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Gun reload times capped?


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Riceygringo #1 Posted Apr 25 2011 - 01:03

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I've noticed on my Derp gun KV the fire rate is capped at 2.7 rounds per minute, because between 85% crew and 100% crew there was no difference in the reload times. Anyone else having the same problem?

xGear #2 Posted Apr 25 2011 - 01:05

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Currently the stats don't reflect what It actually is, only what it is with 100% crew.

sweenytodd #3 Posted Apr 25 2011 - 01:06

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to get the stated values you have to apply all the upgrades i.e. ventilation ect.

Riceygringo #4 Posted Apr 25 2011 - 01:44

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View PostxGear, on Apr 25 2011 - 01:05, said:

Currently the stats don't reflect what It actually is, only what it is with 100% crew.

no I wasn't using the values shown, I actually timed my reload with a stopwatch and there wasn't any difference (other than human error) on the reload times between a 85% and a 95% crew. I had rammer installed.

25Spartanspearman25 #5 Posted Apr 25 2011 - 01:56

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the RoF should stay that way because the KV is OP enough with the derp gun. We don't need a bunch of KVs running around with rapid fire. :lol:  :P

Riceygringo #6 Posted Apr 25 2011 - 02:00

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But I'm wondering if I just just destroy the rammer if it has no effect, I seriously need a camo net or binos. Although if I can cut the reload time to <20 seconds that would be nice..

25Spartanspearman25 #7 Posted Apr 25 2011 - 02:02

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other than a gun rammer, I don't think theres much you can do to increase the loading rate. <_<  srry. :mellow:

Riceygringo #8 Posted Apr 25 2011 - 02:07

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Well Ventilation will, but I think the reload times are capped at the displayed values. Whether I got a rammer or not does not matter once my crew hits 100%

P.S. :Smile_great: I shudder to think what would happen if the reload was cut to 15 seconds or less

duckybank #9 Posted Apr 25 2011 - 02:08

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As others have stated, the RPM shown in the stats page is the theoretical maximum rounds-per-minute. This means with 100%, rammer, ventilation(am i missing one?) the 152 on the KV will fire at 2.7 rpm. The reload time is already so long, that increasing the crew's skill wont produce a noticeable outcome. So yes, the RPM is capped, as shown on the stat sheet. However, untill max crew and all upgrades, you will not reach that cap.

Riceygringo #10 Posted Apr 25 2011 - 02:13

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View Postduckybank, on Apr 25 2011 - 02:08, said:

As others have stated, the RPM shown in the stats page is the theoretical maximum rounds-per-minute. This means with 100%, rammer, ventilation(am i missing one?) the 152 on the KV will fire at 2.7 rpm. The reload time is already so long, that increasing the crew's skill wont produce a noticeable outcome. So yes, the RPM is capped, as shown on the stat sheet. However, untill max crew and all upgrades, you will not reach that cap.

I doubt it, BECAUSE the reload time is so long, there should be a larger difference. Think about it, 10% of 30 seconds is definetly larger than 10% of 10 seconds. I know from 75% to 85% there was an increase of about 2 seconds in my reload times. But ever since I installed my rammer (when I installed it hit the displayed value of 2.7 rounds per minute) and has not changed since.

duckybank #11 Posted Apr 25 2011 - 04:19

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The displayed reload is always 2.7 seconds. Even for me, who doesn't own a KV or an su-152 :D.

xGear #12 Posted Apr 26 2011 - 21:08

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View Poststeel943, on Apr 25 2011 - 01:44, said:

no I wasn't using the values shown, I actually timed my reload with a stopwatch and there wasn't any difference (other than human error) on the reload times between a 85% and a 95% crew. I had rammer installed.
Oh, Try it with a different tank/gun then. See if it's a game-wide thing or just a KV derp gun thing.




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