universaltech:sliding
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| universaltech:sliding [2025/02/28 10:12] – forgot reference monster_domosed | universaltech:sliding [2025/03/09 03:33] (current) – compsoter | ||
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| - | ==== TL;DR ==== | + | ====== Sliding ====== |
| - | - Slide using **crouch key** while moving fast | + | |
| - | - Can do on **ramps** | + | ~~CLOSETOC~~ |
| - | - **No stamina cost** | + | <WRAP half right infobox> |
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Universal | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| - | - **Infinite ammo while sliding** | + | **Sliding** is a fundamental part of movement in Deadlock. Sliding allows you to gain momentum down slopes and to conserve already gained momentum to gain further distance. Sliding is only available while on the ground. While you are sliding, blue smoke will be emitted behind you, and there will be small dust trails on your sides. Sliding also gives you __infinite__ ammo until you stop sliding; this is incredibly useful for combat and maximising DPS((Very useful for conserving ammo during laning and necessary for bullet carry heroes for the whole game, such as < |
| - | - **376 u/s+ to slide** | + | Sliding takes no [[universaltech: |
| - | ===== Sliding | + | Sliding |
| - | Sliding is a fundamental part of movement in Deadlock. Sliding allows you to gain momentum down slopes and to conserve already gained momentum, and is a basic building block for other movement techniques. | + | To execute |
| - | Sliding is only available while on solid ground. While you are sliding, blue smoke will be emitted. | + | |
| - | <block classes #clip right width : | + | ==== Items that increase Slide Distance ==== |
| - | <wrap center lo>A short clip showcasing Sliding:</ | + | |
| - | </ | + | |
| - | Sliding takes no stamina to execute; you only have to be moving at a speed higher than **376 u/s (or 9.6 m/s)** to initiate the slide. After executing | + | The amount of distance covered when sliding can be increased with items that have the //+Slide Distance// statistic on them. Slide Distance does not increase the speed of the slide, |
| + | {{tablelayout? | ||
| + | ^ Price (Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance + hidden friction reduction(([[https:// | ||
| + | | 1,250 | < | ||
| + | | 3,000 | < | ||
| + | | 4,250 | < | ||
| - | The amount of distance covered when sliding can be increased with items that have the **+Slide Distance** statistic on them. | + | ==== Timings for Late Slide Friction Penalty ==== |
| - | ==== Items that increase | + | {{tablelayout? |
| + | ^ Price (Souls) | ||
| + | | N/A, Base stats |||| 0.75 | 1.00 | | ||
| + | | 1,250 | < | ||
| + | | 3,000 | < | ||
| + | |||
| + | ===== Slide Storage ===== | ||
| - | ^ Price (<soul> Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance when factoring in hidden friction reduction(([[https://discord.com/ | + | <block classes #clip right width :language>{{ :: |
| - | | <soul> 1,250 | <weapon> Weapon | Fleetfoot | + | <wrap center lo>A short clip showcasing Slide Storage:</wrap> |
| - | | <soul> 3,000 | < | + | </block> |
| - | | < | + | |
| - | Sliding also gives the unique property of allowing you to **shoot infinitely while in the sliding animation**; this is useful | + | **Slide Storage**((AKA Slide Conservation)) |
| - | Sliding for more than **0.75 seconds** (when [[universaltech: | + | Slide Storage allows you buffer a slide input while in the air; this allows you to slide after any airborne action (e.g. dash jumping, jumping). |
| - | ==== Timings for Late Slide Friction Penalty ==== | + | To execute, be airborne (through [[universaltech: |
| - | ^ Price (< | + | ==== Crouch Storage ==== |
| - | | N/A, Base stats. | - | - | - | 0.75 | 1.00 | | + | |
| - | | < | + | |
| - | | < | + | |
| - | ==== How to Slide ==== | + | By applying the inverse principles of slide storage, one can instead trigger |
| - | To slide, | + | |
| - | **Inputs: | + | Crouch storage allows you to hold a crouch while in the air; this allows you to stay crouching after any airborne action |
| - | (Move faster than 376 u/s) → **duck** | + | |
| - | I and many others bind **duck and slide to the side mouse buttons** for ergonomic reasons. | + | To execute, hold the crouch button before dashing or going airborne. While the crouch button is held, your crouch is stored. Now, no matter what surface you're on or what speed you're going, you will never slide. |
universaltech/sliding.1740737560.txt.gz · Last modified: 2025/02/28 10:12 by monster_domosed