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[[File:Riding zipline.png|291x291px|thumb|[[Infernus]] riding the Blue lane zipline.]]{{Quotation|[[The Hidden King]]|Transit lines are the fastest way to get around the city. To use them, just look up at the line and when you see the connection, jump. Be careful though, if you get hurt in combat it will take a few seconds for you to establish a connection with the transit line. | [[File:Riding zipline.png|291x291px|thumb|[[Infernus]] riding the Blue lane zipline.]]{{Quotation|[[The Hidden King]]'s herald|Transit lines are the fastest way to get around the city. To use them, just look up at the line and when you see the connection, jump. Be careful though, if you get hurt in combat it will take a few seconds for you to establish a connection with the transit line. | ||
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'''The Ziplines''' (''{{Tooltip|a.k.a.|also known as}} "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''' (''{{Tooltip|a.k.a.|also known as}} "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. | ||
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== 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 for 2 seconds. | ||
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. | ||
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* '''Duration:''' 32 seconds | * '''Duration:''' 32 seconds | ||
* '''Cooldown:''' 360 seconds (6 minutes) | * '''Cooldown:''' 360 seconds (6 minutes) | ||
* '''Initial Unlock Time:''' | * '''Initial Unlock Time:''' 360 seconds (6 minutes) 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'. | ||
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=== Usage Lockout === | === Usage Lockout === | ||
Taking damage from an enemy hero or objective prevents | Taking damage from an enemy hero or enemy objective prevents players from attaching to a Zipline for 3 seconds. This includes external damage sources from enemy players, such as a [[Trooper]] with {{AbilityIcon|Lil Helpers}} from {{HeroIcon|Rem}} or a {{HeroIcon|McGinnis}} {{AbilityIcon|Mini Turret}}. Taking damage from neutral objectives such as [[Denizens]], [[Sinner's Sacrifice]], or enemy troopers (including enemy Rift Troopers) does not prevent a player from attaching to a Zipline. | ||
=== 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' in the incoming damage overview; 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. | ||
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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. | ||
Be aware, as certain damage over time abilities will not knock a hero off a Zipline. For example, [[Shiv]]'s {{AbilityIcon|Serrated Knives}},{{HeroIcon|Mirage}}'s {{AbilityIcon|Djinn's Mark}}, and {{HeroIcon|Infernus}} {{AbilityIcon|Afterburn}} will not knock a hero off after the initial damage is dealt. | |||
== Gallery == | == Gallery == | ||