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.
Mind Map
Click to expand
Click to explore the full interactive mind map • Zoom, pan, and navigate
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.
acceleration. [Music]
The angle will approach 90° away as
velocity nears double the acceleration
For bucket one characters above 800
velocity, air dashing cannot result in
gaining speed, barely breaking even at
about 78°. The only way around this
limit is air dashing without air drag,
such as a zip dash. When dropping off a
transit line, velocity is somewhere
between 250 and 590 or so, depending on
how close your facing is to the
direction the transit line is heading.
Between 400 and 600 velocity, all
characters, regardless of dash bucket,
will get the best acceleration from an
angle of about 65 degrees away when
dashing without air drag. One last thing
to know about zip dashing is that even
with zipline speed boost active, you
still drop off the transit line at about
the same speed, though sometimes you get
closer to 700 units instead. To sum it
all up, air control is the same as
minimum speed until going faster than
700 units. Slows generally have no
effect on air control. Keyboard turning
gives a good baseline for strafing
rotation speed at 500 units of velocity.
Below 500, it will be slightly faster
and above 500, it will be slower. Above
700, it will be much slower. Air dash
acceleration is dependent on the
character's dash speed. Air dashing with
air drag will always slow you if you've
got at least 800 velocity, though it can
still be useful to maneuver. When
crouching off a transit line, aim to air
dash 65° away from the angle you hit
crouch at.
I'd recommend holding W and A or D and
turning 10 to 20° into the dash. It's
better to be too narrow than too wide.
If you're completely lost on the
rotation speed required for strafing,
load up the test map, open console, and
set SV gravity to zero. Then jump to the
height ceiling of the map and just
practice strafing this way. Once you can
keep 400 or more velocity with zero
Thanks for watching and may all your air
Click on any text or timestamp to jump to that moment in the video
Share:
Most transcripts ready in under 5 seconds
One-Click Copy125+ LanguagesSearch ContentJump to Timestamps
Paste YouTube URL
Enter any YouTube video link to get the full transcript
Transcript Extraction Form
Most transcripts ready in under 5 seconds
Get Our Chrome Extension
Get transcripts instantly without leaving YouTube. Install our Chrome extension for one-click access to any video's transcript directly on the watch page.