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The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Extinction mode The subject of this article appears in Call of Duty: Advanced Warfare The subject of this artcile appears in Call of Duty: Advanced Warfare Exo Zombies The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: WWII The subject of this article appears in Call of Duty: WWII Nazi Zombies The subject of this article appears in Call of Duty: Black Ops 4 The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: Modern Warfare (2019) The subject of this article appears in Call of Duty: Mobile
For features with similar effects, see Double Tap and Reckless.
For the barrel attachment in Call of Duty: Black Ops Cold War, see Rapid Fire (Barrel).
For the game mode of the same name, see Rapid Fire (Gamemode).

Rapid Fire is an attachment featured in Call of Duty: Modern Warfare 2, Call of Duty: Black Ops, Call of Duty: Modern Warfare 3, Call of Duty: Black Ops II, Call of Duty: Black Ops: Declassified, Call of Duty: Ghosts, Call of Duty: Advanced Warfare, Call of Duty: Black Ops III, Call of Duty: WWII, Call of Duty: Black Ops 4, and Call of Duty: Mobile. It was also cut from Call of Duty: Modern Warfare. It is the replacement for Double Tap and has exactly the same function; the delay between shots is decreased, effectively increasing the weapon's rate of fire, as well as recoil. As with most submachine guns in the Call of Duty series, on the Nintendo Wii, it has little, if any, effect.

Call of Duty: Modern Warfare 2[]

Rapid Fire is unlocked when the Marksman I challenge is completed for any submachine gun. Obtaining 30 kills with the Rapid Fire attachment will unlock the Akimbo attachment.

It increases rate of fire by around 25%. However, Rapid Fire also decreases the centerspeed of whatever SMG it is attached to by 400 points.[1]

The combination of enhanced fire rate and the enormous centerspeed decrease makes the SMG it's attached to monumentally less accurate, to the extent that medium range combat is often a struggle, even if the SMG is still retaining most of its power at the distance it's being used at. Rapid Fire will often make the SMG's accuracy so poor that it'll discourage players from using SMGs at medium range in any capacity.

Despite the huge accuracy reduction, Rapid Fire makes the SMG it's attached to significantly more effective at close range, where the centerspeed reduction is of little note. As such, Rapid Fire is very much a risk-reward attachment that makes the SMG it's attached to much less versatile, but it will also make the SMG far more capable and competitive up close. The attachment plays very well on SMGs that are already confined to close-quarters and have accuracy problems to begin with, such as the MP5K. The attachment is far less effective on SMGs that specialize in medium range combat competency, like the Mini-Uzi, Vector, and UMP45.

Weapon Standard Rapid Fire Increase
UMP45 666 RPM 845 RPM 26%
MP5K 895 RPM 1153 RPM 28%
P90 937 RPM 1153 RPM 23%
Mini-Uzi 952 RPM 1200 RPM 26%
Vector 1111 RPM 1395 RPM 25%

Call of Duty: Black Ops[]

Rapid Fire is available for all submachine guns. It is the same as its Call of Duty: Modern Warfare 2 counterpart. It is one of the only ways that a weapon's damage-per-second can be improved in Call of Duty: Black Ops due to the removal of the Stopping Power perk, and is therefore very popular on most submachine guns. It increases the rate of fire by 33%. Unlike in Modern Warfare 2, Rapid Fire does not modify the centerspeed, making weapons much more accurate when using Rapid Fire. However, the elevated fire rate will still make the weapon less accurate since the time between shots is reduced, leaving less room for the centerspeed to counteract the recoil of the previous shot before the next shot is fired.

In addition to being ineligible with Dual Wield, Rapid Fire cannot be combined with Extended Mags or Dual Mags, making Rapid Fire very restrictive and questionable on weapons with short magazines and/or the rare SMG that can use Dual Mags. The main downside to Rapid Fire is opportunity cost, as it will prevent players from using magazine altering attachments in tandem with it. Because of this, users will have to reload far more often and can't use attachments to remedy that. As such, Sleight of Hand is a logical pairing with Rapid Fire to offset the increased number of reloads.

Applicable Weapons[]

Call of Duty: Modern Warfare 3[]

Rapid Fire is nearly identical in performance to previous installments. However, the increase in rate of fire is 25% (like in Call of Duty: Modern Warfare 2), as opposed to the 33% increase in Call of Duty: Black Ops. It's unlocked at Weapon Level 11 for the submachine guns and is also available for the light machine guns at Weapon Level 14. Two burst-fire assault rifles unlock Rapid Fire at Weapon Level 12: the M16A4 and Type 95, and one semi-automatic, the MK14.

On the M16A4 and Type 95, Rapid Fire increases how fast the burst is fired, which means that bullets have tighter grouping. However, the delay between bursts remains unchanged at 0.2 seconds. Rapid Fire on the MK14 is unique; instead of increasing rate of fire, it increases the MK14's firecap significantly, since it is semi-automatic. For assault rifles, Rapid Fire significantly increases their effectiveness at long range; but for submachine guns, this attachment makes them lethal at close range but harder to use at a distance. When used with light machine guns, Rapid Fire increases their deadliness at medium to long range.

Fire Rate increase
Weapon Standard Rapid Fire Percentage Increase
M16A4 909 per burst (452 overall) 1136 per burst (502 overall) 25% per burst (11% overall)
Type 95 1016 per burst (477 overall) 1271 per burst (526 overall) 25% per burst (10% overall)
MK14 550 RPM 688 RPM 25%
UMP45 759 RPM 949 RPM
PP90M1 1016 RPM 1271 RPM
PM9 1111 RPM 1388 RPM
MP5 895 RPM 1119 RPM
MP7
P90 857 RPM 1071 RPM
MK46
L86 LSW 800 RPM 1000 RPM
MG36 769 RPM 961 RPM
PKP Pecheneg 705 RPM 882 RPM
M60E4 600 RPM 750 RPM

Call of Duty: Black Ops II[]

The Rapid Fire attachment returns to Call of Duty: Black Ops II. The attachment is only available to submachine guns and light machine guns.

On all weapons it is attached to, Rapid Fire will increase the fire rate, but reduce the weapon's range, centerspeed, and hip-fire spread.

Across all weapons that can receive Rapid Fire, their centerspeed will always be decreased by 15% when the attachment is equipped. The remaining factors are increased/decreased depending on what weapon/weapon class Rapid Fire is equipped on.

Across all LMGs, the fire rate is increased by 33%. The weapon's range is made 40% shorter and the hip-fire spread is made 20% larger when using the attachment. The LMGs receive the least downside from using the attachment, but also receive the least benefit from the attachment.

On all SMGs, the fire rate is increased by 51% and the hip-fire spread is made 30% larger. On all SMGs barring the Chicom CQB and Skorpion EVO, the range is made 60% shorter. On the Chicom CQB and Skorpion EVO specifically, the range is made 75% shorter instead.

Even in the best-case scenarios, the accuracy reduction from Rapid Fire is very apparent and noticeable. The combination of the reduced centerspeed and enhanced fire rate will make the affected weapon significantly less accurate when firing. Even accuracy at close-range is compromised since the hip-fire accuracy is made significantly worse. In all situations, a weapon with Rapid Fire is significantly less accurate than the same weapon without the attachment equipped. The Rapid Fire equipped weapon also suffers immensely at medium ranges due to the range reduction. On SMGs in particular, the range reduction is severe enough that nearly every SMG is a six shot kill at medium range combat.

The combined downsides of using Rapid Fire often dissuade many players from using the attachment altogether. It greatly restricts the versatility of the affected weapon as medium range combat is made even harder or completely unviable to partake in, depending on how severely the weapon is affected by the attachment. Despite receiving the most penalty from the attachment and having their four shot kill ranges reduced to a mere pittance of their original range benchmarks, Rapid Fire proves most popular on the Chicom CQB and Skorpion EVO to further enhance their biggest strengths.

Fire Rate increase
Submachine Guns
Weapon Standard RoF Rapid Fire Percentage increase
Campaign Multiplayer Campaign Multiplayer Campaign Multiplayer
MP7 937 1420 51%
Chicom CQB 937 1250 1420 1893
Vector K10 750 937 1136 1420
PDW-57 750 1136
Skorpion EVO 1250 1893
MSMC 937 750 1420 1136
Peacekeeper - - - 51%
MP5 750 - 1136 - 51% -
AK74u
Uzi 937 1420
Light Machine Guns
Weapon Standard Rapid Fire Percentage increase
Campaign Multiplayer Campaign Multiplayer Campaign Multiplayer
LSAT 750 1136 1000 51% 33%
Mk 48 625 946 833
HAMR 937 625 1420
QBB LSW 937 1250
M60 625 - 833 - 33% -
RPD 750 1000

Call of Duty: Black Ops: Declassified[]

"Increased fire rate."
— In-game description.

Rapid Fire returns in Call of Duty: Black Ops: Declassified. It can now be used on shotguns as well.

Call of Duty: Ghosts[]

"Increased fire rate."
— In-game description


Rapid Fire reappears in Call of Duty: Ghosts, available once again to submachine guns and light machine guns. It increases the fire rate on compatible weapons by ~17%[2], which is a lower amount than in previous games. Unlike its Black Ops II counterpart, where rate of fire was greatly increased at the cost of reduced range and increased hipfire spread, Rapid Fire in Ghosts does not reduce range or decrease hipfire accuracy but it does increase recoil values by 5%. Using the Grip attachment will more than counteract the recoil increase.

Extinction[]

Rapid Fire can be found in Search Piles in Extinction by default. Unlike in Multiplayer, Rapid Fire can be equipped on Assault rifles (barring the SC-2010).

Rapid Fire is one of the more desirable attachments to find in a search pile as it will improve the weapon's damage output, thus allowing a weapon to kill Cryptids more quickly. This attachment also works very well with the Weapon Specialist Upgrade, as Rapid Fire will allow the user's weapon to fire more bullets during the upgrade's duration.

Rapid Fire conflicts with Extended Mags. The two attachments cannot be equipped at the same time. Should the user find Rapid Fire in a Search Pile and their active weapon has Extended Mags equipped, it is possible to swap it out for Rapid Fire. If this is done, in addition to removing Extended Mags from the active weapon and dropping the attachment on the ground, the magazine capacity of the active weapon will instantly be reduced to its regular value, and if the reserve ammo is a value greater than the default max reserve ammo, the reserve ammo will also be reduced to the default maximum value. This can cause a player to lose up to 500 rounds of ammunition for that weapon. If the opposite happens, and Rapid Fire is swapped out for Extended Mags, the reserve ammo will stay the same, but the current magazine will have its remaining ammo maxed out. A player can take advantage of this and essentially get a free reload, in addition to extra ammo.

Fire Rate increase
Submachine Guns
Weapon Standard Rapid Fire
Bizon 937 RPM 1102 RPM
CBJ-MS 1000 RPM 1176 RPM
Vector CRB 759 RPM 893 RPM
Vepr 869 RPM 1023 RPM
K7 895 RPM 1053 RPM
MTAR-X 810 RPM 953 RPM
Ripper 967 RPM (672 in AR mode) 1138 RPM (790 in AR mode)
Light Machine Guns
Weapon Standard Rapid Fire
Ameli 631 RPM 743 RPM
M27-IAR 705 RPM
(750 in Extinction)
830 RPM
(882 in Extinction)
LSAT 800 RPM 941 RPM
Chain SAW 857 RPM 1008 RPM
Assault Rifles (in Extinction only)
Weapon Standard Rapid Fire
SA-805 769 RPM 904 RPM
AK-12 689 RPM 811 RPM
ARX-160 857 RPM 1008 RPM
Maverick 652 RPM 767 RPM
Remington R5 631 RPM 743 RPM

Call of Duty: Advanced Warfare[]

Multiplayer[]

Rapid Fire returns in Call of Duty: Advanced Warfare, and increases rate of fire by 25%, the recoil by 20%, the hip-fire spread by 20%, and decreases the maximum damage range by 15%. Rapid Fire can be equipped on all submachine guns and heavy weapons, except the EM1 and the EPM3.

Rapid Fire has several downsides to its usage, so players must be cautious about selecting the attachment on their weapon, as the recoil will be largely increased, the hip-fire cone will be much larger, and the maximum damage range is made shorter. The attachment can be seen as extremely valuable on weapons with a flatter damage profile, such as the MP11, the Ohm, or the Ameli, as said weapons deal similar damage outside of the maximum damage range.

The ASM1 Reckless variant has integrated Rapid Fire by default, and the KF5 Breakneck variant is incapable of equipping the attachment.

Exo Survival[]

In addition to submachine guns, Rapid Fire in Exo Survival mode can be attached to two assault rifles as well (Bal-27 and HBRa3), but as a downside it is unavailable to be attached to the XMG or Pytaek.

It should be noted that Rapid Fire doesn't increase the first fired rounds of the ASM1, SN6, Bal-27 and HBRa3.

Fire Rate increase
Submachine Guns
Weapon Standard Rapid Fire Percentage Increase
KF5 869 RPM 1086 RPM 25%
MP11 923 RPM 1153 RPM
ASM1 674 (later shots) 842 (later shots)
SN6 800 (later shots) 1000 (later shots)
SAC3 600 RPM 750 RPM
MP40 800 RPM 1000 RPM
Sten 750 RPM 937 RPM
Repulsor 759 RPM 949 RPM
AMR9 923 per burst (800 overall) 1153 per burst (967 overall) 25% per burst (20% overall)
Heavy Weapons
Weapon Standard Rapid Fire Percentage Increase
Pytaek 631 RPM 789 RPM 25%
XMG 600 RPM (800 in lockdown mode) 750 RPM (1000 in lockdown mode)
Ameli 666 RPM 833 RPM
Ohm 666 RPM (500 in shotgun mode) 833 RPM (625 in shotgun mode)
Assault Rifles (in Exo Survival only)
Weapon Standard Rapid Fire Percentage Increase
Bal-27 705 (later shots) 882 (later shots) 25%
HBRa3 625 (later shots) 781 (later shots)
Supply Drop variants
Weapon Variant Standard Rapid Fire Percentage Increase
KF5 Spanner 674 RPM 842 RPM 25%
Royalty
Scout 759 RPM 949 RPM
Locomotive
Single Stack 1016 RPM 1271 RPM
MP11 Devourer 705 RPM 882 RPM 25%
Scout 800 RPM 1000 RPM
Savior 1090 RPM 1363 RPM
Toxic
Squeaker 1200 RPM 1500 RPM
ASM1 Sweeper 606 (later shots) 757 (later shots) 25%
Scout
Reckless - 949 (later shots)[3]
Speakeasy 869 (later shots) 1086 (later shots)
Royalty 1016 (later shots) 1271 (later shots)
SN6 Cycled 923 (later shots) 1153 (later shots) 25%
K
SAC3 Fire & Brimstone 500 RPM 625 RPM 25%
Crime and Punishment 545 RPM 681 RPM
Rapid 666 RPM 833 RPM
Misery & Company
Blood & Glory
Loner 705 RPM 882 RPM
Solitary 923 RPM 1153 RPM
Isolated
Royalty
Introvert 1200 RPM 1500 RPM
AMR9 Pro Pipe 705 per burst (631 overall) 882 per burst (769 overall) 25% per burst (21% overall)
Royalty
Noob Tube 800 per burst (705 overall) 1000 per burst (857 overall)
Outlaw
Dynamo 1090 per burst (821 overall) 1363 per burst (967 overall) 25% per burst (17% overall)
Shorty 1090 per burst (923 overall) 1363 per burst (1111 overall) 25% per burst (20% overall)
Hipshot
MP40 Parabellum 705 RPM 882 RPM 25%
Sten Commando 666 RPM 833 RPM 25%
Repulsor Deadstrike 674 RPM 842 RPM 25%
Supersonic 1016 RPM 1271 RPM
Pytaek Expanse 400 RPM 500 RPM 25%
Adept 600 RPM 750 RPM
Exploit
Royalty
LR 666 RPM 833 RPM
Hasty
XMG Yin and Yang 750 RPM 937 RPM 25%
Black and White
Smoke and Mirrors
Death and Taxes
Chicken and Waffles 800 RPM 1000 RPM
Bread and Butter 857 RPM 1071 RPM
Ameli Spacer 705 RPM 882 RPM 25%
Accelerated
Redshirt 800 RPM 1000 RPM
Chicanery
Royalty
Ohm Watcher 545 RPM 681 RPM 25%
Lycanthrope 600 RPM 750 RPM
Heart Seeker
Unending
Lunacy 750 RPM 937 RPM

Call of Duty: Black Ops III[]

Rapid Fire returns in Call of Duty: Black Ops III, and is available on all primary weapons. On most weapons it gains a tiny 6.38% fire rate increase, but on the rest (which include burst-firing weapons) the increase is usually higher.

Fire Rate increase
Submachine Guns
Weapon Standard Rapid Fire Percentage Increase
Kuda 722 RPM 769 RPM 6.38%
Weevil
VMP 909 RPM 967 RPM
Vesper 1200 RPM 1276 RPM
Razorback 625 RPM 664 RPM
Sten
HG 40 517 RPM 550 RPM
DIY 11 Renovator
HLX 4 1000 RPM 1063 RPM
PPSh 895 RPM 952 RPM
AK-74u 652 RPM 693 RPM
XMC 800 RPM 851 RPM
Pharo 909 per burst (659 overall) 967 per burst (689 overall) 6.38% per burst (4.55% overall)
Assault Rifles
Weapon Standard Rapid Fire Percentage Increase
KN-44 625 RPM 664 RPM 6.38%
HVK-30 722 RPM 769 RPM
ICR-1 600 RPM 638 RPM
Man-O-War 517 RPM 550 RPM
MX Garand 361 RPM 384 RPM
FFAR 800 RPM 851 RPM
Peacekeeper MK2 652 RPM 693 RPM
LV8 Basilisk 1000 RPM 1063 RPM
Galil 750 RPM 797 RPM
KVK 99m 555 RPM 591 RPM
M16 909 per burst (452 overall) 967 per burst (466 overall) 6.38% per burst (3.07% overall)
M8A7 1000 per burst (591 overall) 1063 per burst (612 overall) 6.38% per burst (3.68% overall)
XR-2 857 per burst (439 overall) 941 per burst (470 overall) 9.89% per burst (4.83% overall)
Sheiva 257 RPM 283 RPM 9.89%
M14 400 RPM 439 RPM
Shotguns
Weapon Standard Rapid Fire Percentage Increase
KRM-262 60 RPM 63 RPM 6.38%
205 Brecci 187 RPM on PC
212 RPM on consoles
199 RPM on PC
225 RPM on consoles
Haymaker 12 300 RPM 319 RPM
Olympia 212 RPM 225 RPM
Argus 63 RPM 67 RPM 6.74%
Banshii 50 RPM 53 RPM 6.66%
Light Machine Guns
Weapon Standard Rapid Fire Percentage Increase
BRM 517 RPM 550 RPM 6.38%
Dingo 722 RPM 769 RPM
Gorgon 327 RPM 348 RPM
R70 Ajax 652 RPM 693 RPM
RPK 600 RPM 638 RPM
48 Dredge 1153 per burst (753 overall) 1267 per burst (800 overall) 9.89% per burst (6.24% overall)
Sniper Rifles
Weapon Standard Rapid Fire Percentage Increase
XPR-50 240 RPM 255 RPM 6.38%
Drakon 240 RPM on PC
277 RPM on consoles
255 RPM on PC
295 RPM on consoles
SVG-100 42 RPM 45 RPM
Dragoon 50 RPM 53 RPM
Locus 57 RPM 60 RPM 6.49%
P-06 1818 per burst
(171 overall on PC)
(225 overall on consoles)
3030 per burst
(178 overall on PC)
(237 overall on consoles)
66% per burst
(3.92% overall on PC)
(5.21% overall on consoles)
RSA Interdiction 50 RPM 52 RPM 5.63%
DBSR-50 300 per pair of shots
(85 overall)
441 per pair of shots
(94 overall)
47% per pair of shots
(10% overall)

Call of Duty: WWII[]

Rapid Fire returns in Call of Duty: WWII. It is available to all primary weapons.

Fire Rate increase
Rifles
Weapon Standard Rapid Fire Percentage Increase
M1941 800 RPM 851 RPM 6.38%
M1 Garand 324 RPM 345 RPM
STG44 666 RPM 709 RPM
M1A1 Carbine 454 RPM 483 RPM
FG 42 422 RPM 449 RPM
BAR 571 RPM 607 RPM
SVT-40 257 RPM 273 RPM
Gewehr 43 491 RPM 523 RPM
Volkssturmgewehr 722 RPM 769 RPM
Type 5 250 RPM 265 RPM
M2 Carbine 461 RPM 490 RPM
AVS-36 441 RPM 469 RPM
Automaton 472 RPM 502 RPM
AS-44 483 RPM 514 RPM
NZ-41 400 RPM 425 RPM
ITRA Burst 952 per burst (604 overall) 1013 per burst (628 overall) 6.38% per burst (3.95% overall)
Submachine Guns
Weapon Standard Rapid Fire Percentage Increase
Grease Gun 545 RPM 580 RPM 6.38%
Sterling
PPSh-41 722 RPM 769 RPM
Type 100 652 RPM 693 RPM
Waffe 28 1000 RPM 1063 RPM
M1928 909 RPM 967 RPM
MP-40 689 RPM 733 RPM
M-38
Sten 638 RPM 679 RPM
Orso 810 RPM 862 RPM
Nambu Type 2 681 RPM 725 RPM
Ribeyrolles 588 RPM 625 RPM
Proto-X1 750 RPM 797 RPM
EMP44 740 RPM 788 RPM
Light Machine Guns
Weapon Standard Rapid Fire Percentage Increase
Lewis 517 RPM 568 RPM 9.89%
MG 15 722 RPM 794 RPM
GPMG
Bren 300 RPM 329 RPM
MG 42 652 RPM 716 RPM
MG 81 491 RPM 540 RPM
Stinger 312 RPM 343 RPM
VMG 1927 545 RPM 599 RPM
Sniper Rifles
Weapon Standard Rapid Fire Percentage Increase
Karabin 234 RPM 308 RPM 31%
PTRS-41 85 RPM 112 RPM
Lee Enfield 50 RPM 52 RPM 5.63%
De Lisle
M1903 41 RPM 44 RPM 8.37%
Kar98k 48 RPM 50 RPM 5.39%
3-Line Rifle
Type 38 51 RPM 55 RPM 7.8%
Lever Action 60 RPM 63 RPM 5.04%
SDK 9mm 57 RPM 60 RPM 6.49%
Shotguns
Weapon Standard Rapid Fire Percentage Increase
Combat Shotgun 60 RPM 85 RPM 42%
M30 Luftwaffe Drilling 150 RPM 159 RPM 6.38%
Toggle Action 171 RPM 182 RPM
Sawed-off Shotgun 200 RPM 212 RPM

Call of Duty: Black Ops 4[]

Rapid Fire returns in Call of Duty: Black Ops 4. It is available to some primary weapons, as well as the RK 7 Garrison and the KAP 45.

"Increased spin-up speed."
— Description on the MicroMG 9mm

The attachment behaves differently when equipped on the MicroMG 9mm, in which case it allows the gun to spin up faster before firing.

Some guns have the option to equip Rapid Fire II, the fire rate will be increased greatly if 2 Rapid Fire are attached.

Call of Duty: Mobile[]

Rapid Fire returns in Call of Duty: Mobile as a weapon perk. It is exclusive to the Razorback submachine gun.

It increases the Razorback’s rate of fire by 10%.

A similar perk, Enhanced Bolt, is available for the QXR. It increases the QXR's rate of fire by 13%.

Call of Duty: Modern Warfare[]

Throwing Knife menu icon MW3
The subject matter of this article was cut from the final version of a Call of Duty game. Since some information cannot be independently verified, the content on this page may be subject to change.
Rapid Fire Icon

Rapid Fire was going to be a Gun Perk in Call of Duty: Modern Warfare however was cut from the final game.

Trivia[]

Call of Duty: Modern Warfare 2[]

  • Rapid Fire's Create-A-Class icon is also used as an emblem unlocked for completing the challenge "Mach 5."

Call of Duty: Black Ops[]

Call of Duty Black Ops II[]

  • Unlike other games, the attachment's icon is a trigger, instead of a burst of bullets.

References[]

  1. http://denkirson.proboards.com/index.cgi?board=general&action=display&thread=4943
  2. The delay between shots is multiplied by 0.85, which means the fire rate is increased by ≈ 17.647%
  3. Rapid Fire is integrated to the ASM1 "Reckless", and the fire rate of this variant has a base value of 759 RPM.
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