universaltech:sliding
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universaltech:sliding [2025/03/01 00:46] – compsoter | universaltech:sliding [2025/03/23 04:55] (current) – compsoter | ||
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====== Sliding ====== | ====== Sliding ====== | ||
- | + | <WRAP 40% right infobox> | |
- | ~~CLOSETOC~~ | + | {{tablelayout? |
- | + | ^ <wrap centeralign> | |
- | <block classes #clip right width :language>{{ :: | + | ^ <wrap centeralign>{{ :: |
- | <wrap center lo>A short clip showcasing Sliding:</ | + | ^ Tech Type | Universal |
- | </block> | + | ^ Difficulty |
+ | ^ Stamina | 0 | | ||
+ | ^ Character Dependent | ||
+ | ^ Inputs | ||
+ | </WRAP> | ||
**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 < | **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 < | ||
- | Sliding takes no [[universaltech: | + | Sliding takes no [[universaltech: |
- | Sliding for more than 0.75 seconds (when [[universaltech: | + | Sliding for more than '' |
- | To execute a slide, move above the required speed threshold ('' | + | To execute a slide, move above the required speed threshold ('' |
- | ===== Items that increase Slide Distance | + | ==== Items that increase Slide Distance ==== |
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. | 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. | ||
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| 4,250 | < | | 4,250 | < | ||
- | ===== Timings for Late Slide Friction Penalty | + | ==== Timings for Late Slide Friction Penalty ==== |
{{tablelayout? | {{tablelayout? | ||
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To execute, be airborne (through [[universaltech: | To execute, be airborne (through [[universaltech: | ||
+ | |||
+ | ==== Crouch Storage ==== | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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). | ||
+ | |||
+ | 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.1740790017.txt.gz · Last modified: 2025/03/22 10:03 (external edit)