====== Movement ====== {{youtube>SMuO0s1lqE4?}} > > Page is still work in progress < < ===== 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 maneuver speed, 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 3 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) 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 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: 6.50 m/s ===== Maneuvers ===== and similar 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]]) Being in stunt state is indicated by a >> symbol near the aux bar((See: HUD)) Aux power regeneration is reduced by 50% while in stunt state While in stunt state Core generation((See: [[Core]])) from direct damage and Combat Rating((See: [[CR]])) bonus gets applied Performing a maneuver while airborne requires and consumes an aerial charge ((See: [[Stats]])), 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: Increased accuracy * Dodge * Roll: Removed headshot multiplier, removes 5 ticks of burn if grounded * 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 ^Stunt state duration ^Additional Notes ^ | Air Dash | While airborne as [[Dragon]] | - | Tap | ✓ | ✓ | 25 | 0.75s | | Dive | Hold for prone/slide | Dive/Slide | Tap/Hold | ✓ | ((Only if Airborne)) | 25 | When over 4 m/s | | Hover Boost | While hovering as [[Dragon]] | - | Hold | ✓✓((Doesn't require an aerial charge)) | X | 20/s | While over 8 m/s | | Somersault | While airborne with [[Augments#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 | | 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 | | Wall kick | While sideways input opposite to the wall held + near a wall | Dodge | Tap | ✓ ✓((Doesn't require an aerial charge)) | 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 | | | Hover Ascend | While hovering as [[Dragon]] | - | Hold | ✓✓((Doesn't require an aerial charge)) | X | 10/s | While over 8 m/s((Vertical speed!!)) | | | 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 | 10/s | While on a wall | | Dash | 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 [[Augments#Augmented Nano-wire]] | - | Tap | ✓✓((Doesn't require an aerial charge)) | X | 50 | X | Technically not a maneuver, but has the same rules, 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 | ✓ | 10 | 1s | | Shoulder Barge | Dodge into an enemy | - | Tap | ✓ |((Only if Rhino)) | 25 | 0.25s |Deals 25% increased body impact damage | | 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 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, 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 ===== * [[Relocator]] * [[Augments#Disengage]] * [[Augments#Shifter]] * [[Augments#Transference]] Deal 200 telefrag damage((See: [[Damage]]))((100 with shifter)) to targets within 1m of exit point Clears Tags Stabilization: 10 - 1 s cooldown depending on how recent the last relocation was, 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