Airships: Conquer the Skies

Airships: Conquer the Skies

Sharpshooter - Heavy Duty Rifle
19 Comments
YellowMiner 9 Sep, 2018 @ 1:06pm 
Just a minor graphical polish (seems to lack a bump map) and maybe tweaking the damage to whatever'll fit
Horcerer  [author] 9 Sep, 2018 @ 1:05pm 
You may. Thank you for asking.

Due to its age you can change it as you like based on how the game is changed, though I'd keep the general concept (long range, relative high damage but slow rate of fire) the same.
YellowMiner 9 Sep, 2018 @ 11:29am 
i'm doing a workshop cleanup pass, where i ask to merge all the single part mods into some more conscequent stuff like Whitefox MKII, and give it some polish (graphical and update to latest standards).

May i merge this ?
Horcerer  [author] 3 Aug, 2016 @ 5:57pm 
Already is done. (Though not complete about modding, but it can easily start you). It's called Airships: Modding the Skies.
spiralk 3 Aug, 2016 @ 5:50pm 
"Also, I'm building a guide to modding Airships: Conquer The Skies. It should be done fairly soon" that's awsome!!!
CRAZYMEGAAETHER 15 Mar, 2016 @ 7:50am 
изи
EEE 6 Mar, 2016 @ 8:22am 
nice
FooFoo4230 5 Mar, 2016 @ 6:32am 
This mod needs Sniper rifle + Heavy duty.
Sniper rifle suggestions: Dealing 20 piercing damage but only 1 shot per ammo, as high bullet velocity as suspendium cannons, Reload time 8 seconds, weight 15, 1 high, 2 long, cost $150, very high accuracy.
If anyone thinks this is overpowered/underpowered you are very welcome to do something about it.
Arnold 5 Mar, 2016 @ 1:30am 
support
MisterSpock 3 Mar, 2016 @ 12:29pm 
gz, guys looks good
Horcerer  [author] 21 Feb, 2016 @ 2:07pm 
I did start the mod out with the intention of it being more a sniping-weapon than powerful rifle, but halfway through I changed my mind, resulting in the name confliction. Considering the Workshop name includes "Heavy Duty Rifle", I'll keep it for now, but if it does get extra-confusing I'll change it.
71 21 Feb, 2016 @ 2:04pm 
I tested it out in game to get a better senes of it.

I'm a bit more convinced it's balanced now that I know it costs $130 (I had assumed $25 to $50), but it still feels like it doesn't know what it wants to be.
My suggested stat line:

Cost: $100
Piercing Damage: 12
Reload Time: 4 seconds
Weight: 12
HP: 45

Everything else being the same. This way it's a bit more in line with an AP rifle tech upgrade for the mid/late game.

Also, the module is "Heavy Rifle" in-game. I couldn't find it for a minute or two because I was searching for "Sharpshooter". You might be better off renaming it here on the Workshop.
Zarkonnen  [author] 21 Feb, 2016 @ 12:27pm 
Yay! The first third-party mod! Going to try it out and give you more technical feedback. Balance-wise I think it's actually fine. It does far less damage per second (3.125) than a rifle (6).
Horcerer  [author] 21 Feb, 2016 @ 11:34am 
I'll probably tone it down soon, as it has a (hidden) very low innacuracy stat.
71 21 Feb, 2016 @ 11:32am 
25 damage seems high. That's only 5 damage less than a deck gun (with +3 shots per clip).

Probably should have no more than 10 to 15 damage, which would give it armor piercing capability without competing with cannons.
Horcerer  [author] 21 Feb, 2016 @ 11:25am 
HDR?
bcbc2425 21 Feb, 2016 @ 11:18am 
add a 360 HDR with no restrictions
Horcerer  [author] 21 Feb, 2016 @ 10:59am 
Ah, you're right, I completely forgot!
71 21 Feb, 2016 @ 10:58am 
Could do with a simple scope or iron sight.

Adding the weapon stats (damage, reload rate, clip size, etc) to the description would also be helpful.