Speeds#
| Class | Speed | Notes |
|---|---|---|
| Marine walk / sprint | 5 / 5.75 m/s | Sprint (Shift) cannot shoot; 5 m/s on infestation |
| Jetpack flight | ~9 m/s | Fuel limited |
| Exosuit | 5.75 m/s | Thruster dashes |
| Skulk | 7.25 m/s | Up to 8.5 bunny hopping, 11 wall jumping |
| Gorge | 6 m/s | Up to 14 belly sliding |
| Lerk | up to 13 m/s | Flying; 2.8 m/s walking |
| Fade | 6.2 m/s | Blink up to 19 m/s |
| Onos | 6.6 m/s | Charge 12.5 m/s |
Celerity adds up to 1.5 m/s to aliens. Catalyst packs add 1.12 m/s to marines. Webs slow marines to 34%.
Marine movement#
- Weight. Heavier primary weapons reduce speed a little (Rifle 0.13, Shotgun 0.14, GL 0.15, Flamethrower 0.14, HMG 0.18).
- Strafe jumping. Marines keep a little speed from well-timed jumps, but landing slows them. Mostly, marines win fights by positioning, not by movement tricks.
- Crouching (Ctrl) makes you a smaller target and lets you fit through vents.
Alien movement#
- Skulk wall walking: automatic on any surface.
- Skulk wall jumping: jump while touching a wall to gain speed; chain wall jumps around corridors.
- Bunny hopping: jump again as you land to keep speed; skulks, fades and onos all benefit, skulks the most.
- Lerk flight: tap Space to flap, hold to glide; fly into walls to grip them.
- Gorge belly slide: Shift for a burst of speed, best downhill and on infestation.
- Fade blink: hold Mouse2 to become ethereal and dash in the look direction; jump between blinks to save energy.
- Onos charge: hold Shift running forward.