At the least it would be very nice to know what the delay between shots in a burst is and also the sustained fire rate (which without RPM seems problematic). Those are both extremely important info, if a weapon fires a burst does it take 3 seconds or 0.3 seconds to do it? Who knows!
Is it that important, though? I mean, it's not useless information, for sure, but balanced against reducing information overload. There's certainly more stats that could be added - burst delay, cooldown, chargeup time, etc - but more becomes less quickly, and the tooltip is already... let's be kind and say "information rich".
At some point, the player has to use the weapon to get a feel for it. Once they do that, they know, alright, the burst is fired off pretty quickly (e.g. Locust) or pretty slowly (e.g. Squall). How long it takes between bursts is still relevant information, though, especially when comparing different weapons to see how they pair up.
For example, I don't know off the top of my head what the in-burst refire delay of the Locust is, but 1) it doesn't matter, because I know it's "fast", and 2) the exact number would not be useful information to me in almost any scenario I can envision, given that I've already seen it fire.
I did have the cycle time show <total time> (<cooldown>) at one point, so you could see how long the burst vs the idle time was, but that also didn't seem to be worth the added difficulty of figuring out.
Anyways, I see this overall argument from a different angle. No military, no weapons manufacturer / designer and virtually no games list fire rate like the change you made in 0.9x. So the system being different here relative to basically everything else out there is its own kind of counter intuitive.
I think it might be done that way because that's a useful number in the context where it's used, but I don't think that translates to Starsector or, most likely, to many games. I could see using it as a way to make things sound more "real-world military", though, so there's a flavor-based argument there.
... but when I look at the Vulcan as it is now? I can go in my head, oh its firing cadence is like X real life machine gun that also is in hundreds of games as just one example. While with the change you made? There are no points of reference at all except within Starsector itself, unless of course math is done.
It's cool you can do that! I can't. I think that's coloring both of our perceptions of the usefulness of shots/minute.
I do think that it's fairly safe to assume most players won't instantly relate a wide range of spm values to military hardware (that they have a feel for) with the same stats, though
Honestly you all make fair points but we already have dmg per second, we have flux per second, then why not have shots per second? It makes much more sense than using a term I'm betting some people won't understand. Because seing a number saying how much your guns pew pew in a certain time frame is super easy to understand than looking at a ''firing cycle'' and going wtf does this mean. And yes burst weapons are complicated to accurately show how they actually perform but it the end everyone is just gonna go to a simulation and see what does x thing do himself. Sure displaying information in a game like this is very important but I don't think having every single stat for a gun crammed into UI is really necessary. We don't wanna give new players heart attacks now do we?
Fair point about the "firing cycle" term; I'm hopefuly the (seconds) will help make what it means more clear, but, yeah.
As far as shots/second - well, you already said it doesn't really cover burst weapons, where - to me, at least - "firing cycle" is an actually useful stat that I think I'll be looking at even once I'm familiar with a weapon. Still, shots/second is to me an easier sell than shots/minute; but it gets awkward with slower-firing weapons. Hellbore would have like 0.25 shots/second and so on. So we'd be taking the situation where the time-between-shots is more important - because it's longer and makes more of a difference - and making that harder to pick out.
At some point, really fast rates of fire get pretty similar feel-wise and functionally. Probably past like 5 shots a second or thereabouts. Sure, going from 5 to 20 will affect DPS, but we already *have* a DPS stat, and it won't affect the feel of the weapon as much as going from say a 4 to a 1 second delay.
Is it at all possible to have weapons animate their firing rate in the codex and/or refit screen weapon selection, say on a mouse hover delay?
The visuals would provide much more accessible context for whichever information stream is in use.
That'd be amazing, but, right, pulling it off would be... complicated. Hmm. Let me take a quick look, though, just to make sure it's not easier than it seems. If I find any success I'll report back
That being said, I'm not against the concept of changing it to "Firing cycle". But I agree that this applies best to slow-firing weapons. The suggestion that weapons that fire more than 60 shots per minute go by RPM and those that fire less than 60/min go by FC is perfectly reasonable, but I am concerned it could be highly confusing to early players who aren't expecting the same "category" in a weapon's stat card to change between weapons. If I look at the Gauss Cannon and see it has a [fire rate] value of 2, and then look at the Vulcan Cannon and see it has a [fire rate] value of 1200, I think it's safe to say a less experienced player would be a little confused by what those values were without taking a close look. BUT as was also said, burst fire weapons make much more sense with a Firing Cycle than a Rounds Per Minute value, and I very much agree on this.
As much as I love the new weapon tooltip setup and all the new features/interactions it supports, a weapon's stats should be able to be ascertained at a glance, so having the format change between weapons, and potentially missing that change, is a risk. So I personally think it best if just one form of [fire rate] reigns supreme.
Yeah, that makes sense.
... A final thought though, as suggested by Angus above, why not use both but toggle with a setting? Now that's an idea I can get behind. An option in the config file - or, hell, a toggle right on the refit screen! - to choose how you want your weapon stats to be displayed would be the best option overall I feel, as it (hopefully) keeps everyone happy. Well. Maybe not everyone, since this is the internet, but the vast and sensible majority, surely. Regardless, I'd still prefer the current Rounds Per Minute stat be the default option.
why not both?
add a setting that changes between them
the firing cycle is extremely useful for slow weapons but is near useless on comparing firerate of multiple rapid fire weapons
if i had too pick one i would go with the old one
I don't want to go on a general rant about settings, so let's just say that while some settings are essential, they also have a dev cost that goes well beyond the initial implementation. (And, also, a game shouldn't ask the player to design the UI. There's a fine line between "customizable" and "we had no idea what would work well, so here you go, settings!", though.)