Rapid Fire ##VERIFIED##
Jake is persuaded by Ryan to help him exploit Serrano's FBI ties and obtain information about Tau's next shipment. Though the sting operation is successful, Jake is nearly killed in a barrage of gunfire and assaults Ryan after he reveals his involvement was not necessary. Later that night, Karla invites Jake to her apartment and shows him his father's confidential file. After an intimate discussion, they realize their feelings for each other and have sex. Meanwhile Ryan and his team lead a raid at the revealed location of the next shipment: Tau's laundry factory. Both the lovemaking and the events of the raid are shown alternately as they occur in actual time, culminating with Serrano being murdered in his cell by one of Tau's henchman.
Rapid Fire is perhaps the best double shot ability in game, because it can be used after using one move or after Run & Gun (unlike Bullet Swarm or Overdrive EW) and has no cooldown (unlike Double Tap). While the shots incur the Aim penalty, taking two shots tends to average out to higher chances to hit as long as the normal shot hit chance is above 34% and below 96%. In terms of damage, Rapid fire averages out to dealing more damage so long as the normal shot hit chance is above 30%. If the first shot results in a lethal hit, the second shot doesn't trigger, which conserves ammo.
Rapid Fire Weapon is an engineer modification that can be applied to weapons. It increases a weapon's rate of fire and decreases its reload time, but this comes at the cost of increased jitter and reduced damage per shot.
During combat, if rapid fire didn't exist, each unit only had the ability to shoot one enemy unit in each round (at random). However, if the shooting unit has rapid fire against the target unit, there is a probability of it to shoot again at another target at random. This cycle of "extra" shots is cumulative, which means that a unit can effectively shoot 1000 times in just one round.
Cruisers have Rapid Fire 10 against rocket launchers. Let's consider the battle of 1 cruiser against 2 rocket launchers and 1 light laser. Each defensive building will shoot once against the cruiser, as it is the only attacker. When it's the cruiser's turn, it chooses a target randomly from the three available targets. Let's suppose it chooses one of the rocket launchers. The cruiser shoots as normal but then, since it has rapid fire, it gets a dice roll to decide if it has another chance to shoot. Let's suppose the roll is successful, and it gets an extra shot (it is important to note that destroyed ships and defensive facilities are not removed from combat until the end of the round in which they are destroyed, meaning that a ship [the Cruiser in this case] can target a defensive facility which has already been destroyed, effectively wasting the shot). Then it randomly chooses another target. Let's suppose this time it chooses the light laser. It'll shoot, but since cruisers do not have rapid fire against light lasers, doesn't get a rapid fire roll, and the round ends here. Had it chosen the rocket launcher it would have been granted the chance to roll dice again for an extra shot.
It is important to note that during combat, the ship has a probability (the current hull/total initial hull) of exploding after each shot it receives. This is one of the best advantages of rapid fire; if a ship has a probability of x to explode after the first shot received, besides receiving more damage, the dice to tell whether it explodes or not is rolled again with probability x' > x. The joint probability of exploding after two shots is x + (1 - x)*x' ( probability of exploding on the first shot x, plus the probability of not exploding in the first shot (1-x) times exploding on the 2nd shot x').
There are major differences between the Salvation and the more common Emissary Heavy Artillery installation. For one, it has nearly twice the range of the Emissary, which in itself has the greatest range of all the factions' respective Heavy Artillery structures. For another, the Salvation fires once every three seconds or so, making it a very expensive base defense to support (about -7500 Energy per shot!).
On the upside, the projectile the Salvation fires bursts above the target, splitting into six smaller submunitions. Those submunitions split again into six of their own bomblets. What results is a hailstorm of light ordnance, with each little bomblet the rough equivalent of a mobile light artillery bomb (about 220 damage), spread across a wide area. And because of the high rate of fire, the Salvation rains down a near-constant bombardment, shredding whatever is caught underneath.
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Rapid Fire is an attachment featured in Call of Duty: Modern Warfare 2, Call of Duty: Black Ops, Call of Duty: Modern Warfare 3, Call of Duty: Black Ops II, Call of Duty: Black Ops: Declassified, Call of Duty: Ghosts, Call of Duty: Advanced Warfare, Call of Duty: Black Ops III, Call of Duty: WWII, Call of Duty: Black Ops 4, and Call of Duty: Mobile. It was also cut from Call of Duty: Modern Warfare. It is the replacement for Double Tap and has exactly the same function; the delay between shots is decreased, effectively increasing the weapon's rate of fire, as well as recoil. As with most submachine guns in the Call of Duty series, on the Nintendo Wii, it has little, if any, effect.
The combination of enhanced fire rate and the enormous centerspeed decrease makes the SMG it's attached to monumentally less accurate, to the extent that medium range combat is often a struggle, even if the SMG is still retaining most of its power at the distance it's being used at. Rapid Fire will often make the SMG's accuracy so poor that it'll discourage players from using SMGs at medium range in any capacity.
Rapid FireCost(Black Ops)3000Used byAll teamsRapid Fire is available for all submachine guns. It is the same as its Call of Duty: Modern Warfare 2 counterpart. It is one of the only ways that a weapon's damage-per-second can be improved in Call of Duty: Black Ops due to the removal of the Stopping Power perk, and is therefore very popular on most submachine guns. It increases the rate of fire by 33%. Unlike in Modern Warfare 2, Rapid Fire does not modify the centerspeed, making weapons much more accurate when using Rapid Fire. However, the elevated fire rate will still make the weapon less accurate since the time between shots is reduced, leaving less room for the centerspeed to counteract the recoil of the previous shot before the next shot is fired.
Rapid FireUnlockedWeapon Proficiency Level 11 (SMGs only) Weapon Proficiency Level 12 (M16A4, Type 95 and MK14 only) Weapon Proficiency Level 14 (LMGs only)Used byAll teamsRapid Fire is nearly identical in performance to previous installments. However, the increase in rate of fire is 25% (like in Call of Duty: Modern Warfare 2), as opposed to the 33% increase in Call of Duty: Black Ops. It's unlocked at Weapon Level 11 for the submachine guns and is also available for the light machine guns at Weapon Level 14. Two burst-fire assault rifles unlock Rapid Fire at Weapon Level 12: the M16A4 and Type 95, and one semi-automatic, the MK14.
On the M16A4 and Type 95, Rapid Fire increases how fast the burst is fired, which means that bullets have tighter grouping. However, the delay between bursts remains unchanged at 0.2 seconds. Rapid Fire on the MK14 is unique; instead of increasing rate of fire, it increases the MK14's firecap significantly, since it is semi-automatic. For assault rifles, Rapid Fire significantly increases their effectiveness at long range; but for submachine guns, this attachment makes them lethal at close range but harder to use at a distance. When used with light machine guns, Rapid Fire increases their deadliness at medium to long range.
Across all LMGs, the fire rate is increased by 33%. The weapon's range is made 40% shorter and the hip-fire spread is made 20% larger when using the attachment. The LMGs receive the least downside from using the attachment, but also receive the least benefit from the attachment.
On all SMGs, the fire rate is increased by 51% and the hip-fire spread is made 30% larger. On all SMGs barring the Chicom CQB and Skorpion EVO, the range is made 60% shorter. On the Chicom CQB and Skorpion EVO specifically, the range is made 75% shorter instead.
Even in the best-case scenarios, the accuracy reduction from Rapid Fire is very apparent and noticeable. The combination of the reduced centerspeed and enhanced fire rate will make the affected weapon significantly less accurate when firing. Even accuracy at close-range is compromised since the hip-fire accuracy is made significantly worse. In all situations, a weapon with Rapid Fire is significantly less accurate than the same weapon without the attachment equipped. The Rapid Fire equipped weapon also suffers immensely at medium ranges due to the range reduction. On SMGs in particular, the range reduction is severe enough that nearly every SMG is a six shot kill at medium range combat.
Rapid Fire reappears in Call of Duty: Ghosts, available once again to submachine guns and light machine guns. It increases the fire rate on compatible weapons by 17%, which is a lower amount than in previous games. Unlike its Black Ops II counterpart, where rate of fire was greatly increased at the cost of reduced range and increased hipfire spread, Rapid Fire in Ghosts does not reduce range or decrease hipfire accuracy but it does increase recoil values by 5%. Using the Grip attachment will more than counteract the recoil increase. 041b061a72