High Gear is a signature ability for Neon.
Description[]
“ | INSTANTLY channel Neon's power for Increased Speed. When charged, ALT FIRE to trigger an electric slide dash. Slide charge resets every two kills.
— In-game description
|
High Gear is a Mobility ability that Neon can instantly activate to increase her movement speed and jump distance. Neon can deactivate and reactivate High Gear's speed boost any time she wants, though she must always have enough Energy to activate the ability, which will be consumed as long as it is active. Neon can use her other abilities during High Gear, but cannot equip any weapons. High Gear will last as long as Neon keeps it active and its effects will end once her Energy pool has been depleted.
While sprinting, Neon gives off distinct run SFX and will leave fluorescent footprints on the surfaces she runs over that last for a short duration.
During High Gear, Neon can use Alt Fire to consume a charge and trigger a slide. The slide can only be activated as long as Neon is moving forwards or sideways. Activating the slide will immediately deactivate High Gear, and Neon will reduce herself to crouch height during the slide.
Energy[]
- Main article: Passive Effects → Energy
Neon has a Resource Bar of Energy. Activating High Gear requires Neon to consume Energy. When not active, Neon will replenish Energy and will be able to reactivate High Gear once she has enough Energy. Whenever Neon kills an enemy agent, she will instantly refill her Energy.
Stats[]
See above for Energy stats that are relevant to this ability.
Stat | Value | Confirmed value? |
---|---|---|
![]() |
0.7 seconds | ![]() |
![]() |
0.6 seconds | ![]() |
![]() |
7 meters | ![]() |
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
- Values marked with
are estimated values due to them not being provided explicitly in game or from patch notes. While they may not be the true value, they have been manually tested to be very accurate.
Quotes[]
Cast[]
Kill after using Slide[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Note: Updates to Energy may also be relevant to this ability.
All Platforms[]
Checked in a more systemic fix to an issue where Neon could jiggle her head up and down while sliding if mashing strafing inputs.
Slides 2 >>> 1
Accuracy during slide: Full accuracy >>> Crouch-walking accuracy
Concuss now slows dashes by 50%
Fixed a bug where Neon utilizing backwards slide inputs could slide while standing
Fixed an issue where Neon could slide into the barrier at the beginning of a round and get a free slide charge.
Fixed a bug where Neon’s hitbox could be slightly offset while sliding.
Fixed a bug where Neon could equip faster out of her slide than intended by manually inputting an equip action.
v8.11 (PC) / v9.0 (Console) Hotfix
Removed Neon's air accuracy while sliding
- Sprint
Neon no longer has her strafe speed reduced while sprinting.
- Max Sprint Speed while moving sideways 6.73 meters/second >>> 9.11 meters/second
- Slide
Slide charges 1 >>> 2
Neon now removes all weapon movement error when sliding.
- This effectively means she’s more accurate while sliding.
Second Slide Cost: 150
Equips out of slide: Fast >>> Instant
- Slide equip buffer >>> .2s (after sliding, there is .2 seconds before her gun comes out)
Can no longer use slide to boost upwards in specific map locations
Fixed a bug where High Gear would automatically stop after using
Fast Lane or
Relay Bolt
Velocity restriction to cast slide removed
- Slide cannot be cast during equip delay
Can now slide sideways and forward, only requiring Neon to be moving
Energy drain increased 6.7/s >>> 10/s
Console-only[]
High Gear’s description in the Ability Info Panel has been updated to match the ability’s bindings.
Re-equip Speed changed from Fast to Instant.
Types | Passive (list) • Basic • Signature • Ultimate | |||
---|---|---|---|---|
Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted |