Rapid fire: when it helps and when it exposes you
Rapid fire repeats the click for you. On semi-automatic weapons — DMRs, marksman rifles and pistols — that means firing faster than your finger allows.
How it is configured
One value: Delay (ms), the gap between clicks.
| Delay | Means |
|---|---|
| 10 ms | ~100 clicks/sec — physically impossible |
| 50 ms | ~20 clicks/sec — beyond human |
| 80 ms | ~12 clicks/sec — fast but plausible |
| 120 ms | ~8 clicks/sec — entirely normal |
Why this is the riskiest feature
Every other setting changes mouse movement, which is hard to see in a replay. Rapid fire changes fire rate, which is audible and countable.
Every semi-automatic weapon has a fire-rate ceiling set by the game. But even below that ceiling, the rate a human can click is limited. Fire a DMR at 10 ms and it sounds like a full-auto weapon — and everyone in the round hears it.
If you are going to use rapid fire, do not go below 80 ms.
What "Affect NoRecoil on RapidFire" does
This checkbox decides whether recoil compensation also runs while rapid fire is active.
It is off by default and that is right for most people, because a semi-automatic weapon fired quickly has a different recoil behaviour from normal fire, and the standard compensation does not map onto it.
Where not to use it
- Automatic weapons. Pointless — they already fire fast.
- Shotguns. The game hard-caps their fire rate anyway.
- Anywhere sound matters. In Siege audio is half the game; an odd fire rate draws attention immediately.
Read next
Sensitivity and DPI: why changing them breaks everything
Why one small DPI change makes every profile you built worthless.
Delay and horizontal: the two settings people skip
Strength is half the job. These two do the rest.
Tuning recoil strength: finding the right number
The wall method, starting values, and why 100% is the wrong target.