Movement: Difference between revisions
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The available mechanics are quite similar to the classic Soldat game, but the move set is a bit different. | The available mechanics are quite similar to the classic Soldat game, but the move set is a bit different. | ||
What follows is an incomplete description of essential moves, in the spirit of [https://wiki.soldat.pl/index.php/Soldat%27s_Comprehensive_Movement_Tutorial guides for classic Soldat] | What follows is an incomplete description of essential moves, in the spirit of [https://wiki.soldat.pl/index.php/Soldat%27s_Comprehensive_Movement_Tutorial guides for classic Soldat] (which still partially apply). | ||
=== Jumps === | === Jumps === |
Revision as of 09:55, 10 December 2022
Quick and controlled movement is - next to aiming well - a player's primary skill in Soldat 2.
Move Set
The available mechanics are quite similar to the classic Soldat game, but the move set is a bit different. What follows is an incomplete description of essential moves, in the spirit of guides for classic Soldat (which still partially apply).
Jumps
The duration or is held down determines the jump height. Generally, jumps provide more momentum than simply walking, both vertically (duh) and horizontally:
A long jump is often used to kickstart vertical momentum, usually followed by using jets. Kick jumps - many consecutive short jumps while moving left/right - are the fastest way to move up a slope - the optimal timing depends on the slope angle.
Jets
RMB
enables jets. They have slow acceleration, so it's best to already have some momentum when using them, eg by doing a long jump before starting to jet boost.
Rolls
Pressing ↓
in combination with holding ←
/→
causes you to roll.
Immediately rolling when touching ground allows to maintain horizontal momentum [citation needed].
Hard Stop
When on the ground, letting go of movement keys causes abrupt deceleration.
Soft Stop
When changing direction on the ground by pressing left before letting go of right (or vice versa), you slowly decelerate before changing directions. Avoid doing that unless you explicitly need to decelerate, eg. in combination with a long jump.
Moving backwards
Going backwards (as determined by the cursor position relative to your Gostek) - provides higher acceleration than going forwards [citation needed].
Front Flip
After losing contact with the ground, you can make one front and one back flip.
Back Flip
Facing away from the cursor, and doing the same actions as for the front flip, your Gostek performs a backflip.
Cannonball
Combining a flip with a short use of jets causes a roll with strong horizontal acceleration. This move strongly depends on micro timing, and thus requires practice, but is one of the best ways to gain acceleration. The required key sequence is: left/right down, up down, jet down, move up, jet up [citation needed]. The amount of upwards momentum primarily depends on the time window between letting go of up and letting of jets.
Superman / Prone
- Using jets while in superman provides ability to change directions mid air. - Going into superman while close to a wall provides you extra momentum away from the wall. - When on the ground, the direction of going prone / into superman depends on the direction slope you're standing on. - When already moving quickly, being in superman allows to slide over solid surfaces without losing much momentum.
Explosion Boosts
Using explosives while standing next to obstacles, provides strong acceleration at the cost of a couple HP. Technically no obstacle is needed: When in motion, holding a grenade until detonation also provides you a boost.
Different explosives provide a different amount of acceleration - in ascending order: - (???) - ... - ...
How To Be Hasty™
This guide aims to help with movement on a higher level. Using the above elements from the move set, good ways to solve high level tasks are described.