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BETA RELEASE: Everything (including multiplayer) works fine, but the animations/visuals need polish. When the mod comes out of beta, Sniper and his alt skills will be locked by default, but there will be a config option to automatically unlock everything.
The Sniper is a long-range DPS who uses powerful charged attacks to take down big targets. His Spotter drone allows him to analyze enemies, causing heavy attacks to transfer their damage to nearby enemies when hit.
Full Release Goals:
Place SniperClassic.dll in /Risk of Rain 2/BepInEx/plugins/ Settings can be changed in BepInEx/config/com.Moffein.SniperClassic.cfg
Moffein - Code LucidInceptor - Models Timeweeper - Chiropractor, Animations, Code Rob - Animations, Code DestroyedClone - Alt Spotter aggro code Swuff - Character select icon outlines, animation help Papazach - Skill Icons
Big thanks to Rob and Timesweeper for helping me with all the code-related stuff to get Lucid's models in-game, along with doing the animations! You guys are lifesavers! Also huge thanks to Lucid for all the models!
Sounds taken from Dirty Bomb, TF2, L4D2, and https://www.youtube.com/watch?v=aoBWUs8poYU
Somewhat of an experimental update, trying out lots of different changes. The general idea is that I want to make Sniper's alt skills have a larger impact on how he plays. I think his base kit felt good to use, but it was pretty much the only way to play Sniper. With these changes and additions, I hope that Sniper will have much more replay value. Let me know how these feel, and if they make Sniper too strong/weak, or if they make him awkward/better to play. Ping me, open an issue on the github, DM me. Every bit of feedback helps!
New special: Spotter: DISRUPT
This skill should be familiar if you've played the original Starstorm mod for Risk of Rain 1. Instead of being a passive debuff targeted towards a single enemy, this Spotter mode actively damages enemies while drawing nearby enemies towards it. Special thanks to DestroyedClone for lending me the code for it!
Steady Aim's max charge multiplier has been reduced to compensate for all of Sniper's primaries getting buffs to their uncharged damage. Overall compared to before, Sniper will be doing more damage when unscoped, while charged shots will do less damage in total than before (but still enough to 1shot a Golem with a fully charged Feedback + Snipe on stage 1).
Hard Impact was pretty much the same as Snipe, but with different numbers. The movement penalty didn't matter much since you could just backflip away. With these changes, I hope to give the skill a unique identity of its own, while still keeping the heavy and hard-hitting feeling of before.
A common complaint about Snipe was that it couldn't 1shot trash on stage 1. Additionally, the whole reason Hard Impact existed originally was because Snipe's reload bar was too fast for some people to hit. Instead of trying to have 2 copies of the same skill but with different numbers, I want the default Snipe to be the only 'sniping' skill, and I want it to feel right to use. With the increased damage, Snipe should be able to 1shot beetles and lemurians on stage 1. To account for people who can't hit the fast reload timing, I've added a config option to slow it down. By default it will use RoR1's fast reload timing.
To account for the lower value of fully charged shots, Mark has had a slight damage increase and a decent reload time decrease to compensate. I was hesitant to buff the damage too much due to feedback I received early-on about the skill being too strong compared to Sniper's other options, but let me know how this feels since I spent the least time testing with this.
Please note that the install buttons only work if you have compatible client software installed, such as the Thunderstore Mod Manager. Otherwise use the zip download links instead.
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