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universaltech:sliding [2025/02/28 12:13] – Added Slide Conservation monster_domoseduniversaltech:sliding [2025/03/23 04:55] (current) compsoter
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-===== Sliding =====+====== Sliding =====
 +<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>
  
-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 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.))
-Sliding is only available while on solid ground. While you are sliding, blue smoke will be emitted.+
  
-<block classes #clip right width :language>{{ ::universaltech:sliding.mp4 |}} +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.
-<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 slide, you will eventually decelerate back down to **0 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.+Sliding for more than ''0.75'' seconds (when [[universaltech:dashjumping|Dash Jumping]], ''1.00'' secondapplies 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
  
-The amount of distance covered when sliding can be increased with items that have the **+Slide Distance** statistic on them.+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.
  
 ==== Items that increase Slide Distance ==== ==== Items that increase Slide Distance ====
  
-^ 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 message, thank you sankta)) ^ +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. 
-<soul> 1,250  | <weapon> Weapon | Fleetfoot              | +25%  | +27%  | +{{tablelayout?rowsHeaderSource=Auto}} 
-<soul> 3,000  | <weapon> Weapon | Burst Fire             | +50%  | +56%  | +^ 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)) ^ 
-<soul> 4,250  | <weapon> Weapon | Combined Fleetfoot + BF|+75%  | +90%  | +| 1,250  | <weapon> Weapon  //Fleetfoot//                              | +25%  | +27%  | 
- +| 3,000  | <weapon> Weapon  //Burst Fire//                             | +50%  | +56%  | 
-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).** +| 4,250  | <weapon> Weapon  | Combined //Fleetfoot// and //Burst Fire//  | +75%  | +90%  |
- +
-Sliding for more than **0.75 seconds** (when [[universaltech:dashjumping|Dash Jumping]], **1 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.+
  
 ==== Timings for Late Slide Friction Penalty ==== ==== 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) ^ +{{tablelayout?rowsHeaderSource=Auto}} 
-| N/A, Base stats| 0.75 | 1.00 | +^ Price (Souls)  ^ Type of Item     ^ Item Name       ^ Slide Distance Increase  ^ Time until penalty (s)  ^ Time until penalty when Dash Jumping (s)  
-<soul> 1,250 | <weapon> Weapon | Fleetfoot | +25% | 1.00 | 1.25 | +| N/A, Base stats                                                                    |||| 0.75                    | 1.00                                      
-<soul> 3,000 | <weapon> Weapon | Burst Fire | +50% | 1.25 | 1.50 |+| 1,250                 | <weapon> Weapon  //Fleetfoot//   | +25%                     | 1.00                    | 1.25                                      
 +| 3,000                 | <weapon> Weapon  //Burst Fire//  | +50%                     | 1.25                    | 1.50                                      | 
 +  
 +===== Slide Storage ===== 
  
-==== How to Slide ==== +<block classes #clip right width :language>{{ ::universaltech:slideconservation.mp4 |}} 
-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.  +<wrap center lo>A short clip showcasing Slide Storage:</wrap> 
 +</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:jumping|jumping]], dash jumping, etc.) and then hold the crouch button. While the crouch button is held, your slide is being buffered. If you then move down a ramp, fall off a slope or have enough speed, you will begin sliding.
-- Slide using **crouch key** while moving fast+
  
-- Can do on **ramps**+==== Crouch Storage ====
  
-**No stamina cost** +By applying the inverse principles of slide storage, one can instead trigger **crouch storage**((AKA Crouch Conservation)). This allows you to stop on objects and ramps near instantly without any sliding.
- +
-- **Infinite ammo while sliding** +
- +
-- **376 u/s+ to slide** +
- +
-==== Slide Conservation ==== +
-<block classes #clip right width :language>{{ ::universaltech:slideconservation.mp4 |}} +
-<wrap center lo>A short clip showcasing Slide Conservation:</wrap> +
-</block> +
-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:jumping|jump]] (or be in the air) and then hold the duck button. While the duck button is held, your slide is being stored. If you walk down a ramp or fall off a slope you will begin sliding.+
  
-**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).
-Jump → (Keep holdingduck+
  
-== TL;DR == +To executehold the crouch button before dashing or going airborneWhile 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 airslide wherever. +
-Hold to store slide input+
universaltech/sliding.1740744832.txt.gz · Last modified: 2025/03/22 10:03 (external edit)