Ziplines: Difference between revisions

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Change terminology from "transit line" to "zipline" throughout to match in-game terminology (and associated documentation like patch notes).
→‎Getting knocked off: Removed redundant word
 
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[[File:Zip-line.png|550px|thumb|The four Ziplines: Yellow, Green, Blue and Purple.]]
[[File:Zip-line.png|550px|thumb|The four Ziplines: Yellow, Green, Blue and Purple.]]
'''The Ziplines''' (''a.k.a. "Transit Lines" or "Hyperlines"'') are the primary method of long-distance transportation in ''[[Deadlock]]''. The Ziplines are located throughout the [[Map]], starting from each team's base, running down the four different lanes. Each team has their own Zipline system. The availability of the Zipline depends on how far a team's [[Troopers]] has pushed down the lane.
'''The Ziplines''' (''a.k.a. "Transit Lines" or "Hyperlines"'') are the primary method of long-distance transportation in ''[[Deadlock]]''. They are located throughout the [[Map]], starting from each team's base, running down the four different lanes. Each team has their own Zipline system. The availability of the Zipline depends on how far a team's [[Troopers]] has pushed down the lane.


When using a Zipline the player gains a movement boost up to 18 m/s regardless of the hero's base speed. Using a Zipline refreshes a hero's air dash and double jump.
When using a Zipline the player gains a movement boost up to 18 m/s regardless of the hero's base speed. Using a Zipline refreshes a hero's air dash and double jump.


If a hero takes damage from an enemy hero, they will be unable to use a Zipline for 3 seconds.
If a hero takes damage from an enemy hero, they will be unable to use a Zipline for three seconds.


=== Getting knocked off ===
== Getting knocked off ==
If damage is taken from an enemy hero while riding or attaching to the Zipline, a hero will take 15% of their max health in damage, be stunned for 3 seconds, and fall off the Zipline. After being on the Zipline for 3 seconds, a blue particle effect will appear to indicate that they can no longer be shot off the Zipline.
If damage is taken from an enemy hero while riding or attaching to the Zipline, a hero will take 15% of their max health in damage, be stunned for 3 seconds, and fall off the Zipline. After riding the Zipline for three seconds, a blue particle effect will appear to indicate that they can no longer be shot off the Zipline.


Some sources of damage will not knock a hero off a Zipline. Notably, effects considered as "damage over time" (DoT) effects will not knock a hero off. [[Mirage]]'s Djinn's Mark is considered a DoT effect for this purpose.
Some sources of damage will not knock a hero off a Zipline. Notably, effects considered as "damage over time" (DoT) will not knock a hero off. [[Mirage]]'s Djinn's Mark is considered a DoT effect for this purpose.


=== Zipline Speed Boost & Express ===
== Zipline Speed Boost & Express ==
While on the Zipline, players can activate the 'Zipline Speed Boost' (<code>F</code>by default) and receive the 'Zipline Boosted' buff for 32 seconds. When under this buff, players get ramping speed up to 40 m/s on any Zipline. This effect has a cooldown of 340 seconds. Once the [[Guardian#Base Guardian|base guardians]] are destroyed, the corresponding Ziplines have the boost applied permanently and are considered 'Express Lines'.
While on the Zipline, players can activate the 'Zipline Speed Boost' (<code>F</code>by default) and receive the 'Zipline Boosted' buff for 32 seconds. When under this buff, players get ramping speed up to 40 m/s on any Zipline. This effect has a cooldown of 340 seconds. Once the [[Guardian#Base Guardian|base guardians]] are destroyed, the corresponding Ziplines have the boost applied permanently and are considered 'Express Lines'.



Latest revision as of 21:48, 14 November 2024

The four Ziplines: Yellow, Green, Blue and Purple.

The Ziplines (a.k.a. "Transit Lines" or "Hyperlines") are the primary method of long-distance transportation in Deadlock. They are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Zipline system. The availability of the Zipline depends on how far a team's Troopers has pushed down the lane.

When using a Zipline the player gains a movement boost up to 18 m/s regardless of the hero's base speed. Using a Zipline refreshes a hero's air dash and double jump.

If a hero takes damage from an enemy hero, they will be unable to use a Zipline for three seconds.

Getting knocked off[edit | edit source]

If damage is taken from an enemy hero while riding or attaching to the Zipline, a hero will take 15% of their max health in damage, be stunned for 3 seconds, and fall off the Zipline. After riding the Zipline for three seconds, a blue particle effect will appear to indicate that they can no longer be shot off the Zipline.

Some sources of damage will not knock a hero off a Zipline. Notably, effects considered as "damage over time" (DoT) will not knock a hero off. Mirage's Djinn's Mark is considered a DoT effect for this purpose.

Zipline Speed Boost & Express[edit | edit source]

While on the Zipline, players can activate the 'Zipline Speed Boost' (Fby default) and receive the 'Zipline Boosted' buff for 32 seconds. When under this buff, players get ramping speed up to 40 m/s on any Zipline. This effect has a cooldown of 340 seconds. Once the base guardians are destroyed, the corresponding Ziplines have the boost applied permanently and are considered 'Express Lines'.

The Four Different Ziplines[edit | edit source]

Logo Name Color

York Ave. Yellow

Greenwich St. Green

Broadway Blue

Park Ave. Purple

Each lane has its very own name. As of Build 5158, most characters refer to each lane as their corresponding colors. Characters like Seven, Lash, Abrams, Wraith, Grey Talon, Infernus, and Ivy, sometimes refer to the lanes as their actual names. Some characters are also missing voice lines for Greenwich, including the Patron.