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Green Knight

First Lieutenant
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Jul 19, 2006
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Has someone a good explanation for what these two values do?

I'm fairly certain that "RefireModifier" is the actual "recoil" penalty you get for shooting an AC over consecutive rounds.

I'm less sure about "AttackRecoil". Does it do anything at all? For the MG it's set to 0, but for other weapons with multiple shots (missiles) it has a positive value, yet seems to affect nothing I can find.

Anyone have an explanation?

From stock AC/2

"RefireModifier" : 1,
"ShotsWhenFired" : 1,
"ProjectilesPerShot" : 3,
"AttackRecoil" : 1,
"Instability" : 5,

MG

"RefireModifier" : 0,
"ShotsWhenFired" : 5,
"ProjectilesPerShot" : 1,
"AttackRecoil" : 0,
"Instability" : 0,

SRM-6

"RefireModifier" : 0,
"ShotsWhenFired" : 6,
"ProjectilesPerShot" : 1,
"AttackRecoil" : 1,
"Instability" : 3,
 
As far as I am aware, the recoil item is more a visual effect. One possibility is that it affects your own stability, but I've never seen anything on that personally.
 
Relatedly:

"ProjectilesPerShot" also seem entirely cosmetic. It has no actual effect beyond the visual, no?

Correct. Unless you are using Weapon Realizer to implement multi-shot weapons á la LB X-AC then it won't do anything other than displaying more projectiles.

Also, Lynx7725 is right - RefireModifier is the actual recoil, whereas "Recoil" should be an entirely visual effect (though I am not exactly sure how it works - haven't fiddled with it yet!).
 
Relatedly:

"ProjectilesPerShot" also seem entirely cosmetic. It has no actual effect beyond the visual, no?
Yes and No.

Technically, "ProjectilesPerShot" is visuals, so it shouldn't affect anything. But... this is a system, so one string can tug another. One of the things that I found during BETA (and so far, nothing seemed to have changed) is that specifically for autocannons, setting ProjectilesPerShot above 1 and using the default autocannon animation effects (under "WeaponsEffectID") can lead to cases where damage for the entire attack that phase to be not counted.

Unfortunately, because the animation and damage reaction visuals are all played, this isn't easy to actually notice, and you have to trace logs to find the problem. Since logging isn't turned on by default (like in BETA), it can be difficult to notice and troubleshoot.