Falcon
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
Work In Progress
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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.
regular | with Heavy Armor | |
---|---|---|
body | 90 Health
85 Balance |
54 Health
51 Balance |
head | 450 Health
100 Balance |
270 Health
100 Balance |
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 |
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 79 balance |
There are a wide variety of Falcon skins available as Steam inventory items.
Tuning
Work In Progress
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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.
Example code: |
{ "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 } } } |
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
History
- Change Log
- Build 83 - New bullet penetration system! Allows sniper bullets through normal doors.
- Build 83 - Sniper bullet trail made shooter.
- Build 83 - Made sniper audible from any distance.
- Build 83 - Sniper scope no longer visible floating when dead.
- Build 80 & 81 - Fixed Sniper start ammo swap.
- Build 77 & 78 - Limited fire rate on Sniper Rifle.
- Build 76 - Sniper reload a little more lenient.
- Build 73 - New Sniper Rifle scope where you actually look down the scope itself.
- Build 73 - Put suppressive fire on a sniper to keep from getting shot.
- Build 41-46 - Sniper Rifle Bullets Now Chunk Holes out of Walls
- Patch 242 - Sniper Rifle texture added.
- Patch 227 - Sniper pickup disappearing bug should be solved.
Gameplay
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.
Gallery
Unlockables
Weapons and Gadgets | |
---|---|
Holster | Panther - Shrike |
Primary | Manta - Hammerhead - Falcon - Shield |
General | Remote Charge - Banana - Grenade - CS Grenade - Smoke Grenade |
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 |