Burst
| Flag: | Burst |
| File(s): | Rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Default: | 1 |
| Applicable to: | Weapons |
Defines the amount of shots this weapon can fire in succession without having to stop and reload or wait for the ROF to pass. If set to more than 1, then each shot's origin (FLH) inverts the lateral component. For example, a Burst=2 weapon fired from a unit with PrimaryFireFLH=100,50,20 would fire two shots without stopping, and the first shot would come from 100,50,20 and the second one - from 100,-50,20. The third shot, if the weapon were to allow it, would come from 100,50,20 again. And so on.
Notes
- Firing animation lateral offsets are reversed when multiple bursts are used. See this article for more information.
- ROF is applied only after all burst shots have been fired.
- In Red Alert, a TechnoType with the same Primary and Secondary weapon will be able to fire both weapons consecutively, effectively doubling the weapon's Burst.
Bugs/Side-Effects/Unexpected Limitations
If a unit with a multiple burst weapon (Burst > 1) destroys its target or is assigned a new target before it has fired all shots, the game resets the burst counter, but does not also restart reloading. The result is that the unit can attack the next target immediately, with a fresh set of bursts.
Given that the delay between bursts is usually shorter than the reload time, this gives an unfair advantage. Given that manually changing targets or issuing a Stop command also resets the burst counter, this can be exploited.
- Ares 3.0 fixes this by not resetting the burst counter.
See Also
- BurstDelay – defines the delay between each burst.