Indice

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 velocity is 15m/s

Jumping is 5.5m/s2 by default

Speed Penalties and Increases

There are 3 types of speed penalties:

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:

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 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 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:

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 and Drifter Pack inactive - Tap 25 0.75s
Dive Hold for prone/slide Dive/Slide Tap/Hold 7) 25 When over 4 m/s
Hover Boost While hovering as Dragon - Hold ✓✓8) X 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 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
Dodge While sideways input held - Tap X 25 0.25s
Groundslam While airborne as Dragon and over 5m above ground - Tap 25 0.5s
Slide While moving Slide Hold X X 25 When over 4 m/s

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 Technically not a maneuver
Hover Ascend While hovering as Dragon - Hold ✓✓9) X 10/s X While over 8 m/s10)
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 moving
Dash Quick-melee - Tap X 25 0.5s ~3m range
Nano-wire Pull Nano-wire an anchor or an enemy using Augmented Nano-wire - Tap ✓✓11) X 50 X Technically not a maneuver, but has the same rules
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 12) 25 0.25s Deals 25% increased body impact damage
Suspension Rmb while airborne with Temporal Suspension - Hold ✓✓13) 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

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

2s disable14) to enemies + devices within 3m of the exit point

Deal 200 telefrag damage15)16) to targets within 1m of exit point

Clears Tags

Body Impacts

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

Knockdowns

Knockdowns from air dash, roll and dive maneuvers require you to perform the maneuver for over 2 m

Body impacts to airborne enemies ignore knockdown resistance

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) , 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)
Only if Airborne
8) , 9) , 11) , 13)
Doesn't require an aerial charge
10)
Vertical speed!!
12)
Only if Rhino
15)
See: Damage
16)
100 with shifter