Difference between revisions of "Falcon"

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== Introduction ==
+
[[File:Jake K Falcon.jpg|500px|thumb|right|{{Template:Weapons List}}]]
The [[Sniper Rifle]] is a 7.62x51mm, semi-automatic marksman rifle. It has a magazine capacity of 5 rounds.
+
<blockquote>
 +
''A semi-automatic rifle with Mil-Dot, range finding scope. Massive stopping power and long range, but only accurate when still and crouched or prone.''
  
== History ==
+
''Press and hold [Right Click] to enter focus mode.''
*[[Change Log]]
+
</blockquote>
**Build 83 - New bullet penetration system! Allows sniper bullets through normal doors.
+
== Details ==
**Build 83 - Sniper bullet trail made shooter.
+
=== Overview ===
**Build 83 - Made sniper hearable from any distance.
+
The [[Falcon]] is a semi-automatic sniper rifle in [[Intruder]].
**Build 83 - Sniper scope no longer visible floating when dead.  
+
 
**Build 80 & 81 - Fixed Sniper start ammo swap.
+
It has 5 rounds when fully loaded. Maps with wind will cause long range shots to drift off course. If lying still it's possible to accurately fire all 5 shots at the maximum fire rate. Hipfire is as accurate as being scoped in but will vary slightly off to the right in the same way that the [[Shrike|Shrike's]] laser does.
**Build 77 & 78 - Limited fire rate on Sniper Rifle.
+
 
**Build 76 - Sniper reload a little more lenient.
+
The Falcon ''must'' be fired while still and crouched or while prone. Firing while below 79 balance will display a warning message and firing while below 75 balance will cause shots to miss.
**Build 73 - New Sniper Rifle scope where you actually look down the scope itself.
+
=== Data ===
**Build 73 - Put suppressive fire on a sniper to keep from getting shot.  
+
{| class="wikitable" style="display: inline-table;"
**Build 41-46 - Sniper Rifle Bullets Now Chunk Holes out of Walls
+
|+ Falcon damage
**Patch 242 - Sniper Rifle texture added.
+
|-
**Patch 227 - Sniper pickup disappearing bug should be solved.
+
|
 +
! regular || with [[Heavy Armor]]
 +
|-
 +
! body
 +
| 90 Health
 +
85 Balance
 +
| 54 Health
 +
51 Balance
 +
|-
 +
! head
 +
| 450 Health
 +
100 Balance
 +
| 270 Health
 +
100 Balance
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
|+ Falcon stats
 +
|-
 +
! maximum range
 +
| >600 meters
 +
|-
 +
! penetration
 +
| yes; >204 meters
 +
|-
 +
! bullet tracer
 +
| yes
 +
|-
 +
! muzzle flash
 +
| yes
 +
|-
 +
! audible distance
 +
| 321 meters
 +
|-
 +
! muzzle smoke
 +
| large
 +
|-
 +
! bullet impact smoke
 +
| large
 +
|}
 +
{| class="wikitable" style="display: inline-table;"
 +
|+ Falcon penalties
 +
|-
 +
! firing penalty
 +
| -2 Energy
 +
-15 Balance
 +
|-
 +
!rowspan="2"| low energy penalty
 +
| extra screen sway
 +
|-
 +
| increased aim down sight sway
 +
|-
 +
! low balance penalty
 +
| horrible inaccuracy when fired while below 75 balance
 +
|}
 +
 
 +
=== Keybinds ===
 +
*'''1''' ([[Controls#Keyboard|<code>Front Item</code>]]) or '''2''' ([[Controls#Keyboard|<code>Back Item</code>]]), will equip the [[Falcon]].  
 +
*'''LEFT-CLICK''' ([[Controls#Keyboard|<code>Fire1</code>]]), will fire the weapon.
 +
*'''RIGHT-CLICK''' ([[Controls#Keyboard|<code>Fire2</code>]]),  will aim down sights.  
 +
*'''R''' ([[Controls#Keyboard|<code>Reload</code>]]), will load a fresh magazine if there is any spare ammo.
 +
 
 +
== Unlockables ==
 +
<div class="mw-collapsible mw-collapsed">
 +
The [[Falcon]] offers various skin variations:
 +
<div class="mw-collapsible-content">
 +
=== <FONT COLOR="Blue">Common</FONT> ===
 +
<gallery mode="packed" widths=400px heights=300px>
 +
File:Falcon Yellow.png|Yellow
 +
File:Falcon Green.png|Green
 +
File:Falcon Blue.png|Blue
 +
File:Falcon Purple.png|Purple
 +
File:Falcon Pink.png|Pink
 +
</gallery>
 +
----
 +
=== <FONT COLOR="Green">Uncommon</FONT> ===
 +
<gallery mode="packed" widths=400px heights=300px>
 +
File:Falcon White.png|White
 +
File:Falcon LightPink.png|LightPink
 +
File:Falcon Tan.png|Tan
 +
File:Falcon Red.png|Red
 +
</gallery>
 +
----
 +
=== <FONT COLOR="Orange">Rare</FONT> ===
 +
<gallery mode="packed" widths=400px heights=300px>
 +
File:Falcon Chrome.png|Chrome
 +
File:Falcon Southern.png|Southern
 +
File:Falcon Woodland.png|Woodland
 +
File:Falcon Urban.png|Urban
 +
</gallery>
 +
----
 +
=== <FONT COLOR="Purple">Very Rare</FONT> ===
 +
<gallery mode="packed" widths=400px heights=300px>
 +
File:Falcon OldStyle.png|OldStyle
 +
File:Falcon Carbon Fiber.png|CarbonFiber
 +
File:Falcon SouthernUCP.png|SouthernUCP
 +
File:Falcon DesertUCP.png|DesertUCP
 +
File:Falcon WoodlandUCP.png|WoodlandUCP
 +
File:Falcon UrbanUCP.png|UrbanUCP
 +
</gallery>
 +
----
 +
=== <FONT COLOR="Red">Ultra Rare</FONT> ===
 +
<gallery mode="packed" widths=400px heights=300px>
 +
File:Falcon OldStyleGold.png|OldStyleGold
 +
File:Falcon REALISEC.png|ISEC
 +
File:Falcon ISEC.png|Construction
 +
File:Falcon HotSpot.png|HotSpot
 +
File:Falcon Construction.png|DeepSea
 +
File:Falcon IcedMetal.png|IcedMetal
 +
File:Falcon MellowWater.png|MellowWater
 +
File:Falcon MellowLava.png|MellowLava
 +
</gallery>
 +
----
 +
=== Seasonal ===
 +
<gallery mode="packed" widths=400px heights=300px>
 +
File:Falcon Gold.png|Gold
 +
File:Falcon Mummy.png|Mummy
 +
File:Falcon Reindeer.png|Reindeer
 +
</gallery>
 +
</div>
 +
</div>
 +
 
 +
== [[Tuning]] ==
 +
Changing the firemode via tuning will always start players off in semi-automatic mode. Pushing the firemode button will switch players to a valid firemode. The last firemode a player used will be remembered until the map changes.
 +
 
 +
The ammo that is loaded in a weapon by default is determined by the map. If a map spawns the player with more ammo loaded than the maximum magazine size as determined by tuning, then reloading will return the excess to the stack of [[Sniper Ammo]] in their inventory.  
 +
 
 +
Having the held Manta drop when ragdolled will make it float in the air at the position where it was last held. Only [[Shield|Shields]] and [[Briefcase|Briefcases]] have physics.
 +
 
 +
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 +
| <span style="font-size: 120%;">'''Example code:'''</span>
 +
|-
 +
|
 +
{
 +
  "IntruderTuning": {
 +
    "SniperRifle": {
 +
      "canUseOnLadder": false,
 +
      "canUseInWater": false,
 +
      "canUseUnderWater": false,
 +
      "canUseOnZipline": false,
 +
      "dropWhenRagged": false,
 +
      "hideOnRagdoll": false,
 +
      "fireRate": 0.3,
 +
      "fireRecoverRate": -1,
 +
      "fireDelayTime": 0,
 +
      "hasSemiAuto": true,
 +
      "hasFullAuto": false,
 +
      "hasBurstShot": false,
 +
      "maxClipAmmo": 5,
 +
      "reloadTime": 3.6,
 +
      "autoReload": false,
 +
      "reloadOnEquip": false,
 +
      "hasScope": false,
 +
      "playGunFireEmptySound": true,
 +
      "canJumpFire": false,
 +
      "unequipOnEmpty": false,
 +
      "unequipDelay": 0,
 +
      "removeFromInventoryOnEmpty": false,
 +
      "equipTime": 1.3,
 +
      "shellSpeed": 5,
 +
      "shellEject": true,
 +
      "advancedRecoil": true,
 +
      "hasStockRecoil": false,
 +
      "stockRecoilRecoverySpeed": 5,
 +
      "recoilBalance": 15,
 +
      "precoilBalance": 74,
 +
      "canFocusShot": true,
 +
      "noPrecoilZoomed": false,
 +
      "medHighEnergy": 60,
 +
      "lowMedEnergy": 30,
 +
      "aimDownSightsFov": 50,
 +
      "extraZoomingFov": 16,
 +
      "shellEjectDelay": 0
 +
    }
 +
  }
 +
}
 +
|}
  
== Gameplay ==
+
== Trivia ==  
By default the [[Sniper Rifle]] cannot be used until it is picked up using "'''V'''". Upon pickup, you will have to go to your inventory and assign it a key binding by dragging it into the open slot you wish to use. Typically, this open slot is "'''2'''". The [[Sniper Rifle]] can be shot by using the '''Left Click''' on your mouse. Using '''Right Click''' will force the sniper rifle to aim down sights. Pressing '''Right Click''' again will make the [[Sniper Rifle]] come out of the aim down sights mode. Unlike the [[Pistol]] and [[SMG]], the [[Sniper Rifle]] can take use of the zoom function while aiming down the sites. By holding down '''Right Click''' after toggling aim down sights mode, you can zoom in with the sniper to get a better focus in order to see the enemy. Also unlike the [[Pistol]] and [[SMG]], a [[Sniper Rifle]] bullet is the least affected when it comes to distance and wind. Using the sniper while standing up will cause the shots to be very inaccurate. By crouching down or going prone will make sure your balance is high enough to guarantee a shot wherever your sites are aimed. The minimum balance needed for shots to be less affected by balance is about 70.
+
*The Falcon is directly inspired by the Heckler & Koch PSG-1 which is a heavily modified G3 meant for police sniping.
 +
*In early builds the sniper used a simple 2D texture for the scope and had three levels of zoom.
 +
*The Falcon's model was replaced on 2021 June 24.
  
 
== Gallery ==
 
== Gallery ==
https://i.imgur.com/ncHS4Qz.png https://i.imgur.com/COJdG7w.png
+
{{WIP}}
 +
 
 +
== History ==
 +
<span style="font-size: 120%;">'''Steam Builds'''</span>
 +
* [[Build 2011]] - New sniper model.
 +
* [[Build 1759]] - You can now see [[LMS]] zones through the sniper scope.
  
== Weapons and Gadgets ==
+
<span style="font-size: 120%;">'''U5 Builds'''</span>
 +
* [[Build 83]] - Sniper can now shoot through normal doors. Sniper bullet trail reduced. Sniper can be heard from any distance.
 +
* [[Build 80|Build 80 & 81]] - Fixed Sniper start ammo.
 +
* [[Build 77|Build 77 & 78]] - Reduced fire rate on Sniper Rifle.
 +
* [[Build 76]] - Sniper reload a little more lenient.
 +
* [[Build 73]] - New functional Sniper Rifle scope. Snipers can now be suppressed by shooting near them to throw off their aim.
 +
* [[Build 41|Build 41-46]] - Sniper Rifle bullets now chunk holes out of walls.
  
 +
<span style="font-size: 120%;">'''U4 Patches'''</span>
 +
* [[Patch 242]] - Sniper Rifle texture added.
 +
* [[Patch 227]] - Sniper pickup disappearing bug should be solved.
 +
 +
== See also ==
 
{{List of Weapons and Gadgets}}
 
{{List of Weapons and Gadgets}}
 
 
[[Category:Intruder]]
 
[[Category:Intruder]]
[[Category:Weapons and Gadgets]]
+
[[Category:Items]]

Latest revision as of 00:47, 27 May 2024

Panther‎‎ ‎ •‎ ‎ Shrike‎‎ ‎ •‎ ‎ Manta‎ ‎ •‎ ‎ Hammerhead‎‎ ‎ •‎ ‎ Falcon

A semi-automatic rifle with Mil-Dot, range finding scope. Massive stopping power and long range, but only accurate when still and crouched or prone.

Press and hold [Right Click] to enter focus mode.

Details

Overview

The Falcon is a semi-automatic sniper rifle in Intruder.

It has 5 rounds when fully loaded. Maps with wind will cause long range shots to drift off course. If lying still it's possible to accurately fire all 5 shots at the maximum fire rate. Hipfire is as accurate as being scoped in but will vary slightly off to the right in the same way that the Shrike's laser does.

The Falcon must be fired while still and crouched or while prone. Firing while below 79 balance will display a warning message and firing while below 75 balance will cause shots to miss.

Data

Falcon damage
regular with Heavy Armor
body 90 Health

85 Balance

54 Health

51 Balance

head 450 Health

100 Balance

270 Health

100 Balance

Falcon stats
maximum range >600 meters
penetration yes; >204 meters
bullet tracer yes
muzzle flash yes
audible distance 321 meters
muzzle smoke large
bullet impact smoke large
Falcon penalties
firing penalty -2 Energy

-15 Balance

low energy penalty extra screen sway
increased aim down sight sway
low balance penalty horrible inaccuracy when fired while below 75 balance

Keybinds

  • 1 (Front Item) or 2 (Back Item), will equip the Falcon.
  • LEFT-CLICK (Fire1), will fire the weapon.
  • RIGHT-CLICK (Fire2), will aim down sights.
  • R (Reload), will load a fresh magazine if there is any spare ammo.

Unlockables

The Falcon offers various skin variations:

Common


Uncommon


Rare


Very Rare


Ultra Rare


Seasonal

Tuning

Changing the firemode via tuning will always start players off in semi-automatic mode. Pushing the firemode button will switch players to a valid firemode. The last firemode a player used will be remembered until the map changes.

The ammo that is loaded in a weapon by default is determined by the map. If a map spawns the player with more ammo loaded than the maximum magazine size as determined by tuning, then reloading will return the excess to the stack of Sniper Ammo in their inventory.

Having the held Manta drop when ragdolled will make it float in the air at the position where it was last held. Only Shields and Briefcases have physics.

Trivia

  • The Falcon is directly inspired by the Heckler & Koch PSG-1 which is a heavily modified G3 meant for police sniping.
  • In early builds the sniper used a simple 2D texture for the scope and had three levels of zoom.
  • The Falcon's model was replaced on 2021 June 24.

Gallery

Work In Progress

Pardon our dust! This page isn't complete yet. Thank you for your patience as we continue to build up the wiki.


History

Steam Builds

U5 Builds

  • Build 83 - Sniper can now shoot through normal doors. Sniper bullet trail reduced. Sniper can be heard from any distance.
  • Build 80 & 81 - Fixed Sniper start ammo.
  • Build 77 & 78 - Reduced fire rate on Sniper Rifle.
  • Build 76 - Sniper reload a little more lenient.
  • Build 73 - New functional Sniper Rifle scope. Snipers can now be suppressed by shooting near them to throw off their aim.
  • Build 41-46 - Sniper Rifle bullets now chunk holes out of walls.

U4 Patches

  • Patch 242 - Sniper Rifle texture added.
  • Patch 227 - Sniper pickup disappearing bug should be solved.

See also

Weapons and Gadgets
Holster Panther - Shrike
Primary Manta - Hammerhead - Falcon - Shield

Banana Rifle - Snowball Launcher

General Remote Charge - Banana - Grenade - CS Grenade - Smoke Grenade

Goober Grenade - Bloon Gun - Boxing Gloves

Laser Sensor - Cardboard Decoy - Bush Camouflage - Binoculars - Bloon Cam - Medkit
Red Dot - Heavy Armor - Keycard
Hands - Radio - Lock Pick - Mirror Cam
Ammo Pistol Ammo - SMG Ammo - Shotgun Slugs - Sniper Ammo

Banana Rifle Ammo - Snowball Launcher Ammo