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universaltech:sliding [2025/03/02 08:57] compsoteruniversaltech:sliding [2025/03/23 04:55] (current) compsoter
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 ====== Sliding ====== ====== Sliding ======
- +<WRAP 40% right infobox> 
-~~CLOSETOC~~ +{{tablelayout?rowsHeaderSource=Auto}} 
- +^ <wrap centeralign> **//Sliding//** </wrap>|| 
-<block classes #clip right width :language>{{ ::universaltech:sliding.mp4 |}} +<wrap centeralign>{{ ::universaltech:sliding.mp4 }}</wrap>|| 
-<wrap center lo>A short clip showcasing Sliding:</wrap> +^ Tech Type                                             | Universal       | 
-</block>+^ 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 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 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.))
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 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.  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. 
  
-To execute a slide, move above the required speed threshold (''350 u/s'' or 8.9m/s) or be moving at any speed on a ramp, and crouch. You should automatically 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.
  
-===== 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  | <weapon> Weapon  | Combined //Fleetfoot// and //Burst Fire//  | +75%  | +90%  | | 4,250  | <weapon> Weapon  | Combined //Fleetfoot// and //Burst Fire//  | +75%  | +90%  |
  
-===== Timings for Late Slide Friction Penalty =====+==== Timings for Late Slide Friction Penalty ====
  
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
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 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. 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.
 +
 +==== 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.1740905865.txt.gz · Last modified: 2025/03/22 10:03 (external edit)