====== 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
===== Aux power =====
Maneuvers, throwing and backup weapon usage consumes AUX power((See: [[Stats]]))((See: HUD))
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/s((See: [[Stats]])
Aux power regeneration is reduced by 50% while in a maneuver state
===== Maneuvers =====
Being in a maneuver state is indicated by a >> symbol near the aux bar((See: HUD))
While in a maneuver state Core generation((See: [[Core]])) from damage is quadrupled and Combat Rating((See: [[CR]])) bonus gets applied
Performing a maneuver while airborne requires and consumes an aerial charge ((See: [[Stats]]))
Maneuvers dont decelerate for the first 0.5s
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:
==== Shift ====
^ Name ^ Prerequisite ^ Type ^ Tap/Hold ^Can be Airborne? ^Can Knockdown? ^AUX Cost ^Maneuver state duration ^
| Air Dash | While airborne as [[Dragon]] and Drifter Pack inactive | - | Tap | ✓ | ✓ ✓ ((Can Knockdown Rhino))| 25 |
| Dive | Hold for prone/slide | Dive/Slide | Tap/Hold | ✓ | ✓ | 20 |
| Somersault | While airborne with [[Augments#Acrobatics]] | Roll | Tap | ✓ | ✓ | 25 | 1s |
| Strafe | While a heavy weapon equipped/scanning/nano-wiring an object | - | Tap | ✓ | X | 20 |
| Wall Flip | While climbing | Roll | Tap | X | ✓ | 25 |
| Wall Dive | While climbing | Dive | Hold | X | ✓ | 20 |
==== Control ====
^ Name ^ Prerequisite ^ Type ^ Tap/Hold ^Can be Airborne? ^Can Knockdown? ^AUX Cost ^Maneuver state duration ^
| Dodge | While sideways input held | - | Tap | ✓ | ✓((Only if Rhino))| 25 |
| Groundslam | While airborne as [[Dragon]] and over 5m above ground | - | Tap | ✓✓((Doesn't require an aerial charge)) | ✓ | 20 |
| Slide | While moving | Slide | Hold | X | ✓((Only if Rhino))| 20 |
==== Space ====
^ Name ^ Prerequisite ^ Type ^ Tap/Hold ^Can be Airborne? ^Can Knockdown? ^AUX Cost ^Maneuver state duration ^
| Air Jump | - | - | Tap | ✓ | X | 25 |
| Wall Jump | While climbing | - | Tap | X | X | 20 |
==== Other ====
^ Name ^ Condition ^ Type ^ Tap/Hold ^Can be Airborne? ^Can Knockdown? ^AUX Cost ^Maneuver state duration ^
| Quick-melee Dash | Quickmelee | - | Tap | ✓ | X | 25 |
| Roll | While slide-diving for less than 0.5s and moving over 4m/s, or when landing while facing the current velocity and moving at over 10m/s | Roll | - | X | ✓ | 10 | 1s |
| Shoulder Bash | Dodge into an enemy, deals 25% increased damage | - | Tap | ✓ | ✓((Only if Rhino)) | 25 |
| Temporal Suspension | Rmb while airborne with [[Augments#Temporal_Suspension]] | - | Hold | ✓✓((Doesn't require an aerial charge)) | X | 0 | 1s |
===== Climbing =====
If you touch a wall while facing it or press an input in it's direction while airborne, 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
Wallrun (Horizontal climb) max speed is tied to your aux, with max aux being your ground speed
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 =====
==== Sources ====
* [[Relocator]]
* [[Augments#Disengage]]
* [[Augments#Shifter]]
* [[Augments#Transference]]
==== Effects ====
2s disable((See: [[Effects#Disable]])) within 4m of the exit point
Deal telefrag damage((See: [[Damage]])) (will kill unless shifter) to targets within 1m of exit point
===== Body Impacts =====
Deal 25 - 50 damage based on velocity (4 - 12m/s) while maneuvering
==== Knockdowns ====
Knockdowns require you to perform the maneuver for over 0.25s and still moving at over 5m/s, exception being rhino shoulder bash
Hover Boost((See: [[Dragon]])) is the only other movement ability that can knockdown (when above 10m/s)
Airborne body impacts have 25% increased knockdown power