Describe the bug
Player skill has a significant influence on the time taken to fire a ranged weapon.
It's reasonable for weapon skill to affect aiming speed and the control over recoil, thus increasing rate of fire indirectly.
But I don't think that the actual firing, as in pressing the trigger, should be subject to training, especially to such a degree (for pistols, move cost drops from 80 to 10; for launchers, from 200 to 30, etc).
That just makes it harder for player to predict the move cost of his actions.
It also introduces a difference in stats which is not reflected in weapon descriptions at all, preventing player from choosing the best weapon for his needs.
For example, at high skill SMG takes two times longer to fire than a pistol, there's no indication of that anywhere in the game and you can only find out by experimenting.
See time_to_fire() in ranged.cpp
To Reproduce
Steps to reproduce the behavior:
Make a player with a gun, magazine, and some ammo.
Shoot at something without aiming, check the move cost of the last action.
Debug set a different value for the corresponding skill.
Shoot at something without aiming, check the move cost of the last action. It will differ.
Expected behavior
Move cost of squeezing the trigger should be a constant value, not dependent on skill.
Maybe the same between different categories of weapons as well.
Probably something close to the current lowest values with high skill.
Describe the bug
Player skill has a significant influence on the time taken to fire a ranged weapon. It's reasonable for weapon skill to affect aiming speed and the control over recoil, thus increasing rate of fire indirectly. But I don't think that the actual firing, as in pressing the trigger, should be subject to training, especially to such a degree (for pistols, move cost drops from 80 to 10; for launchers, from 200 to 30, etc).
That just makes it harder for player to predict the move cost of his actions. It also introduces a difference in stats which is not reflected in weapon descriptions at all, preventing player from choosing the best weapon for his needs. For example, at high skill SMG takes two times longer to fire than a pistol, there's no indication of that anywhere in the game and you can only find out by experimenting.
See time_to_fire() in ranged.cpp
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Move cost of squeezing the trigger should be a constant value, not dependent on skill. Maybe the same between different categories of weapons as well. Probably something close to the current lowest values with high skill.