1st Person vs 3rd Person Rate of Fire is Different?

Post » Sat Apr 18, 2009 7:27 pm

Has anyone else experienced a difference between firing weapons in first person vs. third person? For some reason shooting in third person has a faster and more consistent rate of fire than in first person. When shooting rapidly the first person mode sometimes the weapon will animation will pause and not respond to mouse clicks creating a slower and irregular rate of fire. I tested it with several different weapons many of them have this problem (i.e. trail carbine, lever action shotgun, hunting shotgun, .357 magnum)

Also, this effect appears to worsen when using iron sights in first person mode...

*Update* I tested it again and it doesn't matter whether you're in first or third person, the irregular rate of fire exists in both modes. It also exists whether you are zooming with iron sights or not.

*Update 2* SOLVED. I found a way to correct the irregular rate of fire in the GECK. I'll post a link to the mod I'm making when I'm done.

*Update 3* Here is my new mod fixing the RoF problem:

http://www.gamesas.com/index.php?/topic/1163793-relz-syclonixs-slicker-shooting-mechanics/
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Sarah Evason
 
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Post » Sat Apr 18, 2009 3:02 pm

I think this is a known problem with lever action weapons. (I've not seen this first hand, its only the impression I got from reading the forums ~so I could be wrong).
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Lily
 
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Post » Sun Apr 19, 2009 5:21 am

Yeah, that sounds like the reload bug....affecting weapons where you reload bullets one at a time (no clip) or something. It was first supposedly fixed in patch 1.1 (but for me patch 1.1 gave me the bug ::rolleyes:: and then more reliably fixed in 1.2 for most people. But it still crops up now and again, either in full or in a much less severe form. In patch 1.1 it froze on me for about six seconds. Now in 1.2 (for me) it only happens very occasionally and for only about 1 second. lol If you have it, it can also affect companions if you give them those weapons (particularly the cowboy repeater)
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ILy- Forver
 
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Post » Sat Apr 18, 2009 8:11 pm

Thank you Gizmo and Lady Crimson. Actually I found the problem and it isn't the reload bug (this happens during shooting not reload). The reason for the irregular rate of fire is because Obsidian/Bethesda made it that way... I'm making a mod to "fix" this so that semi-automatic weapons feel more responsive when shooting. I'll post a link here once I finish the mod.
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matt
 
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Post » Sat Apr 18, 2009 8:22 pm

They MADE IT THAT WAY???!!!???

What rational could there be for that? Poor condition? Does a perfectly repaired weapon do better?

Good thing I do sniper characters. I hardly ever touch a MG.


B)
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Hope Greenhaw
 
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Post » Sat Apr 18, 2009 9:02 pm

I wonder if they were trying to incorporate how the operation of the weapon would diminish over time as the condition went down.
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Tanya Parra
 
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Post » Sat Apr 18, 2009 9:41 pm

I've had that "feature" happen quite a few times with That Gun. I only experience it when a lot of stuff happens, so I thought it was due to my system being a wee bit oldish for the settings I play on.

Looking forward to the fix!
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Amanda Furtado
 
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Post » Sun Apr 19, 2009 6:05 am

I hate it when that happens, you can only fire semi autos really slow or really fast, why the hell would they make it that way?
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Harinder Ghag
 
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Post » Sun Apr 19, 2009 5:06 am

Did you guys know this also effects some energy weapons, melee weapons and explosives too? For example when you press the C4 detonator sometimes it will trigger the C4 slower, sometimes faster..

I'm changing all the playable weapons including melee and explosives. In the future, if people want, I'll make these two modular.
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kiss my weasel
 
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Post » Sun Apr 19, 2009 2:31 am

Did you guys know this also effects some energy weapons, melee weapons and explosives too? For example when you press the C4 detonator sometimes it will trigger the C4 slower, sometimes faster..

I'm changing all the playable weapons including melee and explosives. In the future, if people want, I'll make these two modular.

When you are done, be sure to do a long "burn in" test with the mod active ~just in case the behavior was purposely done to avoid or bypass some engine/effects quirk. If it was done on purpose, you have to wonder why... Otherwise it sounds like a great mod you're making. :goodjob:
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Kristina Campbell
 
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Post » Sat Apr 18, 2009 9:48 pm

Here's the link to my mod: http://www.gamesas.com/index.php?/topic/1163793-relz-syclonixs-slicker-shooting-mechanics/

I've tested it and there are no negative side effects with the changes I've made. It appears Beth/Obsidian were trying to make the game more RPGish by randomizing when your weapon would fire.. not their best idea. Also, my mod does this without altering the DPS of any weapons so everything remains perfectly balanced.
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Johanna Van Drunick
 
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Post » Sat Apr 18, 2009 10:48 pm

I don't get it. Were they trying to emulate trigger finger cramps? :huh:
Thank you kindly for the mod!
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Kayla Oatney
 
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Post » Sun Apr 19, 2009 5:01 am

Here's the link to my mod: http://www.gamesas.com/index.php?/topic/1163793-relz-syclonixs-slicker-shooting-mechanics/

I've tested it and there are no negative side effects with the changes I've made. It appears Beth/Obsidian were trying to make the game more RPGish by randomizing when your weapon would fire.. not their best idea. Also, my mod does this without altering the DPS of any weapons so everything remains perfectly balanced.

Thanks :tops:

**Randomizing how (exactly) ~just curious.
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Peetay
 
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Post » Sun Apr 19, 2009 7:30 am

@Gizmo: Looks like I didn't spend enough time testing. I played with the mod some more and although it appears to have helped, it hasn't completely solved the irregular rate of fire problem. I'm guessing it is a bug with the game engine, but I'll keep digging..
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Theodore Walling
 
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