SlidingGive feedback
| Sliding | |
|---|---|
|
| |
| Tech Type: | Universal Tech |
| Difficulty: | Basic Mechanics |
| Character Dependent: | No |
| Stamina: | 0 |
| Inputs: | Crouch walk above 350 u/s or when on a ramp
|
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 sliding, a blue trail (green if playing as Vyper) will be emitted behind you, with small dust particles 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[1].
Sliding takes no 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[2]. Cancelling the slide before you reach speeds slower than walking by releasing the duck button is advised.
Sliding for more than 0.75 seconds (or 1.00 second when Dash Jumping) applies increased friction[3]. This impacts your ability to maintain momentum. Items with the +Slide Distance statistic increase the time until the increased friction is applied by increments of +0.25 seconds.
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.
Items that Increase Slide Distance
[edit | edit source]Items with the +Slide Distance statistic increase the distance covered when sliding by delaying the friction penalty. Slide Distance does not increase speed.
| Name | Category | Stat change | |
|---|---|---|---|
| Fleetfoot | 1,600 | +35% Slide Distance | |
| Burst Fire | 3,200 | +50% Slide Distance | |
| Electric Slippers | Legendary | +80% Slide Distance |
Timings for Late Slide Friction Penalty
[edit | edit source]| Price |
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 | |||
| Fleetfoot | +35% | 1.00 | 1.25 | ||
| Burst Fire | +50% | 1.25 | 1.50 |
| Slide Storage | |
|---|---|
|
| |
| Tech Type: | Universal Tech |
| Difficulty: | Basic Mechanics |
| Character Dependent: | No |
| Stamina: | 0 |
| Inputs: | Crouch walk above 350 u/s or when on a ramp
|
Slide Storage
[edit | edit source]Slide Storage 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 can be slid on using Slide Storage.
Slide Storage allows you to buffer a slide input while in the air; this allows you to slide after any airborne action (e.g., dash jumping, jumping).
To execute, be airborne (through jumping, dash jumping, etc.) and then hold the crouch button. While the crouch button is held, your slide is being buffered. If you then move down a ramp, fall off a slope, or have enough speed, you will begin sliding.
Crouch Storage
[edit | edit source]By applying the inverse principles of Slide Storage, one can instead trigger Crouch Storage. This allows you to stop on objects and ramps nearly instantly without sliding.
Crouch Storage allows you to hold a crouch while in the air; this allows you to stay crouching after any airborne action (with the exception of down dashing).
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 moving, you will never slide.
- ↑ Very useful for conserving ammo during laning and necessary for bullet carry heroes for the whole game, such as Haze, Wraith and Vyper
- ↑ Sliding has a friction coefficient of
0.1875 - ↑ The late slide friction penalty sets friction coefficient to around
3.1875when sliding from a grounded dash, and0.6875when from a Dash Jump. Contibution by Altimor.