ; outside a campaign, Nod objects wait about 25% longer between shots

The multiplier does not reach a shot inside a burst, a beam or particle weapon’s delay, or a structure still holding more than one round. The weapon’s ROF page describes each of these cases, and the difficulty page shows how the country and difficulty figures combine.

Weapon reload delay

Specification — Weapon reload delay
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The value is the number of game frames the weapon waits after a shot before it can fire again. There are 15 game frames to the second. It is a delay, so a larger value fires more slowly.

rules.ini
[120mm]
Damage=70
ROF=80

Unless one of the cases further down applies, the value is adjusted in this order:

  1. It is multiplied by the firing house’s rate-of-fire multiplier. That multiplier is the difficulty ROF of the house’s difficulty slot. In skirmish and multiplayer games it is also multiplied by the house’s country ROF.
  2. A random 0 to 2 frames is added.
  3. If the firer has earned the rate-of-fire ability, the result is divided by one plus VeteranROF.

Three cases use a different delay. The first case that applies decides it:

  1. A structure that had more than one round of Ammo when it fired waits a single frame. ROF therefore sets only the pause after its last round.
  2. A beam or particle weapon waits exactly ROF, with none of the adjustments above. This covers every IsSonic=yes weapon. It also covers every UseFireParticles=yes, UseSparkParticles=yes or IsRailgun=yes weapon. Such a weapon also cannot fire again until its effect has ended, as Firing geometry describes.
  3. A shot that does not end a Burst waits the gap its BurstDelay0 to BurstDelay3 entry gives. The shot that ends the burst uses the adjusted ROF.

During a strafing run, an aircraft also waits its first weapon’s ROF, unadjusted, after each shot but the last. This sets the spacing between the shots of the run.

Difficulty reload multiplier

Specification — Difficulty reload multiplier
Applies to
difficulty settings
File
rules.ini
Section
[<Difficulty ID>]
Value
floating point
When omitted
1Every file that contains the difficulty section resets the settings it leaves out, so a later file with the section but without this key restores 1.

[Easy], [Normal] and [Difficult] each set their own multiplier. A house uses the one for the difficulty slot it is assigned.

The multiplier scales the delay between an object’s shots, so a value above 1 fires more slowly. With the example below, objects of a house that takes its handicap from [Difficult] wait about 20% longer after each shot. The multiplier does not reach a shot inside a burst, a beam or particle weapon’s delay, or a structure still holding more than one round. The weapon’s ROF page describes each case.

rules.ini
[Difficult]
ROF=1.2

In a campaign game this multiplier applies alone. In skirmish and multiplayer it is multiplied by the country’s multiplier, as the difficulty page describes.

History

  1. Changed0.2.0In development

    Read the multiplayer 155mm and ARTYHE values from the rules