No, it's more complicated than this. You'd have to set the burstdelay. Take a look at the Juggernaut's weapon coding:
CODE
[Jugg90mm]
Damage=70
ROF=110
Range=18
MinimumRange=5
Projectile=Ballistic
Speed=10
Warhead=ARTYHE2
Report=JUGGER1,JUGGER2,JUGGER3,JUGGER4
Anim=GUNFIRE
Lobber=yes
BurstDelay0=6
BurstDelay1=12
BurstDelay2=12
Burst=3
As you can see, the unit fires 3 shots from it's barrels in rapid succession, then wait's for 110 game 'ticks' before shooting again. The delay between the shots is somewhat bigger than you normally see, this is set by the BurstDelay tags. The coding for a MLRS weapon that holds 12 missiles and shoots them with a significant delay between is like this:
CODE
[12missiles]
Damage=40; only medium damage
ROF=200; long delay for reloading
Range=14; long range
MinimumRange=3; can't fire on targets that are very close
Projectile=HeatSeeker; Fires missiles that track ground units only
Speed=30;
Warhead=HE
Report=MISL1
BurstDelay0=12 ; shot 1
BurstDelay1=12 ; shot 2
BurstDelay2=12 ; shot 3
BurstDelay3=12 ; shot 4
BurstDelay4=12 ; shot 5
BurstDelay5=12 ; shot 6
BurstDelay6=12 ; shot 7
BurstDelay7=12 ; shot 8
BurstDelay8=12 ; shot 9
BurstDelay9=12 ; shot 10
BurstDelay10=12 ; shot 11
BurstDelay11=12 ; shot 12
Burst=12; Fires 12 shots before reloading for 200 ticks
Disclaimer: I'm not sure if the game supports that many burstdelays.
Please contact me on msn if you need me for anything, thanks.