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universaltech:sliding [2025/03/05 01:09] – added crouch storage monstouniversaltech:sliding [2025/07/21 00:06] (current) – Retail font text on the tables compsoter
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-====== Sliding ======+{{htmlmetatags> 
 +metatag-keywords=(deadlock,movement,wiki,sliding) 
  
-~~CLOSETOC~~+metatag-media-og:image=(:logo.png) 
 +metatag-media-og:image-type=(image/png)
  
-<block classes #clip right width :language>{{ ::universaltech:sliding.mp4 |}} +metatag-og:title=(Sliding) 
-<wrap center lo>A short clip showcasing Sliding:</wrap> +metatag-og:site_name=(Deadlock Movement Wiki)
-</block>+
  
-**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 <haze_mm> Haze, <wraith_mm> Wraith and <vyper_mm> Vyper.))+metatag-og:locale=(en_GB) 
 +metatag-og:locale:alternate=(ru) 
 + 
 +metatag:color=(#ffefd7) 
 +metatag-og:color=(#ffefd7) 
 + 
 +metatag-og:description=(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. One unique property of sliding is that while sliding, you have infinite ammunition; this is incredibly useful for combat and maximising DPS) 
 +}} 
 + 
 +====== Sliding ====== 
 + 
 +<WRAP half right infobox> 
 +{{tablelayout?rowsHeaderSource=Auto}} 
 +^ <wrap centeralign> **//Sliding//** </wrap>|| 
 +^ <wrap centeralign>{{ ::universaltech:sliding.mp4?500 }}</wrap>|| 
 +^ Tech Type                                             | Universal       | 
 +^ Difficulty                                            | Basic Mechanics | 
 +^ Stamina | 0 | 
 +^ Character Dependent                                   | No              | 
 +^ Inputs                                                | Crouch walk above 350 u/s or when on a ramp | 
 +</WRAP> 
 + 
 +**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. One unique property of sliding is that __while sliding, you have infinite ammunition__; 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 <haze_mm> Haze, <wraith_mm> Wraith and <vyper_mm> Vyper.))
  
 Sliding takes no [[universaltech:stamina|stamina]] to execute; you only have to be moving at a speed higher than ''350'' u/s (or ''8.9'' m/s) to initiate the slide. After executing the slide, you will eventually decelerate to a complete stop.((Sliding has a friction coefficient of ''0.1875'')) Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised. Sliding takes no [[universaltech:stamina|stamina]] to execute; you only have to be moving at a speed higher than ''350'' u/s (or ''8.9'' m/s) to initiate the slide. After executing the slide, you will eventually decelerate to a complete stop.((Sliding has a friction coefficient of ''0.1875'')) Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised.
  
-Sliding for more than ''0.75'' seconds (when [[universaltech:dashjumping|Dash Jumping]], ''1.00'' second) applies increased friction.((The late slide friction penalty seems to set your friction coefficient to around ''3.1875'' when sliding from a grounded dash, and ''0.6875'' when from a Dash Jump (Thanks Altimor) )) This impacts your ability to maintain momentum. Items that have the //+Slide Distance// statistic increase the amount of time until the increased friction is applied by +``0.25`` second increments. +Sliding for more than ''0.75'' seconds (when [[universaltech:dashjumping|Dash Jumping]], ''1.00'' second) applies increased friction.((The late slide friction penalty seems to set your friction coefficient to around ''3.1875'' when sliding from a grounded dash, and ''0.6875'' when from a Dash Jump (Thanks Altimor) )) This impacts your ability to maintain momentum. Items that have the //+Slide Distance// statistic increase the amount of time until the increased friction is applied by +''0.25'' second increments. 
  
 To execute a slide, move above the required speed threshold (''350 u/s'' or ''8.9'' m/s) or be moving at any speed on a ramp, and crouch. You should automatically slide. To execute a slide, move above the required speed threshold (''350 u/s'' or ''8.9'' m/s) or be moving at any speed on a ramp, and crouch. You should automatically slide.
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 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, but instead moves the friction increase intended to stop you to a further time, therefore increasing distance. 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, but instead moves the friction increase intended to stop you to a further time, therefore increasing distance.
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ Price (Souls) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance + hidden friction reduction(([[https://discord.com/channels/1231286446472691825/1261302354557276231/1297721758098522162|Link]] to message, thank you sankta)) ^ +^ Price (<wrap retailsemibold><color #2EC4B6><soul> Souls</color></wrap>) ^ Type of Item ^ Item Name ^ Slide Distance Increase ^ Slide Distance + hidden friction reduction(([[https://discord.com/channels/1231286446472691825/1261302354557276231/1297721758098522162|Link]] to message, thank you sankta)) ^ 
-| 1,250  | <weapon> Weapon  //Fleetfoot//                              | +25%  | +27%  | + <wrap retailsemibold><color #2EC4B6><soul> 1,600</color></wrap>| <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap>  | <wrap retailsemibold><item_fleetfoot> Fleetfoot</wrap>                               | +25%  | +27%  | 
-| 3,000  | <weapon> Weapon  //Burst Fire//                             | +50%  | +56%  | + <wrap retailsemibold><color #2EC4B6><soul> 3,200</color></wrap>| <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap>  | <wrap retailsemibold><item_burst_fire> Burst Fire</wrap>                              | +50%  | +56%  | 
-| 4,250  | <weapon> Weapon  | Combined //Fleetfoot/and //Burst Fire//  | +75%  | +90%  |+ <wrap retailsemibold><color #2EC4B6><soul> 4,800</color></wrap>| <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap>  | Combined <wrap retailsemibold><item_fleetfoot> Fleetfoot</wrap> and <wrap retailsemibold><item_burst_fire> Burst Fire</wrap>   | +75%  | +90%  | 
  
 ==== Timings for Late Slide Friction Penalty ==== ==== Timings for Late Slide Friction Penalty ====
  
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ Price (Souls)  ^ Type of Item     ^ Item Name       ^ Slide Distance Increase  ^ Time until penalty (s)  ^ Time until penalty when Dash Jumping (s)  ^ + 
-| N/A, Base stats                                                                    |||| 0.75                    | 1.00                                      | + 
-| 1,250                 | <weapon> Weapon  //Fleetfoot/  | +25%                     | 1.00                    | 1.25                                      | +^ Price (<wrap retailsemibold><color #2EC4B6><soul> Souls</color></wrap>)  ^ Type of Item     ^ Item Name       ^ Slide Distance Increase  ^ Time until penalty (s)  ^ Time until penalty when Dash Jumping (s)  ^ 
-| 3,000                 | <weapon> Weapon  //Burst Fire/ | +50%                     | 1.25                    | 1.50                                      |+ N/A, Base stats                                                                    ||| 0.75                    | 1.00                                      | 
 + <wrap retailsemibold><color #2EC4B6><soul> 1,600</color></wrap>| <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap>  | <wrap retailsemibold><item_fleetfoot> Fleetfoot</wrap>   | +25%                     | 1.00                    | 1.25                                      | 
 + <wrap retailsemibold><color #2EC4B6><soul> 3,200</color></wrap>| <weapon> <wrap retailsemibold><color #9E6203>Weapon</color></wrap>  | <wrap retailsemibold><item_burst_fire> Burst Fire</wrap>  | +50%                     | 1.25                    | 1.50                                      |
    
 ===== Slide Storage =====  ===== Slide Storage ===== 
  
-<block classes #clip right width :language>{{ ::universaltech:slideconservation.mp4 |}} +<WRAP half right infobox> 
-<wrap center lo>A short clip showcasing Slide Storage:</wrap> +{{tablelayout?rowsHeaderSource=Auto}} 
-</block>+^ <wrap centeralign> **//Slide Conservation//** </wrap>|| 
 +^ <wrap centeralign>{{ ::universaltech:slideconservation.mp4?500 }}</wrap>|| 
 +^ Tech Type                                             | Universal       | 
 +^ Difficulty                                            | Basic Mechanics | 
 +^ Stamina | 0 | 
 +^ Character Dependent                                   | No              | 
 +^ Inputs                                                | Crouch walk above 350 u/s or when on a ramp | 
 +</WRAP>
  
 **Slide Storage**((AKA Slide Conservation)) is the act of infinitely buffering a slide input for later use. This allows you to slide on objects and ramps instantly without minimal speed. Incredibly small parts of map geometry (e.g curbs, lips of edges) that would be impossible to slide on normally are able to be slid on using Slide Storage. **Slide Storage**((AKA Slide Conservation)) is the act of infinitely buffering a slide input for later use. This allows you to slide on objects and ramps instantly without minimal speed. Incredibly small parts of map geometry (e.g curbs, lips of edges) that would be impossible to slide on normally are able to be slid on using Slide Storage.
universaltech/sliding.1741136964.txt.gz · Last modified: 2025/03/22 10:03 (external edit)