Day of Infamy

Day of Infamy

Screaming Steel: 1914-1918
What's the deal with the pistols fire rate?
Why are they so slow?
Proof: https://youtu.be/BYokO2mshug
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Showing 1-6 of 6 comments
Smashnkill 1 Aug, 2018 @ 5:21pm 
Simply put, balance and game design.
Originally posted by Smashnkill:
Simply put, balance and game design.
i want to magdump tho
Have patience young grasshopper
Originally posted by Tyrannosaurus Wex:
Have patience young grasshopper
if i want to dump my load into a kraut in less than a second then that's my choice
i don't care how dissapointed anyone is
Last edited by 🐵🍌🙊ape🙈🦍🐒🦧🙉; 1 Aug, 2018 @ 7:11pm
ashton  [developer] 1 Aug, 2018 @ 8:03pm 
As already stated, the ROF stats of the pistols were changed for balancing. While the pistols have to compete against tons of fully automatic weapons in the base game, thats not the case in the mod. Keeping the fire-rate the same for the sidearms would essentially result in every class with a sidearm having a mini machine pistol, which we did not want to happen. In this mod you only have to compete against bolt-action rifles in close quarters most of the time, changing the ROF was therefore necessary to give riflemen a fighting chance.

Its worth noting that we did not randomly change these values without testing. Several playtests showed us that it was essentially impossible for a rifleman to gain the upper hand in CQB with the old values, especially against high capacity sidearms like the C96.

The gameplay formula and weapon meta is not the same as in vanilla, so expect differences.
Last edited by ashton; 1 Aug, 2018 @ 8:05pm
Originally posted by Ashton:
As already stated, the ROF stats of the pistols were changed for balancing. While the pistols have to compete against tons of fully automatic weapons in the base game, thats not the case in the mod. Keeping the fire-rate the same for the sidearms would essentially result in every class with a sidearm having a mini machine pistol, which we did not want to happen. In this mod you only have to compete against bolt-action rifles in close quarters most of the time, changing the ROF was therefore necessary to give riflemen a fighting chance.

Its worth noting that we did not randomly change these values without testing. Several playtests showed us that it was essentially impossible for a rifleman to gain the upper hand in CQB with the old values, especially against high capacity sidearms like the C96.

The gameplay formula and weapon meta is not the same as in vanilla, so expect differences.
nice, thanks for the long and detailed answer
i do still find it kind of annoying to have a gimped firerate though, as i've gotten used to magdumping pistols in CQB in vanilla, but i do see why it's been changed
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Showing 1-6 of 6 comments
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