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@wgetJane wgetJane commented Jan 7, 2026

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explained here: https://www.youtube.com/watch?v=7puuYqq_rgw

fixes ValveSoftware/Source-1-Games/issues/5982

this is most likely gonna be contentious since it buffs some weapons as a result, but i wanted to see what ppl think about this anyway

for example:

  • buffs MvM firing speed upgrades if they're misaligned with the server's tick interval (default: 0.015 seconds)

  • minigun, syringe gun, and smg average attack interval will be 0.1 seconds instead of 0.105 seconds, which slightly buffs their fire rate from 571 RPM to 600 PM

  • currently, the pretty boy's pocket pistol has a "+15% faster firing speed" attribute which actually is functionally only +10% rather than +15%, since it fires every 0.135 seconds (444 RPM) instead of the intended 0.1275 seconds (470 RPM) while the stock pistol's attack interval is 0.15 seconds (400 RPM), this pr will fix this

  • currently, the cleaner's carbine has a "25% slower firing speed" attribute which is functionally 35%, since it fires every 0.135 seconds (444 RPM) instead of the intended 0.125 seconds (480 RPM), this pr will fix this

@Churkinator
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Merging this PR to the game will bring more good than bad in my opinion. I personally don't mind gameplay being slightly changed if the game in the end will be more polished and stable, especially since we probably will never ever see the balance updates anymore. If Valve or other people don't want to see such balance changes, then, in this case, weapons stats can be changed so the weapons can work similarly, if not the same as they were before; I don't think tweaking some numbers here and there is that much of a hard work.

Also, maybe you can look into this too, if you're interested of course. As far as I understand, it touches similar problem with fire rate, but for the Sentry Gun: #6384

@wgetJane
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wgetJane commented Jan 8, 2026

note: this doesn't affect the flamethrower, which has an attack interval of 0.02 seconds that gets rounded up to 0.03 seconds

const float tf_flamethrower_new_flame_fire_delay = 0.02f;

i didnt bother fixing this because it would be a massive +50% increase in fire rate instead of the tiny single-digit percent increases for the other guns

Comment on lines 57 to 58
virtual float GetCorrectedNextAttackTime( float flFireDelay, float flAttackTime ) const;
virtual float GetCorrectedNextAttackTime( float flFireDelay ) const { return GetCorrectedNextAttackTime( flFireDelay, m_flNextPrimaryAttack ); }
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@ficool2 ficool2 Jan 8, 2026

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These functions shouldn't be virtual unless it will actually be overriden by something.

I also don't see the point in the overload existing, being explicit about what attack timer is being corrected is more clear

In addition it makes more sense to move this into basecombatweapon as it affects all games

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i keep it to tf2 since i remember that's also cs:s and csgo's approach, iirc they have a similar function that's only in the base cs gun class

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@wgetJane wgetJane Jan 8, 2026

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how about moving this helper function to basecombatweapon and then just using it within tf2?

@Brain-dawg
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Would cause a noticeable buff to sentry firing speed upgrades in MvM, the 3rd tick in particular is notoriously completely non-functional. Valve dropped the vaccinator uber duration bugfix in a random update though, arguably a far more significant bug/balance change than this would be.

@wgetJane
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Would cause a noticeable buff to sentry firing speed upgrades in MvM, the 3rd tick in particular is notoriously completely non-functional. Valve dropped the vaccinator uber duration bugfix in a random update though, arguably a far more significant bug/balance change than this would be.

this pr doesn't affect sentry guns

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[TF2 MVM] 2nd tick of heavy upgrade firing speed does not work

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