![]() During this period the shooter will remain stationary. Once firing is complete, a cooldown occurs. There is a short delay, called "burst ticks", after every shot in the burst but the last. A burst will also end early if the target dies or is destroyed. Once begun, firing can't be interrupted manually, however it can be interrupted, such as by stunning. The number of shots in a burst is determined by the weapon type and cannot be changed. Ranged weapons either fire a single shot or a number of shots in sequence called a burst. Once aiming has finished, the pawn will fire the weapon. During this time, the firing action can be canceled. The wedge slowly thins until it disappears and the shot or burst is fired. The remaining until firing is displayed by a translucent white wedge displayed in front of the shooter. The time this takes depends on the aiming time of the weapon, multiplied by the aiming time stat of the shooter. During this period the shooter will remain stationary and aim at the target before firing. Once a target is selected, and the shooter is in range, the firing cycle of ranged weapons can be broken down into three phases. A ranged weapon's accuracy and damage are also affected by its quality level. Range weapons consist mostly of firearms, as well as explosives, other non-gunpowder weapons like bows and throwing spears, and more advanced weapons like the charge rifle. Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. Weapons stored in a shelf will not deteriorate, even if left outside. If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. ![]()
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