Quick answer: Run the burst as a timed sequence that locks out new presses until all rounds and the post-burst cooldown elapse, and ignore the trigger while a burst is in flight.

A 3-round burst weapon outputs way more than its rated rate of fire because players spam the trigger to interrupt the cadence. Locking input during the burst and cooldown fixes the timing. Here is how.

How to fix it

1. Drive the burst from a timer

On press, schedule the burst's shots at fixed intervals (shotDelay apart) and a final cooldown. Fire from the timer, not from input, so the cadence is exact regardless of how the player taps.

2. Lock input during the burst

Set a bursting flag while the sequence runs and ignore new fire presses until it clears, including the post-burst cooldown. This stops mashing from chaining bursts back-to-back too fast.

3. Respect the global fire-rate cap

Even between bursts, enforce a minimum time-since-last-shot so the effective rate of fire cannot exceed the weapon's spec via any input pattern.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.