universaltech:sliding
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universaltech:sliding [2025/02/28 12:13] – Added Slide Conservation monster_domosed | universaltech:sliding [2025/03/23 04:55] (current) – compsoter | ||
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- | ===== Sliding ===== | + | ====== Sliding ====== |
+ | <WRAP 40% right infobox> | ||
+ | {{tablelayout? | ||
+ | ^ <wrap centeralign> | ||
+ | ^ <wrap centeralign> | ||
+ | ^ Tech Type | Universal | ||
+ | ^ Difficulty | ||
+ | ^ Stamina | 0 | | ||
+ | ^ Character Dependent | ||
+ | ^ Inputs | ||
+ | </ | ||
- | Sliding is a fundamental part of movement in Deadlock. Sliding allows you to gain momentum down slopes and to conserve already gained momentum, and is a basic building block for other movement techniques. | + | **Sliding** is a fundamental part of movement in Deadlock. Sliding allows you to gain momentum down slopes and to conserve already gained momentum |
- | Sliding is only available while on solid ground. While you are sliding, blue smoke will be emitted. | + | |
- | <block classes #clip right width : | + | Sliding takes no [[universaltech: |
- | <wrap center lo>A short clip showcasing Sliding:< | + | |
- | </block> | + | |
- | Sliding | + | Sliding |
- | The amount of distance covered when sliding can be increased with items that have the **+Slide Distance** statistic | + | To execute a slide, move above the required speed threshold ('' |
==== Items that increase Slide Distance ==== | ==== Items that increase Slide Distance ==== | ||
- | ^ Price (< | + | The amount of distance covered when sliding can be increased with items that have the //+Slide Distance// statistic on them. Slide 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. |
- | | < | + | {{tablelayout? |
- | | < | + | ^ Price (Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance |
- | | < | + | | 1,250 | < |
- | + | | 3,000 | < | |
- | Sliding also gives the unique property of allowing you to **shoot infinitely while in the sliding animation**; | + | | 4,250 | < |
- | + | ||
- | Sliding for more than **0.75 seconds** (when [[universaltech: | + | |
==== Timings for Late Slide Friction Penalty ==== | ==== Timings for Late Slide Friction Penalty ==== | ||
- | ^ Price (< | + | {{tablelayout? |
- | | N/A, Base stats. | - | - | - | 0.75 | 1.00 | | + | ^ Price (Souls) |
- | | < | + | | N/A, Base stats |||| 0.75 | 1.00 | |
- | | < | + | | 1,250 |
+ | | 3,000 | ||
+ | |||
+ | ===== Slide Storage ===== | ||
- | ==== How to Slide ==== | + | <block classes #clip right width : |
- | To slide, move above the threshold of **376 u/s** or be on a slope and hold the **crouch/ | + | <wrap center lo>A short clip showcasing |
+ | </block> | ||
- | **Inputs:** | + | **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. |
- | (Move faster than 376 u/s) → **duck** | + | |
- | I and many others bind **duck and slide to the side mouse buttons** for ergonomic reasons. | + | Slide Storage allows you buffer a slide input while in the air; this allows you to slide after any airborne action (e.g. dash jumping, jumping). |
- | ===TL;DR === | + | To execute, be airborne (through [[universaltech: |
- | - Slide using **crouch | + | |
- | - Can do on **ramps** | + | ==== Crouch Storage ==== |
- | - **No stamina cost** | + | By applying the inverse principles of slide storage, one can instead trigger |
- | + | ||
- | - **Infinite ammo while sliding** | + | |
- | + | ||
- | - **376 u/s+ to slide** | + | |
- | + | ||
- | ==== Slide Conservation | + | |
- | <block classes #clip right width : | + | |
- | <wrap center lo>A short clip showcasing Slide Conservation:</ | + | |
- | </ | + | |
- | Also known as “Slide Storage” | + | |
- | Slide Conservation is the act of storing the slide input for later use. This allows you to slide on objects and ramps instantly without any speed. | + | |
- | Objects like ramps and curbs are able to be slid on. | + | |
- | To execute, [[universaltech: | + | |
- | **Inputs: | + | Crouch storage allows you to hold a crouch while in the air; this allows you to stay crouching after any airborne action |
- | Jump → (Keep holding) duck | + | |
- | == TL;DR == | + | 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. |
- | Crouch in air, slide wherever. | + | |
- | Hold to store slide input | + |
universaltech/sliding.1740744832.txt.gz · Last modified: 2025/03/22 10:03 (external edit)