Movement

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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.

Neutral Jump

A neutral jump is a jump without left/right keys being held. This makes you jump higher than a side jump. Immediately at the end of a neutral jump you can enter an upwards flip which makes you go even higher. How much you go higher with an upwards flip depends on the exact timing of when you enter the flip. It requires a lot of practice to consistently get max height out of it.

Side jump

A side jump is a jump with left/light keys being held. A side jump is not as high as a neutral jump but allows you to gain some horizontal momentum. Especially when going up slopes mashing side jumps will make you super fast.

Vertical Wall Climb

The gostek can slide up on (perfectly) vertical (smooth) walls by touching the wall with the back and keeping jump pressed without any other key pressed. This means you have to hug the wall with your back and then don't press left/right. The gostek can gain a good amount of upwards speed using this slide technique.

In the fun mode "CaptureTheStone" where jets are disabled for flaggers this allows you to get to places where you couldn't normally get with jumping only.

At the current moment it's unknown why this vertical slide is possible. It's likely the result of some overlooked edge case in the movement code but instead of being considered a bug it has been considered a feature.

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.

To enter a slide the superman key needs to be held down. Otherwise superman can be entered by pressing the superman key once - it doesn't need to be held.

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: - (???) - ... - ...

Self Nade Boost

A grenade can be held until detonation in your hand. This is most easily done in superman because then your body will be pushed towards the direction of your cursor. However, this depends on the weapon being currently held. It works with most weapons but with some weapons (mostly secondaries) the gostek will hold the grenade in a different way so the center of the explosion isn't in the right spot to boost you towards your cursor.

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.

Accelerating

...from standstill

...horizontally

...vertically

...going up slope

...going down slope

...while mid air

Changing directions

Using the map & your equipment