Movement

Movement  
Walk, standing 4.3 m/s
Walk, crouched 2.7 m/s
Walk, prone 0.8 m/s
Sprint, standing 6.1 m/s
Tactical sprint, standing 6.6 m/s
Jump Costs 50 of a 150 stamina pool

Movement in Wardogs is set by your stance, your gear and the stamina you have left. Standing is the default. Crouching and going prone are slower but make you harder to hit with spread. Sprinting and tactical sprinting are faster but use stamina. This article gives the numbers. Spread and Recoil explains how movement affects accuracy.

Overview

A player walks at a base speed of 5.4 m/s, and each stance scales that speed. Sprinting and tactical sprinting multiply the standing speed further. Stamina limits how often you can change stance, jump and tactical sprint. Falling from height or landing hard causes damage, and a parachute changes the rules for dropping from height.

How it works

  • Speed by stance. Standing walks at 80% of the base speed, crouched at 50%, and prone at 15%. Sprinting is 1.42 times the standing speed, and tactical sprinting is 1.55 times. Both apply only while standing: crouching and going prone cannot sprint.
  • Direction. Walking backwards or sideways is 70% of the stance speed.
  • Aiming down sights halves your movement speed.
  • Acceleration. The speed builds up at a rate set per stance: 7 standing, 12 crouched and 19 prone, in the units of the movement data. Stopping has no stance-specific slowdown: the friction is 6.0 in every stance, so crouching or going prone does not make you stop faster or slower.
  • Field of view. The first-person field of view defaults to 106. A tactical sprint widens it briefly (by 5 on the base player pawn and 10 on the in-game pawn, derived from the curve).
  • Shared keys. The same key does different things in different modes. Space deploys the parachute while falling and jumps off a ladder. Shift slides down a ladder and fast-swims. G drags a body.
  • Using a medical item halves your movement speed while you use it.
  • Weight class. Your gear sets a speed scale: Light 95%, Medium 87.5%, and Heavy and Super heavy 80% of the normal speed.
  • Slopes. Ground speed changes slightly on slopes, by up to 10% at the steepest value in the data. The slope curve takes the slope angle in degrees, weighted by a direction factor.
  • Tactical sprint. It drains stamina at 20 per second and needs at least 20% stamina to start. After a sprint, the player waits 0.8 s before sprinting again, or 0.6 s after a tactical sprint.
  • Plain sprint. No stamina cost for plain sprinting was found in the data. Only tactical sprint is limited by stamina.
  • Swimming. Swimming speed is capped at 250 in the movement data, and a fast swim doubles that cap to 500 while draining 20 stamina per second. The data does not state the unit; if it is centimetres per second, that is 2.5 m/s, or 5 m/s when fast swimming (derived). In the water the speed builds up at 4000 and stops at 500 (same unit).
  • Stance changes. Each change costs stamina from a pool of 100. Standing costs 20 and crouching 30 to change into, and going prone costs 50. The pool refills at 50 per second with no delay.
  • Jumping. A jump costs 50 stamina from a pool of 150. The pool refills at 50 per second, and you can jump again after 0.05 s.
  • Leaning. You can lean up to 30 degrees to the left and 35 degrees to the right. Leaning takes 0.55 s and coming back up takes 0.35 s.

Time to change stance:

From To Time
Standing Crouched 0.3 s
Crouched Prone 0.4 s
Prone Crouched 0.5 s
Crouched Standing 0.3 s

Numbers

Speed by stance, from the base walk speed of 5.4 m/s:

Stance Walk Sprint Tactical sprint
Standing 4.3 m/s 6.1 m/s 6.6 m/s
Crouched 2.7 m/s none (no sprint) none (no sprint)
Prone 0.8 m/s none (no sprint) none (no sprint)

Ladder speeds:

Action Speed
Climb up, maximum 1.6 m/s
Climb down, maximum 1.6 m/s
Climb up or down, minimum 0.4 m/s
Slide down 3.2 m/s

Falls, landings and parachutes:

Item Value
Terminal fall speed 53 m/s
Air control while falling 20%
Landing damage starts Fall speed 6.7 m/s (0 damage)
Landing damage, 100 Fall speed 8.8 m/s
Landing damage, 200 Fall speed 10.8 m/s
Parachute landing damage, 100 Fall speed 17 m/s (was 11.1 m/s in Season 1)
Parachute, minimum fall before opening 4 m (was 1 m in Season 1)
Parachute, minimum height to open above ground 10 m (new in Season 2)
Parachute open time 2 s (new in Season 2)

The fall speeds above assume the data’s curve units are centimetres per second. The data does not confirm this.

Leaving a moving vehicle can also hurt you. The damage depends on the vehicle’s speed in km/h at the moment you leave, and it is applied when you land. There is no damage at 40 km/h or below, 40 at 50 km/h, 85 at 60 km/h, and 100 at 75 km/h and above, with a straight line between those points. Below the vehicle’s minimum speed for damage nothing is applied. That minimum is not in the exported data.

Tips that follow from the numbers

  • Prone is the slowest stance. At 0.8 m/s it is for holding a position, not for moving.
  • Stance changes are cheap. The stance pool refills at 50 per second with no delay, so switching stance a few times in a fight rarely runs you out of stamina.
  • Tactical sprint is the stamina-limited sprint. It drains 20 stamina per second, so it is best used for short bursts of speed.
  • Heavy gear slows you down. A Heavy or Super heavy player moves at 80% of the normal speed, compared with 95% for Light gear.
  • Land softly. The data starts landing damage at a fall speed of 6.7 m/s, and reaches 100 damage at 8.8 m/s.
  • Parachutes open higher now. Season 2 raised the minimum fall before a parachute can be used from 1 m to 4 m, and added a 10 m minimum height to open it above the ground.

Not yet known

  • How the acceleration units map to metres per second.
  • What the slow-walk setting multiplies in play.
  • How much stamina a plain sprint uses, if any.

See also

Sources