|Equipment Workshop||Caterium Research - Blade Runners|
|Running speed||9 m/s
|Jump height||2 m||4 m|
|Maximum fall without taking damage||16 m*||20.5 m*|
*Note: Fall damage test has to be redone, as in Patch 0.3.1.0 fall damage was made "more linear", which may affect breaking points stated above.
Walking speed is unaffected. To achieve a higher jump, slide before jumping.
You can chain slide jumps together (which only works on flat surfaces up to very slight slopes) to achieve significant on-foot speed:
Run straight ahead → perform a crouch-jump → at the last moment before hitting the ground while still in the air crouch again to activate sliding on landing and immediately jump again.
This seems to bring up "walking" speed to almost 25m/s (further verification required), but as mentioned, only works up to a small incline (comparable to an 8x1 ramp). You can use it to cut corners or even go reverse if performed correctly.
It also increases jump height to 6m and jump length to 40m (on the first slide jump) respectively 48m (on each consecutive slide jump).
Fall damage reduction
Blade Runners cap the maximum fall damage at 96 health points or 9.6 health segments. Without the Blade Runners, the fall damage is capped at 97 instead.
- If the FOV (Field of View) is changed from 90, the pioneer's legs will appear out of the Blade Runners. The bigger the difference of FOV, the more visible it is.
- Blade Runners don't align with the pioneer when traveling in a Hyper Tube.
- Patch Closed Alpha 5.1: Tweaked Blade Runners: Sprint speed boost down to 50% from 75% and reduced the fall damage curve slightly