Difference between revisions of "Sniper Gun"

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Revision as of 14:36, 2 March 2016

KraitSG2.png

Description

Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.

Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:

Asp SG, Boa SG, Cobra Mark III SG, Fer-de-Lance SG, Krait SG, Viper SG.

Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also.

Krait SG has 3 Sniper Guns which produce single heat with Separated Lasers due to mounted enough far from each other.

For Heavy Sniper Gun you need at least a Python SG or Prototype Boa.


Sniper Gun

The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.

The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.

This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.

SniperGun.png

Sapper

Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.

Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers.

Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your Sapper Mode equipment.


Heavy Sniper Gun

Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like Python SG or Prototype Boa.

HeavySniperGun.png

Heavy Sapper

Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.

Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers.

Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your Sapper Mode equipment.


Anti-Sapper Equipment

Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments.

There is a Sapper Nullifier equipment in TL15 worlds if HardShips OXP is installed which reduce the damage of Sappers to 1x level even at point blank range.

Sapper Mode

Buy this primable equipment then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.

The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.


Weapon Comparsion

Minimal
Ship
Mass (t)
Separation
need (m)
Range (km) Damage/s Damage
/Heat
Damage
before
OverHeat
Energy
/Shot
Damage
/Shot
Delay Heat
/Shot
Tech Cost Color
Sniper Gun 1.1 30 50 20 100 5 1560 1 40 0.4 8 12 20000 Blue
Sapper 30 - 20 50-250 1-5 250-1250 5 10-50 0.2 10 12 26000 Red
Heavy Sniper Gun 250 100 25 200 10 2720 1 40 0.2 4 12 200000 Blue
Heavy Sapper 250 - 25 100-500 2-10 500-2500 10 20-100 0.2 10 12 206000 Red
Sniper Gun 1.0 30 50 20 120 6 1680 1 30 0.25 5 12 20000 Blue
Heavy Sniper Gun 250 100 25 240 12 3360 2 60 0.25 5 12 200000 Light Blue
Military Laser 0 30 30 120 2.82 700 1.1 12 0.1 4.25 11 6000 Magenta


Sniper Ships

Asp SG

Has 1 forward and 1 aft Sniper Gun.

AspSG.png


Boa SG

Hold 2 central Sniper Guns, not separated.

BoaSG.png


Cobra Mark III SG

Has 3 Sniper Guns, not separated.

CobraSG.png


Fer-de-Lance SG

Hold 2 central Sniper Guns, not separated.

FerSG.png


Krait SG

Has 3 separated Sniper Guns! Available in shipyards for the player.

KraitSG.png


Prototype Boa

Griff's Prototype Boa contain a Heavy Sniper Gun over the nose and 4 turrets around the ship.

ProtBoa.png


Python SG

Use 3 separated Heavy Sniper Guns!

PythonSG.png


Viper SG

Equipped with a single Sniper Gun. Available in shipyards for the player.

ViperSG.png


Screenshots

Using Cobra Mark III SG:

CobraSG2.png


Twin Sniper Guns of Fer-de-Lance SG:

FerSG2.png


Subentities

Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a "snipergun-dummy" subentity is added into the ship.

There are 3 model variants in this package: "snipergun" is the central weapon, "snipergun-l" and "snipergun-r" could be used in wingtips.

For heavy mounts use "snipergun-heavy", "snipergun-heavy-l", "snipergun-heavy-r" or "snipergun-heavy-dummy".

If you make a new gun subentity and want to be usable for Sniper Gun then name the datakey like "snipergun-yournewgun". The condition script allow usage of sniper guns in any subentity which start the datakey with "snipergun". If your gun is really big and your ship.mass is over 250t then you can use "snipergun-heavy-yournewgun" which can hold Heavy Sniper Gun.

For aft guns you must give orientation="0 0 1 0"; (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount.

Side mounts are not usable for sniper guns at all.


Asp SG use the following lines in shipdata.plist:

       "asp-sg" =
       {
               like_ship = "asp";
               accuracy = 7;
               auto_weapons = 0;
               aft_weapon_type = "EQ_WEAPON_CANNON_SNIPER_GUN";
               forward_weapon_type = "EQ_WEAPON_CANNON_SNIPER_GUN";
               frangible = no;
               has_ecm = 1.0;
               has_energy_bomb = 0.1;
               has_escape_pod = 1.0;
               has_shield_booster = 1.0;
               has_shield_enhancer = 0.75;
               name = "Asp SG";
               subentities = ( //forward and aft guns
                       { subentity_key = "snipergun"; position = "0.0 -2.2 38.0"; },
                       { subentity_key = "snipergun"; position = "0.0 4.5 -30.5"; orientation = "0 0 1 0"; }
               );
               view_position_aft = "0.0 7.7 -39.5811";
               view_position_forward = "0.0 2.62065 50.1318";
               weapon_facings = 3;
               weapon_position_aft = "0.0 4.5 -58.1";
               weapon_position_forward = ("0.0 -2.26444 65.1456");
       };

The "orientation" within the second subentity is set to "0 0 1 0" which turn the gun backwards for the aft mount.


Boa SG and Fer-de-Lance SG use "snipergun-l" and "snipergun-r" models to make a Twin Sniper Gun:

        forward_weapon_type = "EQ_WEAPON_CANNON_SNIPER_GUN";
        subentities = (
                { subentity_key = "snipergun-l"; position = "-1.15 5.0 54.0"; },
                { subentity_key = "snipergun-r"; position = "1.15 5.0 54.0";  }
        );
        weapon_mount_mode = "multiply";
        weapon_position_forward = ("-1.15 5.0 82.3", "1.15 5.0 82.3");


Ships like Prototype Boa with custom gun models must use a "dummy" subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.

       "griff_prototype_boa-PLAYER" = {
               forward_weapon_type = "EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN";
               subentities = (
                               { subentity_key = "snipergun-heavy-dummy"; },


Python SG has separated heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis (the third number in positions) to get more than 100m diagonally.

               forward_weapon_type = "EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN";
               subentities = (
                       { subentity_key = "snipergun-heavy"; position = "0.0 0.3 65.5"; },
                       { subentity_key = "snipergun-heavy-l"; position = "-37.0 0.0 -35.0"; },
                       { subentity_key = "snipergun-heavy-r"; position = "37.0 0.0 -35.0";  }
               );
               weapon_mount_mode = "multiply";
               weapon_position_forward = ("0.0 0.3 123.0", "-37.0 0.0 29.3", "37.0 0.0 -38.0");


Credits

Gun model made by Griff, Textures and fragment shader are from Iguana in Staer9's Shipset.


License

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0. If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.


Download

Sniper_Gun_1.0.oxz (313 downloads).


Changelog

2016.02.13. v1.0  First release.


Quick Facts

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