hero:viscous
Differences
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hero:viscous [2025/06/28 23:34] – Rewrote the entirety of Visc page. compsoter | hero:viscous [2025/06/29 02:11] (current) – Added htmlmetatags. compsoter | ||
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====== Viscous | ====== Viscous | ||
<WRAP announcement grey left>{{ icons: | <WRAP announcement grey left>{{ icons: | ||
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<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ <wrap centeralign> | ^ <wrap centeralign> | ||
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
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While in //The Cube//, the normal of the last touched surface is stored; this is speculated to be for velocity calculations while on slopes and ramps. During normal use while on the ground, //The Cube// acts normally and slides down slopes and ramps. This stored normal is not cleared while in the air; this means that if the last touched ground surface was a ramp, that normal will be stored, and the game will assume that you are currently on a slope and thus give you velocity in the direction of the slope. This phenomenon is called **Slope Acceleration**. | While in //The Cube//, the normal of the last touched surface is stored; this is speculated to be for velocity calculations while on slopes and ramps. During normal use while on the ground, //The Cube// acts normally and slides down slopes and ramps. This stored normal is not cleared while in the air; this means that if the last touched ground surface was a ramp, that normal will be stored, and the game will assume that you are currently on a slope and thus give you velocity in the direction of the slope. This phenomenon is called **Slope Acceleration**. | ||
- | The stored normal will not update through abilities, [[universaltech: | + | The stored normal will not update through abilities, [[universaltech: |
To execute, be airborne and have your last grounded surface be a slope or a ramp. While airborne, use //The Cube//. You should observe //The Cube// being pushed whilst in the air towards the normal of the surface. | To execute, be airborne and have your last grounded surface be a slope or a ramp. While airborne, use //The Cube//. You should observe //The Cube// being pushed whilst in the air towards the normal of the surface. | ||
- | The velocity is constantly stacked on while in the air; while using Slope Acceleration and given enough time, you will accelerate to extremely high velocities (maximum ~2000 u/s). | + | The velocity is constantly stacked on while in the air; while using Slope Acceleration and given enough time, you will accelerate to extremely high velocities (maximum ~'' |
Slope Acceleration also works in //Goo Ball// form. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second. | Slope Acceleration also works in //Goo Ball// form. When exiting //The Cube// while in //Goo Ball//, your downwards velocity will be paused for a brief second. | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty |
hero/viscous.1751153648.txt.gz · Last modified: 2025/06/28 23:34 by compsoter