Fire Rate Core — core¶
Fire Rate Core accelerates weapon triggers.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:8 · Aliases: AcceleratedAction
Behaviour and interactions¶
Fire-rate multiplier is 1 + 0.04 × log2(1 + rank). Semiautomatic weapons still require individual accepted presses. Ammo/reload and host timing constrain practical output.
Tier: Common · Categories: Weapons
Restriction: Semiautomatic fire requires individual trigger presses.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=1+.04*l;break; // fire rate
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.