burst firing is attached to the projectile weapon defs. Iskatu is a premier model artist, so his work is closely guarded.
here's some GameInfo for the Kol:
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 27.000000
DamagePerBank:BACK 49.500000
DamagePerBank:LEFT 49.500000
DamagePerBank:RIGHT 27.000000
Range 5000.000000
PreBuffCooldownTime 4.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 1.000000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 15
burstDelay 0.060000
muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.770000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"
I've bolded out the burst snippet...
15 shots per burst, a delay of 0.06 seconds between shots, and a cooldown of 4.5 seconds per burst.
I really suspect that you haven't peered into the gameinfo files much