How long does a weapon really take to kill, with misses and reloads?
Balance talk is full of kill times, and the sheet and the game rarely agree. Off-by-one slips at the start and a reload hidden in the middle of a fight explain most of the gap. This entry gives the count that matches what the player sees on the clock.
Why this works
A kill time is a stretch of time, and a stretch between events is always one fewer than the events. The first shot costs nothing, and a pause like a reload belongs only between two shots. Count the gaps, not the shots, and the sheet matches the clock.
When not to use it
Skip it as your only measure when fights are decided by movement, cover or armour more than by shooting speed. A neat kill time can then mislead. Play the weapon against real opponents and trust what the fight feels like.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "How long does a weapon really take to kill, with misses and reloads?" (read_entry time-to-kill-first-shot-no-wait-and-reload) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP