Mechanics: Difference between revisions

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Updated some text and split the big map mechanics table into two tables.
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'''Mechanics''' in ''[[Deadlock]]'' are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory.  
'''Mechanics''' in ''[[Deadlock]]'' are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory.  


Mechanics can be broken into three categories:
Mechanics are generally broken into three categories:


; Unit mechanics : The statistics, controls, and statuses of the units of ''Deadlock'', including the player's Hero, the marching [[Trooper]]s, and lane [[Structures]].
; Unit mechanics : The statistics, controls, and statuses of the units of ''Deadlock'', including the player's Hero, the marching [[Trooper]]s, and lane [[Structures]].
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=== Offense and Defense ===
=== Offense and Defense ===
; Weapon Attacks
; Weapon Attacks
* Every Hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other Heroes and units.
* Every Hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other Heroes and units.


; Melee Attacks
; Melee Attacks
{{Main|Melee Attack}}
{{Main|Melee Attack}}
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a more damaging blow.
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a more damaging blow.


; Parry
; Parry
* [[Melee Attack#Parry|Parries]] (Default key: <code>F</code>) are a defensive move that is available to every Hero, in which they can block a melee hit from an enemy player. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it's used, but is instantly refunded on a successful parry. [[Troopers]] and [[Guardians]] can also be parried.
* [[Melee Attack#Parry|Parries]] (Default key: <code>F</code>) are a defensive move that is available to every Hero, in which they can block a melee hit from an enemy player. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it's used, but is instantly refunded on a successful parry. [[Troopers]] and [[Guardians]] can also be parried.


; Crouch
; Crouch
* Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects.
* Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects.


; Heroes' Abilities
; Heroes' Abilities
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.


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{{Main|Movement}}
{{Main|Movement}}
; Double jump
; Double jump
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[Stamina]]. Without items, Heroes can perform a single ''double jump'' in the air.
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[Stamina]]. Without items, Heroes can perform a single ''double jump'' in the air.


; Dash and Air Dash
; Dash and Air Dash
* Pressing the dash button (Default key: <code>Shift</code>) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.
* Pressing the dash button (Default key: <code>Shift</code>) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.
* Pressing dash while in the air performs an ''air dash'' which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single ''air dash'' while in the air.
* Pressing dash while in the air performs an ''air dash'' which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single ''air dash'' while in the air.


; Dash Jump
; Dash Jump
* A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent ''dashing''. The timing of a ''dash jump'' is visualized by the crosshair turning blue while ''dashing.'' While the crosshair is blue, the player can press jump to ''dash jump''.
* A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent ''dashing''. The timing of a ''dash jump'' is visualized by the crosshair turning blue while ''dashing.'' While the crosshair is blue, the player can press jump to ''dash jump''.


; Slide
; Slide
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].
* Heroes cannot jump during slides performed from a ground dash. All other slides (including from air-dashes/dash jumps) do not have this restriction.
* Heroes cannot jump during slides performed from a ground dash. All other slides (including from air-dashes/dash jumps) do not have this restriction.


; Down Dash
; Down Dash
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 1 [[Stamina]].
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 1 [[Stamina]].


; Wall Jump
; Wall Jump
* Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump does not cost any [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].
* Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump does not cost any [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].


; Wall Slide
; Wall Slide
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.


* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.
==== Mantle ====
==== Mantle ====
* Heroes can ''mantle'', i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in.
* Heroes can ''mantle'', i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in.


==== Mantle Glide ====
==== Mantle Glide ====
* Heroes can perform a ''mantle glide'' by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.
* Heroes can perform a ''mantle glide'' by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.


=== General ===
=== General Strategy ===
; Laning
; Laning
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].
* There are 3 lanes: York Ave. (yellow), Broadway (blue), and Park Ave. (green). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].
* There are 3 lanes: York Ave. (yellow), Broadway (blue), and Park Ave. (green). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].
* The '''laning phase''' refers to the early game where players organize in lanes to gain strength (see: "[[Strategy]]").


; Ganking
; Ganking
* Ganking is the act of moving from one lane to another to help kill enemy Heroes who over-extended, or who are simply ripe for the picking.
* Ganking is the act of moving from one lane to another to help kill enemy Heroes who over-extended, or who are simply ripe for the picking.


* The process of organizing players in the '''laning phase''' (see: "[[Strategy]]").
=== Items ===
 
; Items
{{Main|Items}}
{{Main|Items}}
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].
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* The losing team gains up to 30% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.
* The losing team gains up to 30% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.
* The [[Soul Urn]] drop-off location is located in the side lanes if teams are even, but located on the losing team's side if they have significantly less total souls (10% or more difference).
* The [[Soul Urn]] drop-off location is located in the side lanes if teams are even, but located on the losing team's side if they have significantly less total souls (10% or more difference).
== Map Mechanics ==  
== Map Mechanics ==  
{{main|Map}}
{{main|Map}}
=== Structures and Units ===
{| class="wikitable" style="margin:auto"
{| class="wikitable" style="margin:auto"
|-
|-
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For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers.  
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers.  
|-
|-
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack. The slam attack does AoE damage to enemies near the Guardian.
When 3 enemy Guardians on the map are defeated, everyone on your team gains an [[Extra Slots|Extra Slot]] in their Inventory.
When 3 enemy Guardians on the map are defeated, everyone on your team gains an [[Extra Slots|Extra Slot]] in their Inventory.
|-
|-
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| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat.  
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat.  
When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the '''Rejuvenation Credit''' that buffs you and your team along with your Troopers.  
When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the '''Rejuvenation Credit''' that buffs you and your team along with your Troopers.  
|}
=== Interactive Objects ===
{| class="wikitable" style="margin:auto"
|-
! Object !! Image !! Description
|-
|-
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the "courier", and another urn will spawn 5 minutes later.  
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the "courier", and another urn will spawn 5 minutes later.  
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|-
|-
| [[Sinner's Sacrifice]]
| [[Sinner's Sacrifice]]
| style="text-align: center;" |[[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner's Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.
| [[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner's Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.
|-
|-
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane.
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane.
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=== Temporary Buffs ===
=== Temporary Buffs ===
{{Main|Powerup}}
{{Main|Powerups}}
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.


There are four types of buffs:
There are four types of buffs:


# '''Survival Buff:''' Grants temporary health and health regen.
# '''Casting Buff:''' Grants temporary cooldown reduction and spirit power.
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]
#* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction
#* Ends at +700 Bonus Health and +1.5% Max Health Regen
#* Ends at +40 Spirit Power and +25% Cooldown Reduction
#* Duration: 160s
#* Duration: 160s
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]
#* Ends at +35% Fire Rate and +60% Ammo
#* Ends at +35% Fire Rate and +60% Ammo
#* Duration: 160s
# '''Casting Buff:''' Grants temporary cooldown reduction and spirit power.
#* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction
#* Ends at +40 Spirit Power and +25% Cooldown Reduction
#* Duration: 160s
#* Duration: 160s
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost  
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost  
#* Duration: 160s
# '''Survival Buff:''' Grants temporary health and health regen.
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]
#* Ends at +700 Bonus Health and +1.5% Max Health Regen
#* Duration: 160s
#* Duration: 160s


{{Navbox gameplay}}
{{Navbox gameplay}}