Sniper Weapon |
What stats would you give an armor ignoring, long range weapon? Everything including projectile type, range, damage recharge etc.

Re: Sniper Weapon
I'd instead suggest creating a special mount just for this. Then you can make any Direct Fire weapon a sniper weapon if you want. I'd insist on stuff like +400% Cost, +100% Size, +200% Supply/Ordnance usage. To my knowledge (untested), you can't change fire rate and you certainly can't make it penetrate armour (not that it'd matter if you up its damage). The massive ammo/size boost would prevent it from being spammed so easily.
Just to be sure, make that mount have a requirement of "ship must be X or bigger" so you can't have a tiny frigate run all over the place as it snipes you. In my view, it should only be for ships that have 1000kT or larger hulls - whatever it is, it better be possible to zerg rush it and kill it as you can't run away from such sniper weapons.
---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

Re: Sniper Weapon
Reminds me of some things I've heard about Eve. There are corps who will do a corp vs. corp run and tell their people, "load up with missiles, 4000km range or longer." In Eve, missiles have an effective range of 1500km before you start upping it. Direct fire weapons start around 3000+ km.
Ah, missle-sniping...




Re: Sniper Weapon
A sniper weapon will have great range, skip armor, good accuracy, but slow rate of fire, and most importantly not amazing damage. Other wise it is too good, Kinda like the shard cannon. You can try this:
Name := Depleted Uranium Sniper Riffle
Description := Long range riffle which fires armor piercing depleted uranium rounds.
Picture Number := 114
Maximum Level := 100
Tonnage Space Taken Formula := 50
Tonnage Structure Formula := 50 + (([%Level%] - 1) * 10)
Cost Minerals Formula := 150 + (([%Level%] - 1) * 15)
Cost Organics Formula := 25
Cost Radioactives Formula := 50 + (([%Level%] - 1) * 5)
Supply Amount Used Formula := 2
Ordnance Amount Used Formula := 1
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Weapons
Custom Group := 0
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Projectile Weapons.
Requirement 1 Formula := Get_Empire_Tech_Level("Projectile Weapons") >= (1 + ([%Level%] - 1))
Number Of Abilities := 1
Ability 1 Type := Ordnance Storage
Ability 1 Description := Provides storage for [%Amount1%] units of ordnance.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 20
Ability 1 Amount 2 Formula := 0
Weapon Type := Direct Fire
Weapon Delivery Type := Projectile
Weapon Target Type List := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula := "Skips Armor"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := (30 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(180, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula := (40 + (([%Level%] - 1) * 6)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(180, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula := 50 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula := 12000
Weapon Display Type := Bolt
Weapon Space Display Effect Name := Bolt 2
Weapon Ground Display Effect Name := Bolt 2
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := Depleted Uranium Cannon
Weapon Bolt Speed := 0.06