User:Sylphoid/Sandbox/Movement: Difference between revisions

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{{Main|Move Speed|Movement Slow}}
{{Main|Move Speed|Movement Slow}}
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, and occurs after a hero is out of combat for five seconds, and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.


=== Sliding ===
=== Sliding ===
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! Hero
! Hero
! Ability
! Ability
! Description
! style="width:500px;" | Description
|-
|-
| rowspan=2 | {{Hero Card Nav|Abrams}}
| rowspan=2 | {{Hero Card Nav|Abrams}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Shoulder Charge.png|64px]]<br/>Shoulder Charge </span>
| <span style="filter:brightness(0) saturate(100%);">[[File:{{#invoke:Lang|get_string|citadel_ability_bull_charge|lang_code_override=en}}.png|64px]]<br/>{{#invoke:Lang|get_string|citadel_ability_bull_charge}}</span>
| Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes.
| {{#invoke:Lang|get_string|citadel_ability_bull_charge_desc|fallback_str=en}}
|-
|-
| <span style="filter:brightness(0) saturate(100%);">[[File:Seismic Impact.png|64px]]<br/>Seismic Impact</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Seismic Impact.png|64px]]<br/>Seismic Impact</span>
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| Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.
| Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.
|}
|}
== Further reading ==
* [https://docs.google.com/document/d/1yfPHJsMrKcg_8wqa95qu0sOFxRdzKLF_eUWOZX7RLHc/edit?usp=sharing (EN-GB) Deadlock Movement] community document


{{Gameplay Navbox}}
{{Gameplay Navbox}}

Latest revision as of 00:44, 13 November 2024

This page is under construction. To avoid edit conflicts, please consult the edit history and the talk page.

“Let's get started, shall we?”
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In Deadlock, there are a variety of methods for traversing the map.

Overview[edit | edit source]

Movement is a concept that encompasses traversing the map. In a broad sense, it is important for positioning, map rotations, ganking, and pushing, while from a mechanical point of view, it is the specific actions to escape, chase, initiate fights, or otherwise catch enemies out of position.

Several heroes and items have specific movement tech that cannot be executed otherwise.

Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 inch. Therefore, 1 hu is roughly equal to and represents .0254 m.

There is no fall damage in Deadlock.

Basic Movement[edit | edit source]

Controls[edit | edit source]

Note: Keys listed below assume QWERTY layout on an ANSI keyboard.

W A S D is used to move the character. Space will cause the hero to jump, and if near a ledge, will let them mantle. Ctrl will cause the hero to crouch. Shift will cause the hero to dash.

Main articles: Move Speed, Movement Slow

Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.

Sliding[edit | edit source]

While traveling fast enough, pressing crouch will cause the hero to slide. Moving down stairs or ramps will also initiate a slide. Sliding will preserve momentum, and gives the player infinite ammo during the duration of the slide.

Air Jump[edit | edit source]

Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. Against some walls, air jumping against the surface that is just too tall for a single jump will refund the stamina for the air jump.

Air Dash[edit | edit source]

Dashing midair can be done similarly to a grounded dash. This consumes one stamina.

Dash Jump[edit | edit source]

After dashing, there is a short window where the player can execute a jump to perform a dash jump. This consumes two stamina bars but allows more directional movement and temporarily increases speed.

Down Dash[edit | edit source]

Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina.

Mantle[edit | edit source]

(is this important enough to get its own section)

Stamina[edit | edit source]

Main article: Stamina

Stamina management is an important aspect of player movement.

Map features[edit | edit source]

There are multiple elements on the map that let players move uniquely.

Launch Pads[edit | edit source]

Launch Pads are small vents that push heroes through the air after standing on them.

Ropes[edit | edit source]

Main article: Ropes

Ropes dangle from the roofs of buildings, allowing heroes to access rooftops and provides a means of reaching vertically. (<-- word salad, rewrite this)

Teleporter[edit | edit source]

Main article: Teleporter

There are multiple pairs of teleporters throughout the map that can be entered to quickly traverse left and right across the map.

Ziplines[edit | edit source]

Main article: Ziplines

Ziplines are the most prominent method of traversal, as the heroes spawn riding the lines. They connect the opposing bases together and facilitate fights.

Advanced Movement[edit | edit source]

As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent.

Friction[edit | edit source]

syrup

Wall Jump[edit | edit source]

Pressing Space away from the wall will cause the character to perform a Wall Jump, which does not consume stamina.

Movement abilities[edit | edit source]

Hero Ability Description

Shoulder Charge
Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes.

Seismic Impact
Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned.

Quantum Entanglement
Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s).

Rain of Arrows
Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon.

Alt-Cast for reduced jump height. Press Space to cancel the glide.


Smoke Bomb
Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility.

Flame Dash
Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration.

Ivy


Air Drop
Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends.

While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally.


Ice Path
Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail.

Press Shift / Ctrl to travel up or down while in Ice Path.


Grapple
Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.

Tornado
Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.

Traveler
Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload.

Burrow
Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.

Paradoxical Swap
Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time.

Flying Cloak
Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location.

Slice and Dice
Perform a dash forward, damaging enemies along the path.

Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again.


Flight
Leap into the air and fly. While in flight your weapon deals bonus spirit damage.

Goo Ball
Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.

Willpower
Gain a spirit shield and bonus movement speed.

Project Mind
Teleport to the targeted location.

Flying Strike
Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.

Further reading[edit | edit source]