Ziplines: Difference between revisionsGive feedback
Jump to navigation
Jump to search
m Updating usage lockout with rift trooper interactions |
Reorganized the Getting Knocked Off and Usage Lockout sections for simplicity, removed walker spirit damage over time as it is covered by enemy objectives, added section related to trooopers and neutral objectives not causing usage lockout, edited grammar and vocabulary to correct tense, added maximum time before momentum begins to slow after pressing Down off zipline. Apologies for making multiple edits in one go |
||
| Line 28: | Line 28: | ||
== 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. | ||
| Line 47: | Line 47: | ||
=== Usage Lockout === | === Usage Lockout === | ||
Taking damage from an enemy hero or enemy 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. | ||
| Line 58: | Line 58: | ||
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 inital damage is dealt. | |||
== Gallery == | == Gallery == | ||