Varibles not Changing Fire Speed

So I have a Instantiate script for a bow and arrow, and when I tried to delay they speed of the script (fireRate), it does not change the speed of the fire rate in-game. What am I doing wrong with eh variables?

Here is the base fire script:

using UnityEngine;
using System.Collections;

public class UsingInstantiate : MonoBehaviour
{
	public Rigidbody rocketPrefab;
	public Transform barrelEnd;
	public Rigidbody capGun;
	private float nextFire = 1.0F;
	public float fireRate = 0.5F;
	
	
	void Update ()
	{
		if(Input.GetButton("Fire1") && Time.time > nextFire)
		{
			nextFire = Time.time + fireRate;
			Rigidbody rocketInstance;
			rocketInstance = Instantiate(rocketPrefab, barrelEnd.position, capGun.rotation) as Rigidbody;
			rocketInstance.AddForce(barrelEnd.forward * 3000);
		}
	}
}

I think the issue is that you’re using Time.time to control the firing. Based on Unity Time defintion, Time.time is the time that has been elapsed since the game started: Unity - Scripting API: Time.time. Try to add your own counter using Time.DeltaTime

public class UsingInstantiate : MonoBehaviour
 {
     public Rigidbody rocketPrefab;
     public Transform barrelEnd;
     public Rigidbody capGun;
     private float nextFire = 1.0F;
     public float fireRate = 0.5F;
     private float fireElapsedTime = 0f; //Will be used to know when to increase the fire rate
     
     
     void Update ()
     {
         if(Input.GetButton("Fire1"))
	     {
             //if is time to increase fire rate
            if (fireElapsedTime >= nextFire)
         	{
                //reset the counter to 0
                fireElapsedTime = 0;
             	nextFire = Time.time + fireRate;
             	Rigidbody rocketInstance;
             	rocketInstance = Instantiate(rocketPrefab, barrelEnd.position, capGun.rotation) as Rigidbody;
             	rocketInstance.AddForce(barrelEnd.forward * 3000);
         	}
            else
            {
                //just sum the time for the next cycle
                fireElapsedTime += Time.deltaTime;
            }
	    }
     }
 }

Hope this helps