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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.
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.
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.
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.
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.
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.
https://en.wikipedia.org/wiki/GAU-8_Avenger
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.