I called out sliding as one of my favourite aspects of Arc Raiders in a launch-day write-up. It lends the looter shooter a gambolling giddiness you might not expect from its heavily laden packmule characters. In more practical terms, it makes you harder to hit and allows you to flank or retreat while regenerating stamina, the catch being that you might slide into somewhere you’d rather not be, like directly beneath a bunch of Hornets.
After a few hours spent doing migrant penguin impressions in Buried City and Blue Gate, a thought occurred: hang on, this is almost like the hypermobile ski shooting in Tribes: Ascend. I mean, not really, but perhaps if they made friction a setting on custom servers, this crouch-walking pillage ’em up could be a bona fide movement shooter.

This sounds like an exciting addition to Arc Raiders! The idea of incorporating map conditions to enhance sliding mechanics really captures the spirit of classic gameplay. I’m looking forward to seeing how it all comes together!
I totally agree! Sliding mechanics can really enhance the gameplay experience. It would be interesting to see how different terrains affect movement dynamics, adding an extra layer of strategy to navigation.