Ah, yes, the ROF issues, I got a dev's response, and it was that the animation is FPS based, but the ROF numbers are correct in the balance.txt.
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I'd think that I've played long enough to know that the animation is synchonized with the attacks. It would be pretty obvious if it wasn't. In any case, though, I tested, on an internet server, the time to kill a structure at different framerates.
The results, with framerate (FPS) in the first column and time (seconds) in the second:
adren bite vs RT20 - 32.1
22 - 32.8
40 - 33.5
100 - 32.7
HMG vs movement chamber20 - 5.4
22 - 9.7
31 - 6.8
35 - 5.9
40 - 7.9
50 - 6.4
75 - 6.3
100 - 6.0
The difference is much greater in the weapon with a high rate of fire, thus indicating that the rate of fire differences are due to small rounding errors.
but the ROF numbers are correct in the balance.txt.
Even disregarding the effect of framerate changes, the numbers in Balance.txt are far from correct.
Example:
Balance.txt gives the rate of fire of bitegun as 0.80. Assuming this is in seconds, the bitegun should attack 1.25 times per second.
A marine resource tower has 6000 health. A skulk bite does 75 damage. That means that the RT takes 80 skulk bites.
The average amount of time to kill the RT as a skulk in the above tests was 32.8. Thus, 79 skulk bites take 32.8 seconds (the first bite can be disregarded because it is instant). Divide by 32.8, and we get approximately 2.4 skulk bites per second, or 1 bite every .42 seconds, approximately. This is far from the value given in Balance.txt.