This is how weapons work in simple terms
ready aim(acquire a target)
shot
cooldown
shot
cooldown
shot
cooldown
shot
cooldown
shot
cooldown(how many of these SHOT/COOLDOWNS depends on reload duration or how many bullets are in a magazine, lets say the ostwind flak tank has 5 reload duration, that means 5 shots and cooldowns before a reload)
Reload
ready aim
shot
cooldown
Rinse and repeat
That make sense?
Thought so, just made sure 'cos the results from some quick empirical tests tell me something is not right about this cover mechanic.
If say tommy shoots 10 rounds from his enfield and it is times, the absolutely most of the time goes to cooldowns (shooting takes 0), and if the first shot aim is eliminated, there should be just 10 cooldowns and a single reload left. 20 % increase in cooldowns should be easy to spot. I made some measurements from max range against single target with and without cover and I spotted only 2,1 % increase in used time vs. cover which isn't even statistically significant as I took the times by hand (I eliminated aim and reload). wtf is going on..
I'll investigate further.
Edit.
So, I made a 100 shots (with tommy enfield) test with and without cover in maximum range and timed it.
100 shots:
- 100 cooldowns
- 10 reloads
- 9 aims (?) (Note. first aim was ignored)
Theoretical (Cover): 302.3 s + 9 aims (?)
Theoretical (Open): 368.62 s + 9 aims (?) (Note. cd * 1.2, rd * 1.4)
Measured (Cover): 304.1 s
Measured (Open): 329.2 s <-- about 40 s less than what was expected! Overall 7,6 % increase in used time when compared to cover use; significantly less than what was expected. The out-of-cover penalty seems much smaller (fire rate wise) than what has been proposed. When we play with the numbers a bit and decrease the cooldown penalty from 1.2 to 1.05 we will interestingly get an overall theoretical time of 327.7 s + 9 aims (?) which is very close to the measured time (this is of course just speculation with the numbers and don't represent reality as far as we know).