Movement
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Standard Movement
Standard movement consists of directional inputs (W,A,S,D), Jump (Space), Crouch (Control while no directional input held)
And additionally leaning under Q and E
Max ground speed is 8m/s, Max maneuver speed is 12m/s, Max possible horizontal speed is your shell's speed cap, Max possible vertical speed is 15 m/s, 15m/s is also the velocity cap
Jumping is 5.5m/s2 by default
Speed Penalties and Increases
There are 4 types of speed penalties:
- Loadout speed penalty (eg. augments, devices)
- Weapon speed penalty (Weapons)
- Attachment speed penalty (Attachments)
- Movement speed penalty (Snare, Hardened, Bolster, Nano-wire, Scan, Walking backwards or up slopes)
- Weapon handling speed penalty (eg. Reloading, ADS, Shooting)
- Speed cap penalty (Heavy Weapons, Hardcase)
All speed penalties also apply to airborne deceleration
Bottom speed cap is 2.5 m/s, However loadout speed penalty alone can only reduce you to 4m/s
When reducing loadout speed penalty or increasing base speed, shell can surpass their base ground speed by a very small ammount Maximum possible ground speeds per shell:
- Bison: 7.85 m/s
- Hydra: 7.55 m/s
- Ghost: 8.00 m/s (Cant surpass 8m/s)
- Dragon: 7.55 m/s
- Rhino: 6.50 m/s
Maneuvers
and similar
Maneuvers, throwing and backup weapon usage consumes AUX power1)2)
The lower the AUX power the weaker the maneuver, between 50-0 aux the max maneuver speed scales from 100% to 65% of speed cap3)
Being in stunt state is indicated by a » symbol near the aux bar4)
Aux power regeneration is reduced by 50% while in stunt state
While in stunt state Core generation5) from direct damage and Combat Rating6) bonus gets applied
Performing a maneuver while airborne requires and consumes an aerial maneuver (AM) charge 7), aerial maneuver charges regenerate only when grounded
Maneuvers dont decelerate for the first 0.5s and grant knockback immunity for the first 0.25s
Maneuvers are affected by speed penalties and their speed cannot surpass the shells max maneuver speed
Maneuver types:
- Dive: 50% Increased accuracy
- Dodge
- Roll: Removed headshot multiplier, removes 5 ticks of burn if grounded, 50% increased accuracy if sideways
- Slide: 50% Increased accuracy
List of all maneuvers sorted by the default activation key:
Shift
| Name | Prerequisite | Type | Tap/Hold | Can be Airborne? | Can Knockdown? | AUX Cost | Stunt state duration | Additional Notes |
|---|---|---|---|---|---|---|---|---|
| Air Dash | While airborne as Dragon | - | Tap | ✓ | ✓ | 25 | 0.75s | |
| Dive | Hold for prone/slide | Dive/Slide | Tap/Hold | ✓ | ✓8) | 25 | When over 4 m/s | |
| Somersault | While airborne with Acrobatics | Roll | Tap | ✓ | ✓ | 25 | 1s | |
| Strafe | While a heavy weapon equipped/scanning/nano-wiring an object | - | Tap | ✓ | X | 25 | 1s | no weapon handling speed penalty |
| Wall Flip | While climbing | Roll | Tap | X | ✓ | 25 | 1s | |
| Wall Dive | While climbing | Dive | Hold | X | ✓ | 25 | When over 4 m/s |
Control
| Name | Prerequisite | Type | Tap/Hold | Can be Airborne? | Can Knockdown? | AUX Cost | Stunt state duration | Additional notes |
|---|---|---|---|---|---|---|---|---|
| Dodge | While sideways input held | Dodge | Tap | ✓ | X | 25 | 0.25s | |
| Dodge Roll | While Dodging | Roll | Tap | X | X | 25 | 1s | |
| Groundslam | While airborne as Dragon and over 5m above ground | - | Tap | ✓ | ✓ | 50 | 0.5s | |
| Slide | While moving | Slide | Hold | X | X | 25 | When over 4 m/s | |
| Slide Roll | While Sliding | Roll | Tap | X | X | 25 | 1s | |
| Wall kick | While sideways input opposite to the wall held + near a wall | Dodge | Tap | ✓ ✓9) | X | 25 | 0.25s | Higher than normal dodge |
Space
| Name | Prerequisite | Type | Tap/Hold | Can be Airborne? | Can Knockdown? | AUX Cost | Stunt state duration | Additional Notes |
|---|---|---|---|---|---|---|---|---|
| Air Jump | Airborne | - | Tap | ✓ | X | 25 | ||
| Boost Jump | While Maneuvering | - | Tap | X | X | 25 | X | |
| Boost | While airborne as Dragon | - | Hold | ✓ | X | 20/s + Recovers 25 | While held | |
| Wall Jump | While climbing | - | Tap | X | X | 25 |
Other
| Name | Prerequisite | Type | Tap/Hold | Can be Airborne? | Can Knockdown? | AUX Cost | Stunt state duration | Additional Notes |
|---|---|---|---|---|---|---|---|---|
| Climb | While on a wall | Climb | Hold | X | X | 20/s | While on a wall | |
| Lunge | Quick-melee | - | Hold | ✓ | X | 25 | 0.75s | lasts as long as you hold, up to 0.75s |
| Nano-wire Pull | Nano-wire an anchor or an enemy using Augmented Nano-wire | - | Tap | ✓✓10) | X | 50 | X | is always airborne |
| Roll | When ending slide-dive while moving over 4m/s, or when landing while not facing the current velocity and moving at over 10m/s | Roll | - | X | X | 10 | 1s | |
| Shoulder Barge | Dodge into an enemy | - | Tap | ✓ | X | 25 | 0.25s | Deals 25% increased body impact damage |
| Suspension | Rmb while airborne with Temporal Suspension | - | Hold | ✓✓11) | X | 0 | 1s |
Climbing
If you touch a wall while facing it or press an input in it's direction while airborne and 1m above the ground, you attach to a wall.
While on a wall you can move in all directions using the directional keys while consuming 20 aux per second.
Max speed is tied to your aux, with max aux being 8 m/s, you start to slow down at 50 aux, it cannot be slower than 4m/s
When attaching to a wall moving at high velocities you retain some of the velocity, allowing you to surpass 8m/s for a brief moment (fades to your wallrun speed over the span of 1.5s)
In the bottom center of your hud you can see the Surface Vector Assist bar, its percentage depends on how far away from the wall you are looking, if its empty, the assist gets disabled and you fall
Relocations
Deal 200 telefrag damage12)13) to targets within 1m of exit point
Clears Tags
Stabilization: 10 - 1 s cooldown depending on how recent the last relocation was (1 - 5s ago), any relocations during it cause 25 telefrag damage and 2s Disable+ to user
Body Impacts
Deal 25 - 50 damage based on velocity (4 - 12m/s) while maneuvering or falling for over 5m
You can only be impacted every 0.5s
Knockbacks
Body impacts apply knockbacks
Knockback received gets reduced by 50% for every subsequent knock, resistance fades out over the course of 2s
Knockdowns
Knockdowns from air dash, roll and dive maneuvers require you to perform the maneuver for over 2.5 m
Knockdown immunity does not apply while airborne
Thrown out weapons and intel that move at over 10m/s cause knockdowns on impact, heavy weapons cause knockdown on any impact
After getting knocked down, a player cannot be knocked down for the next 2s