This content explains the mechanics of air acceleration and control in the game Deadlock, detailing how player movement inputs, character speed, and specific abilities like jump pads and air dashes affect velocity and maneuverability in the air.
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Hi, I'm Leaf and this is an explanation
of air acceleration in Deadlock. For
this video, I'll be referring to air
acceleration from movement inputs, your
WD keys, as air control or air control
acceleration. Also, I'll be referring to
the direction of the character's current
momentum as their velocity vector.
Previously, I have called this the
movement vector.
Air control acceleration is 80 by
default and drops to 50 when moving
above 700 units per second. The maximum
velocity air control can achieve in the
same direction is 80 units per second.
We can test this by turning off gravity.
The engine prevents velocity from ever
If Holiday hits a jump pad, she can now
go 160 units per second, backing up to
plus 100% air control stat on the tool tip.
While air control cannot exceed the
character's move speed value, the
current minimum speed is equal to the
best air control speed. In other words,
slows can't reduce the effectiveness of
strafing unless they're on holiday. As
explained in my first strafing video,
air control acceleration is locked out
in a cone around the velocity vector in
deadlock. This can be demonstrated by
air dashing with gravity and air drag
off, holding W, and rotating the camera.
As long as the velocity is higher than
air control acceleration, the
character's velocity won't change until
This is also true with movement inputs
We can use zero gravity to observe the
keyboard turning is basically optimal
strafing speed at about 480 to 500 units
It's possible to build velocity faster
than keyboard turning even when changing
direction as the turn speed should be
higher at lower velocity. When strafing
off a holiday pad, maximum velocity is
about 760 units. This is because air
control drops to 50 at 700, making it
harder to get higher. Air dash
acceleration is not instant. It occurs
over a very short period of about 0.13 seconds.
seconds.
An air dash done in the same direction
as the velocity vector will not
accelerate beyond 732 units of velocity
for bucket one character. Bucket two
characters are capped at 670 and bucket
three at 642.
These values are the acceleration
applied by the air dash and they're
increased by 30% when purchasing stamina mastery.
mastery.
Additionally, at the end of an air dash,
up to 20% of the character's current
velocity that exceeds 80 units per
second is removed to a minimum of 480,
which is about 12 m/s. So, when current
velocity is more than 80% of air dash
acceleration, air dashing in the same
direction slows the character. Zip
dashing removes this penalty, which is
why it can generate so much extra speed.
For an air dash to actually accelerate
you when moving faster than air dash
acceleration, it has to be done at an
angle above 60° away from the velocity
vector. Best acceleration is at about
75° away from the velocity vector when
current velocity is equal to air dash acceleration.