Mechanics: Difference between revisions

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Mechanics can be broken into three categories:
Mechanics can be 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]].
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.
; Map mechanics: The locations and entities of the game map and how they interact with players.
; Map mechanics: The locations and entities of the game map and how they interact with players.
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; 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


* Every hero may also perform a "[[Melee attack|melee]]" attack to strike at point-blank range with their fist, gun, ect. Players can perform either a light or heavy melee attack, light melee attacks dealing a faster but weaker amount of damage, while heavy melee attacks take longer, lunging forward with a heavy, 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 heavy, more damaging blow.


; Parry
; Parry


* Parry (Default key: '''F''') is a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''a parry state'' (lasts 1s, will parry for the first 0.75s) in which they can fully absorb one melee attack, stunning the attacker for 2.75s and preventing damage, but during which they cannot do anything else. A succcessful parry has a 0.3s inactionational period, after which any action (including another parry) can be performed, an unsuccessful parry has a cooldown of 4.5 seconds.
* Parries (Default key: '''F''') are a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''a parry state''. The parry animation lasts 1 second, where any incoming melee attack will be parried for the first 0.75 seconds. During the ''parry state'', the player can fully absorb one melee attack; stunning the attacker for 2.75 seconds, preventing incoming melee damage, and making the attacker susceptible to increased melee damage in return. A successful parry has a brief 0.3 second window exiting the parry animation in which the player will not be able to perform anything, after which any action (including another parry) can be performed. An unsuccessful parry has a cooldown of 4.5 seconds before another parry can be performed again.


; Crouch
; Crouch


* Crouching(Default key: '''Ctrl''') can help avoid enemies' fire and hide behind objects.
* Crouching (Default key: '''Ctrl''') 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 for 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.


=== Movement ===
=== 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: '''Shift''') performs a quick evasive maneuver, which costs 1 [[stamina]]. It can be used to evade enemies' attacks, escaping fights or chasing enemies.
* Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemies' attacks, escaping fights, or chasing enemies.


* Pressing dash while in the air performs ''air dash'' which works exactly like 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 visualised 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, ect.) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve your 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 crouch button twice, spending 1 [[stamina]].
* Heroes can quickly dash downwards while in mid air by pressing 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. This does not cost any [[stamina]].
* Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. This does not cost any [[Stamina]].


=== General ===
=== General ===
; 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 4 lanes. From left to right they are York (yellow), Greenwich (green), Broadway (blue), and Park (purple). Any part of a lane controlled by the opposing team will be red on the minimap.
* There are 4 lanes. From left to right they are York (yellow), Greenwich (green), Broadway (blue), and Park (purple). Any part of a lane controlled by the opposing team will be red on the minimap.


; Ganking
; Ganking


* Ganking is the act of moving from one lane to another to help kill enemy heroes who are 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]]").
* The process of organizing players in the '''laning phase''' (see: "[[Strategy]]").
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; Items
; Items
{{Main|Items}}
{{Main|Items}}
* All [[items]] give passive bonuses and some of them have 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]].


== Comeback Mechanics ==
== Comeback Mechanics ==
When a team is behind on Souls (the losing team), there are some mechanics that come into play to allow the losing team to catch up.  
When a team is behind on Souls, there are some mechanics that come into play to allow the losing team to catch up.  


=== Kills ===
=== Kills ===
{{Main|Souls}}
{{Main|Souls}}
* Killing an enemy hero will award more souls if the player's team is behind.
* Killing an enemy Hero will award more Souls if the player's team is behind.
* Killing an enemy hero that has a Kill Streak will reward a "Bounty" of extra Souls.
* Killing an enemy Hero that has a Kill Streak will reward a "Bounty" of extra Souls.


=== Soul Urn ===
=== Soul Urn ===
{{Main|Soul Urn}}
{{Main|Soul Urn}}
* If the courier is on the losing team, they gain additional sprint speed (currently +6 compared to +2 for the winning team)
* If the courier is on the losing team, they gain additional sprint speed (currently +6 compared to +2 for the winning team)
* The Soul Urn will award additional souls to the losing team. Bonus varies based on the deficit.
* The Soul Urn will award additional Souls to the losing team. Bonus varies based on the deficit.
* The Soul Urn drop off location is located in the middle of map if teams are even but located on the losing teams side if one team is behind.
* The Soul Urn drop-off location is located in the middle of the solo lanes if teams are even, but located on the losing team's side if they are significantly behind.


== Map Mechanics ==  
== Map Mechanics ==