Fire Rate Jitter
What it is
Fire rate jitter is an optional per-weapon field that adds a random ± offset to a weapon’s cooldown after every fire. The roll is independent on each shot and is applied multiplicatively to the base cooldown.
The math
After each fire, the next cooldown is computed as:
cooldown = (1 / fireRate) × (1 + uniform(−jitter, +jitter))
uniform(−jitter, +jitter) is sampled fresh per shot.
Effective cooldown range for a 1.000 s base cooldown at representative jitter values:
| Jitter | Min cooldown (s) | Mean cooldown (s) | Max cooldown (s) |
|---|---|---|---|
| 0.20 | 0.800 | 1.000 | 1.200 |
| 0.30 | 0.700 | 1.000 | 1.300 |
| 0.50 | 0.500 | 1.000 | 1.500 |
Effective cooldown range for the Mortar at L1 / L10 / L20 (jitter 0.20):
| Level | Base fire rate (Hz) | Base cooldown (s) | Min cooldown (s) | Max cooldown (s) |
|---|---|---|---|---|
| 1 | 0.600 | 1.667 | 1.333 | 2.000 |
| 10 | 0.762 | 1.312 | 1.050 | 1.575 |
| 20 | 0.942 | 1.062 | 0.849 | 1.274 |
Which weapons use it
| Weapon | Jitter |
|---|---|
| Mortar | 0.20 |
| Cannon | 0.20 |
| Missile | 0.20 |
| Carpet Bomber | 0.30 |
| Hellrain | 0.50 |