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 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)
While in a maneuver state Core generation4) from damage is quadrupled and Combat Rating5) bonus gets applied
Performing a maneuver while airborne requires and consumes an aerial charge 6)
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 | ✓ | ✓ ✓ 7) | 25 | |
Dive | Hold for prone/slide | Dive/Slide | Tap/Hold | ✓ | ✓ | 20 | |
Somersault | While airborne with 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
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 | ✓ | ✓11) | 25 | |
Temporal Suspension | Rmb while airborne with Temporal_Suspension | - | Hold | ✓✓12) | 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
Effects
2s disable13) within 4m of the exit point
Deal telefrag damage14) (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 Boost15) is the only other movement ability that can knockdown (when above 10m/s)
Airborne body impacts have 25% increased knockdown power