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 velocity is 15m/s

Jumping is 5.5m/s2 by default

There are 3 types of speed penalties:

  • Loadout speed penalty (eg. weapons, devices)
  • Ground speed penalty (eg. Snare, Hardened)
  • Weapon handling speed penalty (eg. Reloading, ADS, Shooting)

When reducing loadout speed penalty or increasing base speed, shell can surpass their max 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: 7.05 m/s
  • Rhino: 7.05 m/s

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 the shell's cap to 8m/s3)

Aux power regeneration is reduced by 50% while in stunt state

While in stunt state Core generation4) from direct damage is quadrupled and Combat Rating5) bonus gets applied

Performing a maneuver while airborne requires and consumes an aerial charge 6), aerial maneuver charges regenerate only when grounded

Maneuvers dont decelerate for the first 0.5s

Maneuvers are affected by speed penalties and their speed cannot surpass the shells max maneuver speed

Maneuver types:

  • Dive: Increased accuracy
  • Roll: Removed headshot multiplier, removes 5 ticks of burn
  • Slide: 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 and Drifter Pack inactive - Tap ✓ ✓ 7) 25 0.75s
Dive Hold for prone/slide Dive/Slide Tap/Hold 8) 20 When over 4 m/s
Hover Boost While hovering as Dragon - Hold ✓ ✓ 9) 20/s While over 8 m/s
Somersault While airborne with Acrobatics Roll Tap 25 1s
Strafe While a heavy weapon equipped/scanning/nano-wiring an object - Tap 20 1s no weapon handling speed penalty
Wall Flip While climbing Roll Tap X 25 1s
Wall Dive While climbing Dive Hold X 20 When over 4 m/s
Name Prerequisite Type Tap/Hold Can be Airborne? Can Knockdown? AUX Cost Stunt state duration
Dodge While sideways input held - Tap 10) 25 0.25s
Groundslam While airborne as Dragon and over 5m above ground - Tap ✓ ✓ 11) 20 0.5s
Slide While moving Slide Hold X 12) 20 When over 4 m/s
Name Prerequisite Type Tap/Hold Can be Airborne? Can Knockdown? AUX Cost Stunt state duration
Air Jump Airborne - Tap X 25
Wall Jump While climbing - Tap X X 20
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 10/s While moving
Dash Quick-melee - Tap X 25 0.5s
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 10 1s
Shoulder Bash Dodge into an enemy - Tap 13) 25 0.25s Deals 25% increased body impact damage
Temporal Suspension Rmb while airborne with Temporal_Suspension - Hold ✓✓14) 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 15 aux per second.

Max speed is tied to your aux, with max aux being 15% higher than your ground speed (including speed penalties, cannot surpass 8m/s), you start to slow down at 50 aux

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

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

2s disable15) to enemies + devices within 3m of the exit point

Deal 200 telefrag damage16)17) to targets within 1m of exit point

Deal 25 - 50 damage based on velocity (4 - 12m/s) while maneuvering or falling for over 5m

Knockdowns require you to perform the maneuver for over 0.25s and still moving at over 5m/s, exception being rhino shoulder bash

Airborne body impacts have 25% increased knockdown power

Thrown out weapons 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) , 6)
See: Stats
2)
See: HUD
3)
See: Stats) Being in stunt state is indicated by a » symbol near the aux bar((See: HUD
4)
See: Core
7) , 9) , 11)
Can Knockdown Rhino
8)
Only if Airborne
10) , 12) , 13)
Only if Rhino
14)
Doesn't require an aerial charge
16)
See: Damage
17)
100 with shifter