Movement

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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

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

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:

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
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
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
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

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

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

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

Body impacts apply knockbacks

Knockback received gets reduced by 50% for every subsequent knock, resistance fades out over the course of 2s

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


1)
See: Stats
2) , 4)
See: HUD
3)
not counting existing speed penalties
5)
See: Core
7)
See: Stats, sometimes refered to as Aircharge
8)
Only if Airborne
9) , 10) , 11)
Doesn't require an aerial charge
12)
See: Damage
13)
50 with shifter