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universaltech:sliding [2025/02/28 10:02] – created Sliding monster_domoseduniversaltech:sliding [2025/03/23 04:55] (current) compsoter
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-==== TL;DR ==== +====== Sliding ====== 
-- Slide using **crouch key** while moving fast+<WRAP 40% right infobox> 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 +^ <wrap centeralign> **//Sliding//** </wrap>|| 
 +^ <wrap centeralign>{{ ::universaltech:sliding.mp4 }}</wrap>|| 
 +^ Tech Type                                             | Universal       | 
 +^ Difficulty                                            | Basic Mechanics | 
 +^ Stamina | 0 | 
 +^ Character Dependent                                   | No              | 
 +^ Inputs                                                | Crouch walk above 350 u/s or when on a ramp | 
 +</WRAP>
  
-- Can do on **ramps**+**Sliding** is a fundamental part of movement in Deadlock. Sliding allows you to gain momentum down slopes and to conserve already gained momentum to gain further distance. Sliding is only available while on the ground. While you are sliding, blue smoke will be emitted behind you, and there will be small dust trails on your sides. Sliding also gives you __infinite__ ammo until you stop sliding; this is incredibly useful for combat and maximising DPS((Very useful for conserving ammo during laning and necessary for bullet carry heroes for the whole game, such as <haze_mm> Haze, <wraith_mm> Wraith and <vyper_mm> Vyper.))
  
-- **No stamina cost**+Sliding takes no [[universaltech:stamina|stamina]] to execute; you only have to be moving at a speed higher than ''350'' u/s (or ''8.9'' m/s) to initiate the slide. After executing the slide, you will eventually decelerate to a complete stop.((Sliding has a friction coefficient of ''0.1875'')) Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised.
  
-- **Infinite ammo while sliding**+Sliding for more than ''0.75'' seconds (when [[universaltech:dashjumping|Dash Jumping]], ''1.00'' second) applies increased friction.((The late slide friction penalty seems to set your friction coefficient to around ''3.1875'' when sliding from a grounded dash, and ''0.6875'' when from a Dash Jump (Thanks Altimor) )) This impacts your ability to maintain momentum. Items that have the //+Slide Distance// statistic increase the amount of time until the increased friction is applied by +``0.25`` second increments. 
  
-- **376 u/s+ to slide**+To execute a slide, move above the required speed threshold (''350 u/s'' or ''8.9'' m/s) or be moving at any speed on a ramp, and crouch. You should automatically slide.
  
-===== Sliding =====+==== Items that increase Slide Distance ====
  
-Sliding is a fundamental part of movement in DeadlockSliding allows you to gain momentum down slopes and to conserve already gained momentum, and is basic building block for other movement techniques.  +The amount of distance covered when sliding can be increased with items that have the //+Slide Distance// statistic on themSlide Distance does not increase the speed of the slide, but instead moves the friction increase intended to stop you to a further time, therefore increasing distance
-Sliding is only available while on solid groundWhile you are slidingblue smoke will be emitted.+{{tablelayout?rowsHeaderSource=Auto}} 
 +^ Price (Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance + hidden friction reduction(([[https://discord.com/channels/1231286446472691825/1261302354557276231/1297721758098522162|Link]] to message, thank you sankta)) ^ 
 +| 1,250  | <weapon> Weapon  | //Fleetfoot//                              | +25%  | +27%  | 
 +| 3,000  | <weapon> Weapon  | //Burst Fire//                             | +50%  | +56%  | 
 +| 4,250  | <weapon> Weapon  | Combined //Fleetfoot// and //Burst Fire//  | +75%  | +90%  |
  
-<block classes #clip right width :language>{{ ::universaltech:sliding.mp4 |}} +==== Timings for Late Slide Friction Penalty ====
-<wrap center lo>A short clip showcasing Sliding:</wrap> +
-</block>+
  
-Sliding takes no stamina to execute; you only have to be moving at a speed higher than **376 u/s (or 9.6 m/s)** to initiate the slide. After executing the slideyou will eventually decelerate back down to **u/s**.((Sliding has a friction coefficient of 0.1875)) Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised.+{{tablelayout?rowsHeaderSource=Auto}} 
 +^ Price (Souls)  ^ Type of Item     ^ Item Name       ^ Slide Distance Increase  ^ Time until penalty (s)  ^ Time until penalty when Dash Jumping (s)  ^ 
 +| N/ABase stats                                                                    |||| 0.75                    | 1.00                                      | 
 +| 1,250                 | <weapon> Weapon //Fleetfoot//   | +25%                     | 1.00                    | 1.25                                      | 
 +| 3,000                 | <weapon> Weapon  | //Burst Fire//  | +50%                     | 1.25                    | 1.50                                      | 
 +  
 +===== Slide Storage ===== 
  
-The amount of distance covered when sliding can be increased with items that have the **+Slide Distance** statistic on them.+<block classes #clip right width :language>{{ ::universaltech:slideconservation.mp4 |}} 
 +<wrap center lo>A short clip showcasing Slide Storage:</wrap> 
 +</block>
  
-==== Items that increase Slide Distance ====+**Slide Storage**((AKA Slide Conservation)) is the act of infinitely buffering a slide input for later use. This allows you to slide on objects and ramps instantly without minimal speed. Incredibly small parts of map geometry (e.g curbs, lips of edges) that would be impossible to slide on normally are able to be slid on using Slide Storage.
  
-^ Price (<soul> Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance when factoring in hidden friction reduction(([[https://discord.com/channels/1231286446472691825/1261302354557276231/1297721758098522162|Link]] to messagethank you sankta)) ^ +Slide Storage allows you buffer a slide input while in the air; this allows you to slide after any airborne action (e.g. dash jumpingjumping).
-| <soul> 1,250  | <weapon> Weapon | Fleetfoot              | +25%  | +27%  | +
-| <soul> 3,000  | <weapon> Weapon | Burst Fire             | +50%  | +56%  | +
-| <soul> 4,250  | <weapon> Weapon | Combined Fleetfoot + BF|+75%  | +90%  |+
  
-Sliding also gives the unique property of allowing you to **shoot infinitely while in the sliding animation**; this is useful for maximising **DPS (Damage Per Second).** +To execute, be airborne (through [[universaltech:jumping|jumping]], dash jumping, etc.and then hold the crouch buttonWhile the crouch button is held, your slide is being bufferedIf you then move down a ramp, fall off a slope or have enough speed, you will begin sliding.
- +
-Sliding for more than **0.75 seconds** (when [[universaltech:dashjumping|Dash Jumping]], **1 second**applies increased friction.[2] This impacts your ability to maintain momentumItems that have the **+Slide Distance** statistic increase the amount of time until the increased friction is applied. +
- +
-==== Timings for Late Slide Friction Penalty ====+
  
-^ Price (<soul> Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Time until penalty (s) ^ Time until penalty when Dash Jumping (s) ^ +==== Crouch Storage ====
-| N/A, Base stats. | - | - | - | 0.75 | 1.00 | +
-| <soul> 1,250 | <weapon> Weapon | Fleetfoot | +25% | 1.00 | 1.25 | +
-| <soul> 3,000 | <weapon> Weapon | Burst Fire | +50% | 1.25 | 1.50 |+
  
-==== How to Slide ==== +By applying the inverse principles of slide storageone can instead trigger **crouch storage**((AKA Crouch Conservation)). This allows you to stop on objects and ramps near instantly without any sliding.
-To slide, move above the threshold of **376 u/s** or be on a slope and hold the **crouch/duck button** for however long you want to slide. Your character will enter the slide animation +
  
-**Inputs:**   +Crouch storage allows you to hold a crouch while in the air; this allows you to stay crouching after any airborne action (with the exception of down dashing).
-(Move faster than 376 u/s→ **duck**+
  
-I and many others bind **duck and slide to the side mouse buttons** for ergonomic reasons.+To execute, hold the crouch button before dashing or going airborne. While the crouch button is held, your crouch is stored. Now, no matter what surface you're on or what speed you're going, you will never slide.
universaltech/sliding.1740736969.txt.gz · Last modified: 2025/03/22 10:03 (external edit)