Editing ZiplinesGive feedback
Jump to navigation
Jump to search
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 1: | Line 1: | ||
[[File:Riding zipline.png|291x291px|thumb|[[Infernus]] riding the Blue lane zipline.]] | [[File:Riding zipline.png|291x291px|thumb|[[Infernus]] riding the Blue lane zipline.]] | ||
'''The Ziplines''' (''a.k.a. "Transit Lines" or "Hyperlines"'') are the primary method of long-distance transportation in ''[[Deadlock]]''. They run from each team's base down the three lanes, with availability depending on how far a team's [[Troopers]] are currently pushed. | |||
'''The Ziplines''' ('' | |||
== The Three Different Ziplines == | == The Three Different Ziplines == | ||
| Line 28: | Line 27: | ||
== Basic Mechanics == | == Basic Mechanics == | ||
Travel speed on Ziplines is fixed at 18 m/s on the inner lane and 21 m/s on the outer lanes, independent of a hero's base speed. Using a Zipline refreshes the hero's air dash and double jump. Pressing the down key (<code>Ctrl</code> by default) drops the hero from the Zipline while preserving momentum | Travel speed on Ziplines is fixed at 18 m/s on the inner lane and 21 m/s on the outer lanes, independent of a hero's base speed. Using a Zipline refreshes the hero's air dash and double jump. Pressing the down key (<code>Ctrl</code> by default) drops the hero from the Zipline while preserving momentum. | ||
Players start at their lane's zipline at the beginning of the match. Switching lanes will move them to the corresponding zipline. At the team's base, the player's starting lane zipline is highlighted with a halo effect. | Players start at their lane's zipline at the beginning of the match. Switching lanes will move them to the corresponding zipline. At the team's base, the player's starting lane zipline is highlighted with a halo effect. | ||
== Zipline Speed Boost & | == Zipline Speed Boost & play cross chase == | ||
The 'Zipline Speed Boost' (<code>F</code> by default) can be activated while riding to grant the 'Zipline Boosted' buff. This ability has the following properties: | The 'Zipline Speed Boost' (<code>F</code> by default) can be activated while riding to grant the 'Zipline Boosted' buff. This ability has the following properties: | ||
| Line 38: | Line 37: | ||
* '''Duration:''' 32 seconds | * '''Duration:''' 32 seconds | ||
* '''Cooldown:''' 360 seconds (6 minutes) | * '''Cooldown:''' 360 seconds (6 minutes) | ||
* '''Initial Unlock Time:''' | * '''Initial Unlock Time:''' 280 seconds (4 minutes 40 seconds) into a match | ||
Destroying a [[Guardian#Base Guardian|base guardian]] permanently applies this 80% boost to its corresponding Zipline, turning it into an 'Express Line'. | Destroying a [[Guardian#Base Guardian|base guardian]] permanently applies this 80% boost to its corresponding Zipline, turning it into an 'Express Line'. | ||
| Line 47: | Line 46: | ||
=== Usage Lockout === | === Usage Lockout === | ||
Taking damage from an enemy hero or | Taking damage from an enemy hero or objective prevents you from attaching to a Zipline for 3 seconds. Burn Damage (DoT) from [[Walker]] fireball prevents you from attaching. | ||
=== Getting Knocked Off === | === Getting Knocked Off === | ||
If a hero takes damage from an enemy hero while already riding or attaching to a Zipline, they will be knocked off. This has several effects: | If a hero takes damage from an enemy hero while already riding or attaching to a Zipline, they will be knocked off. This has several effects: | ||
* '''Damage:''' 15% of max health (shown as 'Hyperline' | * '''Damage:''' 15% of max health (shown as 'Hyperline', reducible by Spirit Resist). | ||
* '''Stun:''' 2.5 seconds. The stun timer does not begin until the hero lands on the ground. | * '''Stun:''' 2.5 seconds. The stun timer does not begin until the hero lands on the ground. | ||
* '''Fall:''' The hero falls directly down from the Zipline. | * '''Fall:''' The hero falls directly down from the Zipline. | ||
| Line 58: | Line 57: | ||
After riding a Zipline for three consecutive seconds, a blue particle effect appears, indicating immunity to being knocked off. | After riding a Zipline for three consecutive seconds, a blue particle effect appears, indicating immunity to being knocked off. | ||
Certain damage sources, notably damage over time (DoT) effects, will not knock a hero off a Zipline. For example, {{HeroIcon|Mirage}}'s {{AbilityIcon|Djinn's Mark}} is treated as a DoT for this purpose. | |||
Be aware, as of some damage sources that come from Heroes will knock a Hero off too, like a [[Trooper]] that has a {{AbilityIcon|Lil Helpers}} from {{HeroIcon|Rem}} can knock someone off if the Lil Helper attacks them, or a {{HeroIcon|McGinnis}} {{AbilityIcon|Mini Turret}}. | |||
== Gallery == | == Gallery == | ||