Final list of new features which will arrive in Sniper Gun v1.1:
-
Sapper is a faster Sniper Gun for dogfight, 2.5x stronger within 500m but rapidly dissipating with range.
-Sapper still cause some damage when
narrowly misses the target and play hit sound.
-
Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.
-
Anti-Sapper Equipment reduce the damage caused by Sapper weapons below 1.5x.
-
Sapper Mode primable equipment can turn on/off Sapper when activated.
-Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).
-The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.
-Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.
-NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.
-All SG ships contain Anti-Sapper and Sapper Mode equipments by default.
-In
Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.
Changes in v1.1:
-Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.
-Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.
-No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.
-Python SG got an aft (not heavy) Sniper Gun mount.
-Fixed Asp SG forward laser mount position.
Check the updated
Weapon comparsion table in the wiki.
The code is in feature freeze state but need some fixes before release.