Difference between revisions of "Shrike"
m (→Unlockables: added Shrike RS) |
(Redid first three sections.) |
||
Line 1: | Line 1: | ||
− | + | ||
− | The [[Shrike]] is an unsuppressed | + | The [[Shrike]] is an unsuppressed semi-automatic handgun with a laser sight often used by Guards. |
− | + | ||
− | It | + | ''"A handgun with optional laser sight module."'' |
+ | |||
+ | == Gameplay details == | ||
+ | The Shrike is equipped by pushing the <code>Holster Item</code> keybind, assigned to the number three key ('''3'''). <code>Fire1</code>, left click, will fire the weapon. <code>Fire2</code>, right click, will aim down sights. <code>Reload</code> will put in a fresh magazine if there is any spare ammo. | ||
+ | |||
+ | It has 15 rounds when fully loaded. Compared to the [[Panther]], the Shrike has less recoil and excellent hipfire accuracy. Recoil increases as the balance gets lower. Hipfire is perfectly accurate at 30+ energy and very inaccurate below 27.5 energy. | ||
+ | |||
+ | Can be used on ladders and in water. | ||
+ | |||
+ | {| class="wikitable" style="display: inline-table;" | ||
+ | |+ Shrike damage | ||
+ | |- | ||
+ | | | ||
+ | ! regular || with [[Heavy Armor]] | ||
+ | |- | ||
+ | ! body | ||
+ | | 25 Health | ||
+ | 45 Balance | ||
+ | | 15 Health | ||
+ | 27 Balance | ||
+ | |- | ||
+ | ! head | ||
+ | | 125 Health | ||
+ | 100 Balance | ||
+ | | 75 Health | ||
+ | 100 Balance | ||
+ | |} | ||
+ | {| class="wikitable" style="display: inline-table;" | ||
+ | |+ Shrike stats | ||
+ | |- | ||
+ | ! maximum range | ||
+ | | 65 meters | ||
+ | |- | ||
+ | ! penetration | ||
+ | | yes; <3.28 meters | ||
+ | |- | ||
+ | ! bullet tracer | ||
+ | | no | ||
+ | |- | ||
+ | ! muzzle flash | ||
+ | | yes | ||
+ | |- | ||
+ | ! audible distance | ||
+ | | <99.5 meters | ||
+ | |- | ||
+ | ! muzzle smoke | ||
+ | | small | ||
+ | |- | ||
+ | ! bullet impact smoke | ||
+ | | small | ||
+ | |} | ||
+ | {| class="wikitable" style="display: inline-table;" | ||
+ | |+ Shrike penalties | ||
+ | |- | ||
+ | ! firing penalty | ||
+ | | -2 Energy | ||
+ | -5 Balance | ||
+ | |- | ||
+ | !rowspan="4"| low energy penalty | ||
+ | | extra screen sway | ||
+ | |- | ||
+ | | very inaccurate hipfire | ||
+ | |- | ||
+ | | longer aim down sight time | ||
+ | |- | ||
+ | | extra recoil | ||
+ | |- | ||
+ | ! low balance penalty | ||
+ | | none | ||
+ | |} | ||
+ | |||
+ | == Tuning options == | ||
+ | The Shrike can be given any of the different firemodes that the [[Manta]] has. If the [[Panther]] and Shrike have different default firemodes, then the last one held (such as from a team switch) will carry its firemode over to the other pistol. This does not persist between maps. | ||
+ | |||
+ | The ammo that is loaded in a weapon by default is determined by the map. If a map spawns the player with 30 ammo loaded and the maximum magazine size is 15, then reloading will make those extra rounds vanish. | ||
+ | |||
+ | <span style="font-size: 120%;">'''Example code:'''</span> | ||
+ | { | ||
+ | "GuardTuning": { | ||
+ | "SecondPistol": { | ||
+ | "canUseOnLadder": true, | ||
+ | "canUseInWater": true, | ||
+ | "canUseUnderWater": true, | ||
+ | "canUseOnZipline": false, | ||
+ | "dropWhenRagged": false, | ||
+ | "hideOnRagdoll": false, | ||
+ | "fireRate": 0.14, | ||
+ | "fireRecoverRate": -1, | ||
+ | "fireDelayTime": 0, | ||
+ | "hasSemiAuto": true, | ||
+ | "hasFullAuto": false, | ||
+ | "hasBurstShot": false, | ||
+ | "maxClipAmmo": 15, | ||
+ | "emptyReloadTime": 2.1, | ||
+ | "autoReload": false, | ||
+ | "reloadOnEquip": false, | ||
+ | "hasScope": false, | ||
+ | "playGunFireEmptySound": true, | ||
+ | "canJumpFire": false, | ||
+ | "unequipOnEmpty": false, | ||
+ | "unequipDelay": 0, | ||
+ | "removeFromInventoryOnEmpty": false, | ||
+ | "equipTime": 0.7, | ||
+ | "shellSpeed": 5, | ||
+ | "shellEject": true, | ||
+ | "advancedRecoil": true, | ||
+ | "hasStockRecoil": false, | ||
+ | "stockRecoilRecoverySpeed": 5, | ||
+ | "recoilBalance": 5, | ||
+ | "precoilBalance": 45, | ||
+ | "canFocusShot": false, | ||
+ | "noPrecoilZoomed": true, | ||
+ | "medHighEnergy": 60, | ||
+ | "lowMedEnergy": 30, | ||
+ | "aimDownSightsFov": 50, | ||
+ | "extraZoomingFov": 35, | ||
+ | "shellEjectDelay": 0 | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | == Trivia == | ||
+ | {{WIP}} | ||
+ | |||
+ | == Gallery == | ||
+ | {{WIP}} | ||
== History == | == History == | ||
+ | {{WIP}} | ||
===Steam Builds=== | ===Steam Builds=== | ||
* | * | ||
− | |||
− | |||
− | |||
== Unlockables == | == Unlockables == |
Revision as of 11:37, 25 August 2023
The Shrike is an unsuppressed semi-automatic handgun with a laser sight often used by Guards.
"A handgun with optional laser sight module."
Gameplay details
The Shrike is equipped by pushing the Holster Item
keybind, assigned to the number three key (3). Fire1
, left click, will fire the weapon. Fire2
, right click, will aim down sights. Reload
will put in a fresh magazine if there is any spare ammo.
It has 15 rounds when fully loaded. Compared to the Panther, the Shrike has less recoil and excellent hipfire accuracy. Recoil increases as the balance gets lower. Hipfire is perfectly accurate at 30+ energy and very inaccurate below 27.5 energy.
Can be used on ladders and in water.
regular | with Heavy Armor | |
---|---|---|
body | 25 Health
45 Balance |
15 Health
27 Balance |
head | 125 Health
100 Balance |
75 Health
100 Balance |
maximum range | 65 meters |
---|---|
penetration | yes; <3.28 meters |
bullet tracer | no |
muzzle flash | yes |
audible distance | <99.5 meters |
muzzle smoke | small |
bullet impact smoke | small |
firing penalty | -2 Energy
-5 Balance |
---|---|
low energy penalty | extra screen sway |
very inaccurate hipfire | |
longer aim down sight time | |
extra recoil | |
low balance penalty | none |
Tuning options
The Shrike can be given any of the different firemodes that the Manta has. If the Panther and Shrike have different default firemodes, then the last one held (such as from a team switch) will carry its firemode over to the other pistol. This does not persist between maps.
The ammo that is loaded in a weapon by default is determined by the map. If a map spawns the player with 30 ammo loaded and the maximum magazine size is 15, then reloading will make those extra rounds vanish.
Example code:
{ "GuardTuning": { "SecondPistol": { "canUseOnLadder": true, "canUseInWater": true, "canUseUnderWater": true, "canUseOnZipline": false, "dropWhenRagged": false, "hideOnRagdoll": false, "fireRate": 0.14, "fireRecoverRate": -1, "fireDelayTime": 0, "hasSemiAuto": true, "hasFullAuto": false, "hasBurstShot": false, "maxClipAmmo": 15, "emptyReloadTime": 2.1, "autoReload": false, "reloadOnEquip": false, "hasScope": false, "playGunFireEmptySound": true, "canJumpFire": false, "unequipOnEmpty": false, "unequipDelay": 0, "removeFromInventoryOnEmpty": false, "equipTime": 0.7, "shellSpeed": 5, "shellEject": true, "advancedRecoil": true, "hasStockRecoil": false, "stockRecoilRecoverySpeed": 5, "recoilBalance": 5, "precoilBalance": 45, "canFocusShot": false, "noPrecoilZoomed": true, "medHighEnergy": 60, "lowMedEnergy": 30, "aimDownSightsFov": 50, "extraZoomingFov": 35, "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
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
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. |
Steam Builds
Unlockables
Weapons and Gadgets
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 |