Weapon Damage Display w. Alternating

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Aeonic
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I was just noticing something in the way weapon damages are displayed with alternating configurations that could be very misleading. I was experimenting with a quad turbolaser that alternates between four points. In order to match the damage done by the dual turbolaser, I had to double the firing rate so that it launches single shots twice as fast as the dual turbolaser.

Dual turbolaser has a fireRate of 12, quad has a fireRate of 6.

This is how they display in the game:

Dual turbolaser:
laser 7.5 hp (x2) @ 5 shots/sec

Quad turbolaser:
laser 7.5 hp (x4) @ 10 shots/sec

From the looks of that, the quad turbolaser deals four times the damage of the dual. In reality though, the quad is firing four shots, where each shot fires 2.5 shots/sec, so 4x2.5 = 10, while the dual fires 2 shots at 5 shots/sec, or 2x5 = 10, so they're both identical.

I think all that needs to happen here is the game needs to either remove the (x#) display for alternating weapons, or divide the shots/sec by the number of shots that the alternating weapon has.
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Arisaya
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How did you get it to alternate between four points? I've never figured out how to get that to work...
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Atarlost
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You can now turn any configuration into an alternating configuration by placing alternating="true" in the config tag.
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digdug
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yeah, I've got tricked too by that. Fortunately Atarlost noticed that too, and I fixed my weapons.
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