(Updated durability numbers.) |
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{{Currency|Type = "Au/Cp"}} |
{{Currency|Type = "Au/Cp"}} |
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{{quote|This robot possesses a jump engine and defense system decreasing all incoming damage, which make it indispensable to those, striving for surprise attacks}} |
{{quote|This robot possesses a jump engine and defense system decreasing all incoming damage, which make it indispensable to those, striving for surprise attacks}} |
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+ | <br /> |
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− | {{Infobox_robot |
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+ | {{Quick Nav|Prev = Bulwark|Next = Mender}} |
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⚫ | |||
+ | {{Unit Page Top |
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⚫ | |||
+ | |ID = 39 |
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− | |imagecaption = 3D model [https://sketchfab.com/3d-models/falcon-3d-3f04cf2ddd6747798d02e0fa2214a61d here] |
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− | | |
+ | |Prev Unit = Raven |
⚫ | |||
+ | |Next Unit = Mender |
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⚫ | |||
+ | |Cost = 10,000 {{Cp icon}} or<br>7,500 {{Au icon}} |
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+ | |Value = $60 |
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⚫ | |||
+ | |Class = [[File:MediumRobotinfobox.png|50px|link=]]<br>[[Medium Robot|Medium]] |
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+ | |Ability = [[File:FangsOutinfobox.png|32px|link=]]<br>[[Abilities#Fangs_Out|Fangs Out]] {{Info-Tooltip|Ability Tooltip}} |
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+ | |Faction = [[File:Yan-diVenturesinfobox.png|36px|link=]]<br>[[Yan-di Ventures]] |
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⚫ | |||
⚫ | |||
+ | |Speed = 40 kph |
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⚫ | |||
+ | |Tier = III |
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+ | |WikiClass = Medium |
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+ | |Role = [[Roles|Attacker]] |
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+ | |Paint = [[File:Falcon DEFAULT.png|60px|Default]] |
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+ | |Paint2 = [[File:Falcon BLACKBIRD.png|60px|Blackbird|link=Paint_Jobs#Blackbird]] |
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+ | |Paint3 = [[File:Falcon JADE.png|60px|Jade|link=Paint_Jobs#Jade]] |
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+ | |Paint4 = |
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+ | |Paint5 = |
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+ | |LegendPaint = [[File:Falcon BLACKBIRD.png|60px|Blackbird|link=Paint_Jobs#Blackbird]] |
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+ | |LegendPaint2 = [[File:Falcon PRAETORIAN.png|60px|Praetorian|link=Paint_Jobs#Praetorian]] |
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+ | |ActiveModule = Yes |
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+ | |PassiveModule = 3 |
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+ | |Pilot = {{Pilot Tooltip|Cormac de Vos}} |
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⚫ | |||
+ | |Currency = {{CpAu}} |
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+ | |shield = false |
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⚫ | |||
+ | {{Workshopbox |
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|ws1cost=200,000 |
|ws1cost=200,000 |
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|ws1comps=80 |
|ws1comps=80 |
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|ws3cost=690,000 |
|ws3cost=690,000 |
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|ws3comps=230 |
|ws3comps=230 |
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⚫ | |||
− | |active= Yes |
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− | |passive= 2 |
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− | |class = [[Medium Robot|Medium]] |
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− | |wikiclass = [[Medium Robot|Medium]] |
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− | |ability = [[Abilities#Fangs_Out|Fangs Out]]:<br>Duration: 12 seconds<br>Cooldown: 12 seconds |
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⚫ | |||
⚫ | |||
− | |speed = 40 |
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− | |price = 10,000 [[Components]] |
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− | |value = $60<br>(7,500 [[Gold]]) |
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⚫ | |||
− | |faction = [[Factions#Unaffiliated|Unaffiliated]] |
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}} |
}} |
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+ | {{Tocright}} |
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==Introduction== |
==Introduction== |
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− | The '''Falcon''' is a |
+ | The '''Falcon''' is a medium robot with three heavy hardpoints. Previously, it used to have one heavy hardpoint and two medium hardpoints. |
==Ability== |
==Ability== |
||
− | The Falcon has a unique [[Abilities#Fangs_Out|ability]] |
+ | The Falcon has a unique [[Abilities#Fangs_Out|ability]] called '''Fangs Out'''. In its 'passive' mode all damage the Falcon receives is reduced by 66% and the player can only use the center heavy weapon, with the two other heavy weapons folded behind the Falcon's back. When the pilot chooses to activate the ability, the Falcon deploys the two heavy weapons alongside the centre weapon, however incoming damage is no longer reduced. Activating this ability means the Falcon gains significantly more firepower at the cost of reduced defence. |
− | While the ability is active |
+ | While the ability is active the pilot can trigger a jump at any time by pressing the ability button a second time. This can be used to get into a favorable attack position or escape from a bad situation. One tactic is to jump just before the ability ends, resulting in the damage reduction effect becoming active while in the air. |
− | The ability lasts for |
+ | The ability lasts for 12 seconds before it switches back to its 'passive' mode and has a cooldown of 10 seconds. |
− | Upon deactivation, both heavy weapons automatically begin their reload |
+ | Upon deactivation, both heavy weapons on the side automatically begin their reload sequence, provided they are not reload-while-firing weapons and have a partial clip remaining. This means they will almost always have a full clip upon ability activation. |
==Strategy== |
==Strategy== |
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+ | <tabber> |
||
− | The Falcon's unique ability sacrifices defense for sheer firepower, equal to the destructive potential of a [[Fury]], as well as a jump that can be used once per Fangs Out activation. However, while its Fangs Out ability is activated, the Falcon loses its damage resistance, leaving it much more vulnerable to enemy fire. This, and its average health and speed means that it is best used in a hit-and-run role using ambush tactics. |
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+ | |-| Standard = |
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+ | The standard Falcon's playstyle is very similar to a waiting game and requires a considerable amount of skill to perform. The robot's Fangs Out ability essentially trades off the Falcon's massive defense in order to supplement its miniscule default firepower with two extra heavy weapons, tripling its armaments. In addition, it gains a jump charge which aids its mobility during Fangs Out. |
||
+ | The Falcon should actively seek to engage in one-on-one battles due to its proficiency in that respective role. It absorbs massive amounts of damage while Fangs Out is not active (66% [[Effect: Defense|damage resistance]] essentially more than doubles its current health). While it is true that while the Falcon does not have Fangs Out active it has miniscule firepower, the commander can use its single heavy weapon to take down any shielding that the enemy may have. Once the enemy has depleted their ammunition, the commander should use Fangs Out - as it's a 1v1 scenario, the enemy will have no teammates to aid them and take advantage of the Falcon's dropped resistance as it deploys its two heavy weapons and begins shredding its opponent. |
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− | This robot can also excel in one on one battles, due to being able to absorb a massive amount of damage (essentially its current health x3). Thus, not activating the ability until the right moment at times can be advisable. One heavy weapon can be capable of crippling robots with below average durability, because of this, one could stay in damage resistance mode (standard mode) to weaken the opponent, then finish off the enemy by increasing its firepower with its ability. This makes it possible for the Falcon to come out victorious with the possibility of suffering only minor damage. However, facing opponents with a large amount of health could end with bad results, making it very important to pick your fights wisely. |
||
+ | While using the above strategy, if the enemy reloads before Fangs Out is over, the Falcon can use its jump charge to glide over their head. This will throw off their targeting for one or two seconds, which buys the Falcon some valuable time in waiting for Fangs Out to finish and for its resistance to come back. |
||
− | A Falcon with the traditionalist skill has a completely different playstyle. It sacrifices 2 of its heavy weapons and its jump for a dramatic (up to 50%) increase in durability, turning Falcon into a slightly slower Schutze-like robot. This means that a lvl 12, mk2 Falcon will effectively have a maximum durability of 837k without modules. If you were to repair the maximum ammount of durability possible, use two max level heavy armor kit modules, you end up with an effective durability of 1,868,184. |
||
+ | The Falcon's extremely niche ability doesn't make it suitable for many other roles other than the aforementioned assassin role, but if performed right the Falcon can make an extremely good assassin - arguably on par with some Tier 4 assassins too. |
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+ | Something all Falcon commanders should remember is to steer away from any enemy wielding [[Modifier: Defense Mitigation|Defense Mitigation]] - the Falcon actually has relatively average durability outside of its heavy damage resistance, so the ability to even partially bypass it is equivalent to a significant damage boost. If worst comes to worst and the Falcon needs to confront them, it should be noted that the Falcon doesn't need to worry about careful Fangs Out usage - either way it essentially has no resistance so it should use Fangs Out whenever possible to maximize damage output. |
||
+ | Expanding on things to stray away from, enemies with the capability to apply [[Effect: Lock-down|lock-down]] on the Falcon quickly at their will can significantly decrease the Falcon's combat effectiveness. If the Falcon activates Fangs Out but is suddenly immobilized, it will essentially be a very squishy sitting duck with firepower to watch out for. As such, the locked-down Falcon will inevitably become most enemies' priority. [[Effect: Immunity to Negative Effect|Negative effect immunity]] should be used to its maximum extent to prevent this from happening to the Falcon. |
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− | {{R|'''Threat Measure'''}} |
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+ | {{G|'''Counterplay:'''}} As mentioned earlier a significant portion of the Falcon's considerable defense without Fangs Out stems from its massive damage resistance. Defence mitigation really does work wonders when attempting to deplete the robot's health. Once again as mentioned earlier, while Fangs Out is active, lock-down can help in turning the Falcon into a sitting duck, caught in the open without its damage resistance active. [[Effect: EMP|EMP]] can also leave Falcon out in the open without its jump if applied before the Falcon activates Fangs Out, but it is not as effective a remedy as lock-down as the Falcon will still have its defences active. |
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− | Falcon is to be considered incredibly dangerous around opponents with no shielding/cover. When it activates "Fangs Out", it releases two heavy weapons with its damage reduction disabled, as well as becoming capable of using a jump once per Fangs Out activation. This makes Falcon vulnerable but powerful, so players must be warned when countering this robot. They must have an ability capable of matching or surpassing Fangs Out and may need backup, as the Falcon can be devastating and tough to fight. |
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+ | {{R|'''Threat Measure:'''}} The Falcon's ability to toggle between its modes is devastating for enemies given tactful usage. However, it is a relatively niche bot, so overall it poses a mediocre threat as a Tier 3 robot. However, given the right situation (or wrong, if you're the enemy), the Falcon can pose such a massive threat to enemies that it can compete even with Tier 4 robots. |
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⚫ | |||
− | <!--the following weapons currently DO NOT WORK with Falcon due to reload/unload times |
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− | Tempest -- unload over 12 seconds |
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− | Trebutchet-- full reload takes 23 seconds |
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− | --> |
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+ | |-| Traditionalist = |
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⚫ | |||
+ | A Falcon with the Traditionalist [[Pilot|pilot]] skill, known as a 'T-Falcon', utilizes a dramatically different playstyle - it is arguably the most differing playstyle to the base bot that can be acquired via a standard pilot skill. It sacrifices 2 of its heavy weapons and its jump for a dramatic (up to 50%) increase in durability, turning the Falcon into a true tank with one of the highest health pools in the game, surpassing even some Tier 4 tanks. |
||
+ | The Traditionalist Falcon shares practically nothing in common with its predecessor - the same strategies that its base form uses cannot be applied to the Traditionalist Falcon. However, there are a variety of new roles that the Traditionalist Falcon can partake in, including running contested beacons and simply acting as a massive meatshield. |
||
⚫ | |||
+ | |||
+ | A Traditionalist Falcon's only asset is its health, as it has only average speed and low firepower. However, this advantage is so overwhelmingly large that it can afford to tank ridiculous amounts of incoming fire for extended periods of time. This makes it suitable for attacking contested beacons - the Traditionalist Falcon can simply walk onto the beacon and slowly whittle down enemies with allied help or even by its own hands using its 1 heavy weapon. Even solo it can afford to take on 2 or even 3 enemies at a time, but with allied fire support it can take on 4 enemies to their entire team provided the Traditionalist Falcon's team manages to help take down some of the enemies. |
||
+ | |||
+ | The Traditionalist Falcon can be used as a meatshield or obstacle. Fencing off chokepoints with its frame to stop enemies from getting past is a suitable tactic for defending contested areas and giving allies time to [[Effect: Repair|repair]] and/or reload. It can easily prevent 2 or more enemies from passing through and can even destroy a couple of enemies in the process due to its sheer survivability. |
||
+ | |||
+ | Commanders using the Traditionalist Falcon should maximize use of healing. As the robot has 66% damage resistance passively, it essentially has an effective health pool 166% of what it actually is but yet it can still repair at normal speeds. As such, healing the Traditionalist Falcon is much quicker and considerably more effective than healing other tanks that rely on sheer health to survive. |
||
+ | |||
+ | On the same note, like its normal counterpart the Traditionalist Falcon should attempt to steer clear of [[Modifier: Defense Mitigation|Defense Mitigation]]. While it has a considerably larger base health pool than its base counterpart, the Traditionalist Falcon still draws a lot of its effective health pool from its damage resistance. Enemies with defense mitigation can take down the Traditionalist Falcon much faster than enemies with normal weaponry can. |
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+ | |||
+ | {{G|'''Counterplay:'''}} As mentioned above, Defense Mitigation is not an instant-win button when fighting against the Traditionalist Falcon but can greatly aid enemies in defeating it. Outside of it, there's not much else that can be done to properly counter it besides utilizing insta-killing [[Environmental Hazards|environmental hazards]]. |
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+ | |||
+ | {{R|'''Threat Measure:'''}} Traditionalist Falcon is a true tank that can disrupt the enemy by pushing beacons or attacking behind enemy lines, occupying several enemies for a time and also takes several robots to take it down. No longer with the stress of activating the ability at the right time, the Traditionalist Falcon is extremely dangerous to most robots and a massive threat as a Tier 3 robot, rivalling even the likes of Tier 4 tanks. |
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+ | |||
+ | </tabber> |
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+ | |||
⚫ | |||
⚫ | |||
+ | {{CollapseBeginClosed}} |
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⚫ | |||
{|border="1" |
{|border="1" |
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|- |
|- |
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Line 109: | Line 148: | ||
|{{Setup|"Thermite"}} |
|{{Setup|"Thermite"}} |
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| |
| |
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− | |Nuke (Opt. |
+ | |Nuke (Opt. 2) |
|- |
|- |
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|'''Setup 6 '''→ |
|'''Setup 6 '''→ |
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Line 116: | Line 155: | ||
|{{Setup|"Ember"}} |
|{{Setup|"Ember"}} |
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|{{Setup|"Avenger"}} |
|{{Setup|"Avenger"}} |
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− | |Leadhose (Opt. |
+ | |Leadhose (Opt. 4) |
|- |
|- |
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|'''Setup 7 '''→ |
|'''Setup 7 '''→ |
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Line 126: | Line 165: | ||
|} |
|} |
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</div> |
</div> |
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+ | {{CollapseEnd}} |
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− | |||
===Medium Range (500m to 600m)=== |
===Medium Range (500m to 600m)=== |
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+ | {{CollapseBeginClosed}} |
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− | |||
− | <div class= |
+ | <div class=style="width:100%" data-expandtext="Open" data-collapsetext="Close"> |
{|border="1" |
{|border="1" |
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|- |
|- |
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Line 154: | Line 193: | ||
|- |
|- |
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|'''Setup 4'''→ |
|'''Setup 4'''→ |
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+ | |{{Setup|"Viper"}} |
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+ | |{{Setup|"Viper"}} |
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⚫ | |||
+ | |'''Setup 5'''→ |
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|{{Setup|"Avenger"}} |
|{{Setup|"Avenger"}} |
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|{{Setup|"Trident"}} |
|{{Setup|"Trident"}} |
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|} |
|} |
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</div> |
</div> |
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+ | {{CollapseEnd}} |
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+ | ==Upgrade Cost== |
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+ | {{Robot Tier3}} |
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+ | * NOTE: base level starts at level 1 cost is <!--10,000 {{Cp icon}} --> |
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+ | * MK2 Upgrade cost 500 {{Au icon}} |
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⚫ | |||
− | ==Mark I Statistics== |
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+ | {{MasterRobot|Falcon}} |
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− | ===Purchase Information=== |
||
− | {| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:450px;" |
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⚫ | |||
− | !Purchase<br />Level |
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− | !Purchase<br />Cost |
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− | !Health |
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− | !Speed (km/h) |
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⚫ | |||
⚫ | |||
− | |10,000 [[Components]]/<br />7,500 [[Au]] |
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− | |96,000 |
||
− | |40 |
||
− | |} |
||
− | |||
− | {{robot-upgrades| |
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− | |2|42|102,000||100,000|2 hours |
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− | |3|43|108,000||200,000|5 hours |
||
− | |4|44|115,000||400,000|14 hours |
||
− | |5|45|122,000||2,000,000|1 days 4 hours |
||
− | |6|46|130,000||3,000,000|2 days 4 hours |
||
− | |7|48|138,000||4,000,000|2 days 18 hours |
||
− | |8|49|147,000||8,000,000|3 days 18 hours |
||
− | |9|50|156,000||13,000,000|4 days 10 hours |
||
− | |10|50|166,000||25,000,000|4 days 20 hours |
||
− | |11|50|177,000||35,000,000|5 days 4 hours |
||
− | |12|50|188,000||45,000,000|5 days 10 hours |
||
− | |Total|+10|+92,000||135,700,000|30 days 9 hours |
||
⚫ | |||
− | |||
− | ==Mark II Statistics== |
||
− | ===Purchase Information=== |
||
− | Note: Level 12 Mark I is required to upgrade (purchase) to Mark II. |
||
− | {| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:450px;" |
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− | |- |
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⚫ | |||
− | !Cost |
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− | !Health |
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− | !Speed (km/h) |
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− | |- |
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− | |1 |
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− | |500 [[Au]] |
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− | |115,200 |
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− | |40 |
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− | |} |
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− | |||
− | {{robot-upgrades-mk2| |
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− | |2|42|122,400||100,000|2 hours |
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− | |3|43|129,600||200,000|5 hours |
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− | |4|44|138,000||400,000|14 hours |
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− | |5|45|146,400||2,000,000|1 days 4 hours |
||
− | |6|46|156,000||3,000,000|2 days 4 hours |
||
− | |7|48|165,600||4,000,000|2 days 18 hours |
||
− | |8|49|176,400||8,000,000|3 days 18 hours |
||
− | |9|50|187,200||13,000,000|4 days 10 hours |
||
− | |10|50|199,200||25,000,000|4 days 20 hours |
||
− | |11|50|212,400||35,000,000|5 days 4 hours |
||
− | |12|50|225,600||45,000,000|5 days 10 hours |
||
− | |Total|+10|+110,400||135,700,000|30 days 9 hours |
||
− | }} |
||
+ | ==Gallery== |
||
+ | {{Gallery - Resize Notice}} |
||
+ | <gallery position="center" orientation="none" spacing="small" widths="200" captionalign="center" captionsize="small" bordercolor="#d235ca" bordersize="small"> |
||
+ | Falcon2.jpg|Falcon official poster |
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+ | War Robots new 🔥 robot FALCON in WR update 3.9|Falcon official teaser |
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+ | Maxresdefault.jpg|Falcon armed with a [[Redeemer]] and dual unseen weapons as seen on a War Robots loading screen |
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⚫ | |||
==Update History== |
==Update History== |
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− | {| class=" |
+ | {| class="update_table" border="0" cellspacing="1" cellpadding="1" style="width:500px;" |
|- |
|- |
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!Version |
!Version |
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!Changes |
!Changes |
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⚫ | |||
⚫ | |||
+ | |Increased Defense Points while not in Fangs Out Mode: 60% → 66% |
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⚫ | |||
⚫ | |||
+ | |New limited edition skins: [[Paint Jobs#Blackbird|Blackbird]], [[Paint Jobs#Praetorian|Praetorian]] ([[Operation: Raging Typhoon]]) |
||
|- |
|- |
||
|[[Updates#Update 5.3.0|5.3.0]] |
|[[Updates#Update 5.3.0|5.3.0]] |
||
− | |Durability increased by 21% |
+ | |Durability increased by 21%<br>Damage resistance during standard Mode reduced from 66%⟶60% |
− | |- |
||
− | | |
||
− | |Damage resistance during standard Mode reduced from 66%⟶60% |
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|- |
|- |
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|[[Updates#Update 4.8.0|4.8.0]] |
|[[Updates#Update 4.8.0|4.8.0]] |
||
− | |Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days |
+ | |Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours |
|- |
|- |
||
|[[Updates#Update 4.7.0|4.7.0]] |
|[[Updates#Update 4.7.0|4.7.0]] |
||
− | |New skin: Jade (Lunar New Year) |
+ | |New skin: [[Paint Jobs#Jade|Jade]] (Lunar New Year 2019)<br>Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes |
|- |
|- |
||
+ | |[[Updates#Update 4.5.0|4.5.0]] |
||
− | | |
||
− | |Total Upgrade Time: |
+ | |Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag<br>Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours<br>Now available for 7,500 gold (can still be produced via Workshop 2.0) |
|- |
|- |
||
− | |[[Updates#Update 4. |
+ | |[[Updates#Update 4.4.0|4.4.0]] |
⚫ | |||
− | |Economy Changes: |
||
|- |
|- |
||
+ | |[[Updates#Update 4.3.0|4.3.0]] |
||
− | | |
||
+ | |Medium slots changed to heavy slots<br>Speed increased by 11%<br>Durability increased by 11% |
||
− | |Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag |
||
− | |- |
||
− | | |
||
− | |Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours |
||
− | |- |
||
− | | |
||
− | |Now available for 7,500 gold (can still be produced via Workshop 2.0) |
||
− | |- |
||
⚫ | |||
⚫ | |||
− | |- |
||
⚫ | |||
− | |Medium slots changed to heavy slots |
||
− | |- |
||
− | | |
||
− | |Speed increased by 11% |
||
− | |- |
||
− | | |
||
− | |Durability increased by 11% |
||
|- |
|- |
||
− | |[[Updates#Update 3.9|3.9]] |
+ | |[[Updates#Update 3.9.0|3.9.0]] |
|Robot was added to the game |
|Robot was added to the game |
||
− | |} |
+ | |}<br /> |
⚫ | |||
⚫ | |||
− | ==Paint Jobs Available For Purchase== |
||
+ | **However, all the rest can be, and this holds true if the central weapon is an [[Ancile]], making the Falcon effectively useless in that case. |
||
− | <gallery hideaddbutton="true" orientation="none" widths="180" columns="4" spacing="small" bordercolor="Dull" bordersize="medium" captionsize="large" captionalign="center" captionposition="below" navigation="true"> |
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⚫ | |||
− | FalconBlackbird.png|link=http://warrobots.wikia.com/wiki/Paint_Jobs#Blackbird |
||
+ | *Falcon may have attained its name due to the design of its feet, which looks similar to talons found in birds of prey (Eagles, Hawks, Falcons, etc.). |
||
− | FalconJade.png|link=http://warrobots.wikia.com/wiki/Paint_Jobs#Jade |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | *This robot was added on May 23, 2018. |
||
+ | *The "Fangs Out" skill is similar to [[Behemoth]]'s skill called "Siege Mode" |
||
+ | ==Navigation== |
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− | |||
⚫ | |||
⚫ | |||
+ | [[Category:A to Z]] |
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⚫ | |||
+ | [[Category:Medium Robot]] |
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− | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | *Click [https://sketchfab.com/3d-models/falcon-3d-3f04cf2ddd6747798d02e0fa2214a61d here] for a 3D image of this robot. |
Latest revision as of 09:23, 23 February 2024
THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
“ | This robot possesses a jump engine and defense system decreasing all incoming damage, which make it indispensable to those, striving for surprise attacks
|
” |
- — in-game description
QUICK NAVIGATION | ||||
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<< PREV | Bulwark | T | Mender | NEXT >> |
39 | Falcon
|
Purchase Information | |||||
---|---|---|---|---|---|
In-Game Cost | Real Value | Exp Level | |||
10,000 or 7,500 |
$60 | 16 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Fangs Out |
Yan-di Ventures | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 96,000 | 40 kph | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 3× Heavy | ||||
Default Weapons | 3× Thunder | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | ||||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | III | ||||
Wiki Class | Medium | ||||
Potential Role | Attacker |
Workshop Production Information | |
---|---|
1 Day Cost | 3 Day Cost |
200,000 | 690,000 |
Components | Components |
80 | 230 |
Introduction
The Falcon is a medium robot with three heavy hardpoints. Previously, it used to have one heavy hardpoint and two medium hardpoints.
Ability
The Falcon has a unique ability called Fangs Out. In its 'passive' mode all damage the Falcon receives is reduced by 66% and the player can only use the center heavy weapon, with the two other heavy weapons folded behind the Falcon's back. When the pilot chooses to activate the ability, the Falcon deploys the two heavy weapons alongside the centre weapon, however incoming damage is no longer reduced. Activating this ability means the Falcon gains significantly more firepower at the cost of reduced defence.
While the ability is active the pilot can trigger a jump at any time by pressing the ability button a second time. This can be used to get into a favorable attack position or escape from a bad situation. One tactic is to jump just before the ability ends, resulting in the damage reduction effect becoming active while in the air.
The ability lasts for 12 seconds before it switches back to its 'passive' mode and has a cooldown of 10 seconds.
Upon deactivation, both heavy weapons on the side automatically begin their reload sequence, provided they are not reload-while-firing weapons and have a partial clip remaining. This means they will almost always have a full clip upon ability activation.
Strategy
The standard Falcon's playstyle is very similar to a waiting game and requires a considerable amount of skill to perform. The robot's Fangs Out ability essentially trades off the Falcon's massive defense in order to supplement its miniscule default firepower with two extra heavy weapons, tripling its armaments. In addition, it gains a jump charge which aids its mobility during Fangs Out.
The Falcon should actively seek to engage in one-on-one battles due to its proficiency in that respective role. It absorbs massive amounts of damage while Fangs Out is not active (66% damage resistance essentially more than doubles its current health). While it is true that while the Falcon does not have Fangs Out active it has miniscule firepower, the commander can use its single heavy weapon to take down any shielding that the enemy may have. Once the enemy has depleted their ammunition, the commander should use Fangs Out - as it's a 1v1 scenario, the enemy will have no teammates to aid them and take advantage of the Falcon's dropped resistance as it deploys its two heavy weapons and begins shredding its opponent.
While using the above strategy, if the enemy reloads before Fangs Out is over, the Falcon can use its jump charge to glide over their head. This will throw off their targeting for one or two seconds, which buys the Falcon some valuable time in waiting for Fangs Out to finish and for its resistance to come back.
The Falcon's extremely niche ability doesn't make it suitable for many other roles other than the aforementioned assassin role, but if performed right the Falcon can make an extremely good assassin - arguably on par with some Tier 4 assassins too.
Something all Falcon commanders should remember is to steer away from any enemy wielding Defense Mitigation - the Falcon actually has relatively average durability outside of its heavy damage resistance, so the ability to even partially bypass it is equivalent to a significant damage boost. If worst comes to worst and the Falcon needs to confront them, it should be noted that the Falcon doesn't need to worry about careful Fangs Out usage - either way it essentially has no resistance so it should use Fangs Out whenever possible to maximize damage output.
Expanding on things to stray away from, enemies with the capability to apply lock-down on the Falcon quickly at their will can significantly decrease the Falcon's combat effectiveness. If the Falcon activates Fangs Out but is suddenly immobilized, it will essentially be a very squishy sitting duck with firepower to watch out for. As such, the locked-down Falcon will inevitably become most enemies' priority. Negative effect immunity should be used to its maximum extent to prevent this from happening to the Falcon.
Counterplay: As mentioned earlier a significant portion of the Falcon's considerable defense without Fangs Out stems from its massive damage resistance. Defence mitigation really does work wonders when attempting to deplete the robot's health. Once again as mentioned earlier, while Fangs Out is active, lock-down can help in turning the Falcon into a sitting duck, caught in the open without its damage resistance active. EMP can also leave Falcon out in the open without its jump if applied before the Falcon activates Fangs Out, but it is not as effective a remedy as lock-down as the Falcon will still have its defences active.
Threat Measure: The Falcon's ability to toggle between its modes is devastating for enemies given tactful usage. However, it is a relatively niche bot, so overall it poses a mediocre threat as a Tier 3 robot. However, given the right situation (or wrong, if you're the enemy), the Falcon can pose such a massive threat to enemies that it can compete even with Tier 4 robots.
A Falcon with the Traditionalist pilot skill, known as a 'T-Falcon', utilizes a dramatically different playstyle - it is arguably the most differing playstyle to the base bot that can be acquired via a standard pilot skill. It sacrifices 2 of its heavy weapons and its jump for a dramatic (up to 50%) increase in durability, turning the Falcon into a true tank with one of the highest health pools in the game, surpassing even some Tier 4 tanks.
The Traditionalist Falcon shares practically nothing in common with its predecessor - the same strategies that its base form uses cannot be applied to the Traditionalist Falcon. However, there are a variety of new roles that the Traditionalist Falcon can partake in, including running contested beacons and simply acting as a massive meatshield.
A Traditionalist Falcon's only asset is its health, as it has only average speed and low firepower. However, this advantage is so overwhelmingly large that it can afford to tank ridiculous amounts of incoming fire for extended periods of time. This makes it suitable for attacking contested beacons - the Traditionalist Falcon can simply walk onto the beacon and slowly whittle down enemies with allied help or even by its own hands using its 1 heavy weapon. Even solo it can afford to take on 2 or even 3 enemies at a time, but with allied fire support it can take on 4 enemies to their entire team provided the Traditionalist Falcon's team manages to help take down some of the enemies.
The Traditionalist Falcon can be used as a meatshield or obstacle. Fencing off chokepoints with its frame to stop enemies from getting past is a suitable tactic for defending contested areas and giving allies time to repair and/or reload. It can easily prevent 2 or more enemies from passing through and can even destroy a couple of enemies in the process due to its sheer survivability.
Commanders using the Traditionalist Falcon should maximize use of healing. As the robot has 66% damage resistance passively, it essentially has an effective health pool 166% of what it actually is but yet it can still repair at normal speeds. As such, healing the Traditionalist Falcon is much quicker and considerably more effective than healing other tanks that rely on sheer health to survive.
On the same note, like its normal counterpart the Traditionalist Falcon should attempt to steer clear of Defense Mitigation. While it has a considerably larger base health pool than its base counterpart, the Traditionalist Falcon still draws a lot of its effective health pool from its damage resistance. Enemies with defense mitigation can take down the Traditionalist Falcon much faster than enemies with normal weaponry can.
Counterplay: As mentioned above, Defense Mitigation is not an instant-win button when fighting against the Traditionalist Falcon but can greatly aid enemies in defeating it. Outside of it, there's not much else that can be done to properly counter it besides utilizing insta-killing environmental hazards.
Threat Measure: Traditionalist Falcon is a true tank that can disrupt the enemy by pushing beacons or attacking behind enemy lines, occupying several enemies for a time and also takes several robots to take it down. No longer with the stress of activating the ability at the right time, the Traditionalist Falcon is extremely dangerous to most robots and a massive threat as a Tier 3 robot, rivalling even the likes of Tier 4 tanks.Possible Setups
Close Range (350m or less)
Slot Types → | Heavy Slot (Front)↓ |
Heavy Slot (Back Set Opt. 1)↓ |
Heavy Slot (Back Set Opt. 2)↓ |
Heavy Slot (Back Set Opt. 3)↓ |
|
#Slots → | x1 | x2 | x2 | x2 | Name (If Applicable)↓ |
Setup 1 → | Shotgun (Opt. 1) | ||||
Setup 2 → | Plasma Death Button (Opt. 1) | ||||
Setup 3 → | Death Button (Opt. 1) | ||||
Setup 4 → | Inferno(Opt.1) | ||||
Setup 5 → | Nuke (Opt. 2) | ||||
Setup 6 → | Leadhose (Opt. 4) | ||||
Setup 7 → | Energy shotgun (Opt. 4) |
Medium Range (500m to 600m)
Upgrade Cost
Stats
ID | 39 | Ability | Faction | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tier | 3 | Fangs Out |
Yan-di Ventures | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wiki Class | Heavy | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Availability | Workshop/Gold | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Gallery
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Update History
Version | Changes |
---|---|
8.7.0 | Increased Defense Points while not in Fangs Out Mode: 60% → 66% |
5.4.0 | New limited edition skins: Blackbird, Praetorian (Operation: Raging Typhoon) |
5.3.0 | Durability increased by 21% Damage resistance during standard Mode reduced from 66%⟶60% |
4.8.0 | Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours |
4.7.0 | New skin: Jade (Lunar New Year 2019) Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes |
4.5.0 | Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours Now available for 7,500 gold (can still be produced via Workshop 2.0) |
4.4.0 | New skin: Blackbird (Halloween 2018) |
4.3.0 | Medium slots changed to heavy slots Speed increased by 11% Durability increased by 11% |
3.9.0 | Robot was added to the game |
Trivia
- The Falcon's central heavy weapon cannot be shot off by a critical hit.
- However, all the rest can be, and this holds true if the central weapon is an Ancile, making the Falcon effectively useless in that case.
- With the resistance, the Falcon has the largest effective health pool against non-Defense Mitigation weapons in the game.
- Falcon may have attained its name due to the design of its feet, which looks similar to talons found in birds of prey (Eagles, Hawks, Falcons, etc.).
- It is one of three bots named after birds, the others being Raven and Hawk.
- Without its Fangs Out ability, the Falcon's firepower would be equivalent to that of a Schutze because it would only be able to use one heavy weapon. While its ability is active, its firepower becomes tied with the Fury and Erebus and can jump just as high as the Griffin.
- The Falcon initially had 2 Medium Weapons and 1 Heavy Weapon prior to update 4.3.
- This robot was added on May 23, 2018.
- The "Fangs Out" skill is similar to Behemoth's skill called "Siege Mode"