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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:
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, 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:
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 |
|---|---|---|---|---|---|---|---|
| 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