Movement plays a crucial role in Project Lazarus. Mobility dictates the player's ability to evade and outmaneuver zombies. Covering ground more quickly allows the player to put more distance between them and the incoming threat.
Movement speed[]
Player's movement speed is determined by the weapon they carry. Heavier weapons will slow the player down while some weapons might not affect the player's movement speed. The following table lists the base movement speed depending on the weapons, as well as the movement speed when aiming down the sights(ADS).
Weapons | Movement Speed | ADS Speed |
---|---|---|
Pistols | 100% | 80% |
Submachine Guns (SMGs) | 100% (Except for R0635 95%) | 80% (Except for R0635 40%) |
Shotguns | 100% | 80% (Except for USAS-12 40%) |
Assault Rifles (ARs)+SA58 OSW | 95% | 40% |
Snipers | 95% (Except for Barrett .50cal 80%) | 40% |
Light Machine Guns (LMGs) | 87.5% (Except for M249 SAW 80%) | 40% |
Ray Gun | 100% | 80% |
Misc:
Knife Animation | 60% |
---|---|
Drinking a Perk Cola | 90% |
Reviving a Downed Player | 50% |
Stances[]
Stances are a position that the player's character assumes that has the capacity to affect their movement speed depending on wheather they are walking or spriting or other. The following table lists the stances and their modifiers.
Stances | Modifiers |
---|---|
Standing/Normal | 1.0x |
Aiming | Depends on the gun |
Sprinting | 1.5x |
Downed | If the player is downed their stance multiplier is multiplied by 0.3x |
Note:
- Sprinting has a duration of 4 seconds.
- Sprints have a cooldown of 0.5, Increased to 2 seconds cooldown if the player sprints all 4 seconds.
Directions[]
Player's movement speed also depends on which direction they are going, depending on they are going forward normally or backpedaling or other. The following table lists the directions and their modifiers.
Directions | Modifiers |
---|---|
Straight Forwards (Just holding W) | 1.0x |
Backpedaling (Holding S+D or S+A) | 0.8x |
Strafing (Holding W+D or W+A) | 0.975x |
Weapons Modifiers[]
With the new Pack-a-Punch Update came out a new feature which is weapons modifiers. Weapon modifiers basically gives the player either advantages or disadvantages. The following table lists the weapons and their modifiers.
Weapons | Modifiers |
---|---|
Beretta M9 Upgraded | Second shot explodes and slows the player on impact if they shot themselves with it. (Null Infusion Module) |
Glock 17 Upgraded | Increased movement speed by 15%. (EKO Cobra Module) |
HK416 Upgraded | Tactical reloads grant a fleeting movespeed boost for 3s based on expended ammo. (Tactical Maneuver Module) |
USAS-12 Upgraded | Kills grant a fleeting movespeed boost for 2s. (Floating Dagger Module) |
AUG Upgraded | Kills grant a fleeting movespeed boost for 3s. (Adrenaline Module) |
Ray Gun | Takes the strongest slow effect if you have multiple - e.g. if the player blasts themselves with the Ray Gun twice, the stronger slow will be applied. |
Trivia[]
- The player's base speed = 14 (roblox movespeed) * currently held weapon mobility.
- Final movement speed = BaseWalkSpeed * StanceModifier * DirectionModifier * StrongestSlow * StrongestHaste
- Final movement speed = BaseWalkSpeed * StanceModifier * DirectionModifier * StrongestSlow * StrongestHaste
- "Fleeting" movespeed boosts (e.g. Upgraded HK416, USAS-12, etc) remain at full potency in the first half of duration then decays to zero benefit in the second half.