A firecap is a limitation on the rate of fire of semi-automatic weapons. Some semi-automatic weapons such as the M14 EBR or the P99 have such high rates of fire that the firecap is unnoticeable and close to nonexistent. Others, however, such as the M1 Garand or the Desert Eagle in Campaign, have noticeable firecaps. They have a preset limit on the rate of fire.
In the Call of Duty seriesEdit
In Call of Duty 4: Modern Warfare and Call of Duty: World at War, there is a limit of 1200 RPM for most semi-auto weapons in multiplayer. In Modern Warfare Remastered however, the G3, the M14 and the handguns have a firecap of 625 RPM, while the semi-auto sniper rifles fire at 1200 RPM.
In Modern Warfare 2 and Modern Warfare 3, most semi-auto handguns and the FAL have a max limit of 759 RPM (600 in singleplayer), while the firecap of most sniper rifles is once again at 1200 RPM. In Black Ops and Black Ops II, most semi-auto weapons have a max limit of 625 RPM, though there are some exceptions. In the later games starting from Ghosts, most firecaps differ from each other.
In Call of Duty: World at War, in online multiplayer, if the trigger is pulled on semi-automatic weapons too quickly within a certain time-frame, the weapon's firecap is cut down to about a tenth of its normal value, about 120 rounds per minute. It even slows full-auto weapons down when a player tries to fire it semi-automatic by tapping the fire button. This was implemented to counter modded controllers, although players with naturally fast trigger fingers are also heavily affected. If a player has a fast trigger finger, it's recommended to avoid reload canceling and Sleight of Hand so the game doesn't pick up as many shots fired. Double Tap does not circumvent the lock-down either. In Call of Duty: Black Ops, if the player goes over the firecap for weapons with 625 RPM, the gun jams, similarly to World at War. In Call of Duty: Black Ops III, a gun will never jam when fired past the firecap, though the highest firecap possible across all weapons (i.e. the 1911) is 625 RPM. Burst-fire weapons also never jam if attempting to fire too early between burst delays.