Falcon

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Revision as of 23:54, 3 September 2023 by DefineBrackishWater (talk | contribs) (Added Category:Sniper_Reticle.)
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The Falcon is a semi-automatic marksman rifle with a long range scope.

"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."

Gameplay details

The Falcon is equipped by pushing the Front Item or Back Item keybind, assigned to the number one key (1) and the number two key (2) respectively. Fire1, left click, will fire the weapon. Fire2, right click, will aim down sights. Reload, R, will put in a fresh magazine if there is any spare ammo.

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.

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

There are a wide variety of Falcon skins and sniper reticles available as Steam inventory items.

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

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.


Gallery

An Intruder reloading a Falcon on Riverside. Focusing in on the sniper scope of a Falcon at a target 57 meters away on Riverside.

History

U4 Patches

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

U5 Builds

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

Steam Builds

Old Model

Sniper Rifle Zooming into the scope


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