All Discussions > Steam Forums > Off Topic > Topic Details
firerate or damage, what is actually better?
like its nice to 1 shot things but the same time you do more damage with rpm.

i love borderlands games but i always wondered when playing them what actually matters more? and then i go in other games and its the same thing.

this can belong in real life too. the civil war was a awkward thing since people took like 5 mins to reload comapred to a cannon that wipes out troops like its nothing. but same time a sword has a faster firerate since there is so cooldown so you can use it all you want if someones accuracy is bad.


i think firerate is king in gaming and everything. ya you can get something that does a lot of damage but whats the point if you gonna take so long to reload and choose wisely when to use it.

call of duty really shows the different playstyles of weaponry too. people with shotguns camp, lmgs hold angles and smgs just go guns blazing. snipers are in wakanda tbh. no one know where they can be xd.

Something went wrong while displaying this content. Refresh

Error Reference: Community_9708323_
Loading CSS chunk 7561 failed.
(error: https://community.cloudflare.steamstatic.com/public/css/applications/community/communityawardsapp.css?contenthash=789dd1fbdb6c6b5c773d)
< 1 2 3 >
Showing 1-15 of 38 comments
76561199094198998 May 26, 2024 @ 2:24am 
depends on capacity.
Schindler's Lifts May 26, 2024 @ 2:29am 
Personally, I find it really satisfying when a single shot kills my opponent outright or noticeably takes a huge chunk of health off them, even if the fire rate is slow.

When Valve designed Team Fortress 2, they made the conscious decision to give the majority of the classes single shot weapons, as opposed to automatic weapons. And as for the classes with automatic weapons, valve has given them single shot alternatives in later updates. The result is gunplay that feels fun, satisfying, and not that frustrating when you die in it.

Fire rate might be "objectively" better, but the goal of a video game is for it to be fun. And I believe that single shot can be arguably more fun than high fire rate.
Last edited by Schindler's Lifts; May 26, 2024 @ 2:36am
Originally posted by Schindler's Lifts:
Personally, I find it really satisfying when a single shot kills my opponent outright or noticeably takes a huge chunk of health off them, even if the fire rate is slow.
the rpg in atomic heart legit melted enemys with high health
Kargor May 26, 2024 @ 2:47am 
Back when I played Borderlands, I played Lillith -- and her main weapons are SMGs. And yes, I was specifically looking for firerate over damage when selecting the SMGs to use.

Later in the game, while I had two sniper rifles in my backpack as well, I would often use the Hellfire SMG (my standard gun) in situations where other people might already go with a sniper: high fire rate and ammo regeneration meant that not every shot had to hit, only enough of them. And, I pumped out a lot of them.

The snipers were special-purpose, for very specific places. Same as the rocket launcher. And one of them was a Liquid Orion, which also has a large magazine, fast reload and good fire rate... I just needed something that could deliver lightning damage over a large distance. I did (of course) have an SMG for every element as well, but I preferred to keep as much distance as the game would give me for these guys, and the SMGs couldn't handle that.

And that's a general theme with shooters for me: there's no point trying to aim with everything running around like crazy anyway; just throw a wall of bullets in the general direction of the enemies until they are gone.

Don't get me wrong, though -- all my weapons (including the rocket launcher and the Anarchy) had a scope. The latter being an SMG that fires in a shotgun style -- multiple bullets, wide spread. And, again, stat-optimized for speed.

In fact, only two of my weapons weren't going for speed: the other sniper was meant to deliver as much non-elemental damage as possible on one shot (to the extent that I changed my specialization from SMG to sniper before taking that shot); I think it was called Skullcracker or something like that. The rocket launcher was going for accuracy to help with hitting a small, moving target in the correct position.
Last edited by Kargor; May 26, 2024 @ 2:58am
Fire rate, making sure each shot registers.
B✪✪tsy May 26, 2024 @ 3:33am 
Depends on the game type obviously. In the average spray&pray shooter you want DPS.
Depends on the role, recoil, and grouping

Kriss vector? fire rate
Mounted LMG? fire rate

But you give me something bolt action and that better have a center mass 99% kill rate (so dmg matters). Nobody wants to take multiple 300m+ shots to down a target, so fire rate there is ick.
Last edited by OoOoOoooOOoOoorgle; May 26, 2024 @ 3:38am
permanent name May 26, 2024 @ 3:41am 
capacity and uptime are still the most-important.

1 bullet that takes almost 15 seconds to reload is the main reason the derringer never took off.

similarly, you can easily compare semi-auto and bolt action rifles because they're both stuck with the 5-20 round magazine capacity.

when it comes down to it role selection is just about the realities of magazine capacity, and we've avoided creating 'perfect' firearms largely to support an overgrown arms industry focused on disposability and powder usage.

-letter from french commander to regimental command, c.1917-1929.
Last edited by permanent name; May 26, 2024 @ 3:45am
Xautos May 26, 2024 @ 4:07am 
if you have really good damage but your rate of fire is very slow, not only do you have to make each shot count, but it has be done in such a way to cause the most damage you can get out of it. if you had lower damage but much higher rate of fire, you don't need to be as precise, however it takes longer to take your target out with direct hits, meaning you still need to try get the most out of each round.

it depends on the circumstances and personal preference. if circumstances requires long range shooting, a high rate of fire weapon is generally going to have a lot of recoil and accuracy is going to drop, so not useful which is where circumstances come into it, where as in medium and short range encounters, you can choose that high rate of fire weapon as you wish.
permanent name May 26, 2024 @ 4:11am 
Originally posted by Xautos:
if you have really good damage but your rate of fire is very slow, not only do you have to make each shot count, but it has be done in such a way to cause the most damage you can get out of it. if you had lower damage but much higher rate of fire, you don't need to be as precise, however it takes longer to take your target out with direct hits, meaning you still need to try get the most out of each round.

it depends on the circumstances and personal preference. if circumstances requires long range shooting, a high rate of fire weapon is generally going to have a lot of recoil and accuracy is going to drop, so not useful which is where circumstances come into it, where as in medium and short range encounters, you can choose that high rate of fire weapon as you wish.

limitations imposed entirely by our dysfunctional armaments.
talemore May 26, 2024 @ 4:26am 
One has to as well understand that for each bullet animation there is a time frame.

That time frame becomes damage per frame.

Which means in videogames you can in some games increase your damage on guns by increasing the frame per second.

Then you have to include how mobile is the target and how much delay is there and how much accuracy does the game demand.

If the game demand high accuracy you will miss the target and deal less damage than if the damage was depending on damage each shot.

What happens is that single shot rely on stressful situations for their opponent and as well they may miss their shot by having less accuracy during stress.

It all Depends on how the game is working.

If the game has lots of boxes where you have to hit the box a single shot would matter.

In most games there is only one box and it means they don't have to think hard on hitting the box, neither thinking about how many of the bullets in the animation are fake as they don't deal any damage. The animation is just there to make it look like you shooting.

Games who rely on single shot do not common mix the two. Frame rate makes you hit faster with firerate which means you can master race the pc to gain more fire power on the gun.
permanent name May 26, 2024 @ 4:29am 
Originally posted by talemore:
One has to as well understand that for each bullet animation there is a time frame.

That time frame becomes damage per frame.

Which means in videogames you can in some games increase your damage on guns by increasing the frame per second.

Then you have to include how mobile is the target and how much delay is there and how much accuracy does the game demand.

If the game demand high accuracy you will miss the target and deal less damage than if the damage was depending on damage each shot.

What happens is that single shot rely on stressful situations for their opponent and as well they may miss their shot by having less accuracy during stress.

It all Depends on how the game is working.

If the game has lots of boxes where you have to hit the box a single shot would matter.

In most games there is only one box and it means they don't have to think hard on hitting the box, neither thinking about how many of the bullets in the animation are fake as they don't deal any damage. The animation is just there to make it look like you shooting.

Games who rely on single shot do not common mix the two. Frame rate makes you hit faster with firerate which means you can master race the pc to gain more fire power on the gun.

limitations imposed entirely by backwards graphical technology.
The Commendatore May 26, 2024 @ 4:34am 
It's all about that DPS.
The answer is dependent on a number of other factors, imo. Things like clip size, reload speed, recoil, number of targets, distance from the target, bullet velocity, damage drop-off, ammo conservation, and stealth are all things to consider too as they can dictate whether higher damage or fire rate is the way to go.

For example, if I'm playing something like Borderlands where I have lots of enemies to fight at a time, stealth is not important, and bullets are literally everywhere, I'm likely going with fire rate.

In a Fallout situation where stealth and resource conservation are major factors in surviving, I'm going with higher damage most of the time. Semi-auto weapons almost always do significantly more damage per shot than their full auto counterparts, and that means more bullets for me in the end.
< 1 2 3 >
Showing 1-15 of 38 comments
Per page: 1530 50

All Discussions > Steam Forums > Off Topic > Topic Details
Date Posted: May 26, 2024 @ 2:22am
Posts: 38