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Strafing is the act of moving sideways in a video game relative to the player's forward direction. Strafing allows a player to keep the camera focused on a target such as an enemy, while moving in a different direction.
Circle strafing is the technique of moving around an opponent in a circle while facing them. [1] Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in close-quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher [2] and/or the enemy is required to lead the target when firing. The effectiveness of circle strafing is mitigated when the opponent's weapon fires projectiles that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g. with a machine gun. [3]
Circle strafing is especially effective when lag negatively affects the players' ability to hit their target. When latency is high and the game doesn't have client-side hit detection, this can lead to two players circling each other, both missing all their attacks.
Many shooters will allow players to aim down the sights of a gun or use a scope, usually exchanging movement speed and field of vision for greater accuracy. This can make a player more vulnerable to circle strafing, as targets will pass through their field of vision more quickly, they are less capable of keeping up with a target, and their slow movement makes dodging more difficult.
Circle strafing has also spread to some 3D action and adventure video games that involve melee combat. Circle strafing in melee combat can be made easier with a lock-on system that snaps the camera's (and the player character's) focus on one particular target, guaranteeing that most of the player character's attacks will land a direct hit on the target. It enables the player character to concentrate on moving around the enemy to dodge their attacks while staying automatically focused on the enemy. This can be a crucial strategy against bosses and powerful enemies, and is notably employed in many The Legend of Zelda titles, starting with Ocarina of Time .
Particularly in early first-person shooters, strafe-running (known as speed-strafing among players of GoldenEye 007 and Perfect Dark , and as trichording among players of the Descent series) is a technique that allows a player to run or fly faster through levels by moving forwards and sideways at the same time. The game combines these actions and the player achieves roughly 1.4 (square root of 2) times the speed they would moving in a single direction. The method used by the game can be demonstrated using vector addition. Pathways into Darkness was one of the first games to allow strafe-running.
The games in which strafe-running can be employed treat forward motion independently of sideways (strafing) motion. If, for each update of the player's location, the game moves the player forward one unit and then moves the player to the side by one unit, the overall distance moved is . Thus, in games with such behavior, moving sideways while simultaneously moving forward will give an overall higher speed than just moving forward, although the player will move in a direction diagonal to the direction being faced. This feature is even more enhanced if moving along three axes (e.g. forward + left + up), providing (roughly 1.73) times greater speed, in games such as Descent.
This technique is not possible in all games; most and especially modern[ when? ] games would clamp the player's speed and acceleration to a uniform maximum when moving in any direction.
Strafe-jumping is a technique used to increase a player's movement speed in computer games based on the Quake engine and its successors, most of which are first-person shooters.
Strafe-jumping was a result of a bug in the code base of the 1996 first-person shooter video game Quake . In Quake's sequels it was decided to be kept intact, [4] as it had become a standard technique used by players. The exploit relies on an oversight in acceleration and maximum speed calculation: when pressing a movement key, the game adds an acceleration vector in that direction to the player's current velocity. When the player has reached a maximum speed value, further acceleration is prevented. However, the movement speed limit is only applied in relation to the acceleration vector's direction and not the direction of the overall velocity, meaning that precisely manipulating the angle between overall velocity and this acceleration vector lets the player break the intended speed cap. [5]
Strafe-jumping requires a precise combination of mouse and keyboard inputs. The exact technique involved depends on the game in question. In several games, there are entire maps devoted to this, much like obstacle courses.
The controls are typically as follows:
Done correctly and continuously, this will gradually increase the player's speed. Mastering this technique requires much practice. Sustained strafe-jumping is mainly a matter of muscle memory, as both the required range and precision of mouse movements increase as the player builds up speed.
In Quake III Arena and some games based on its engine, such as Call of Duty and Wolfenstein: Enemy Territory , slight increases in jump height can be achieved by playing the game at specific frame rates. [6]
The circle jump is an action performed by the player at the start of strafe-jumping, giving an initial burst of speed. It uses the same mechanics as strafe-jumping, but on the ground before the first jump, and requires faster mouse movement.
The controls are as follows:
Bunny hopping is a broadly used term for different kinds of movement in games. A player who simply jumps up and down to be more difficult to target is sometimes called a bunny hopper. Jumping on sloped surfaces to gain speed is called bunny hopping in games such as The Elder Scrolls Online . Some games feature more technical exploits known as bunny hopping which allow the player to move faster or more nimbly than normal. In games utilising the Quake or GoldSrc game engines or their derivatives, bunny hopping is a technique related to strafe-jumping that lets a player accelerate beyond the speed cap and change direction quickly mid-air.
The kind of advanced bunny hopping that utilizes strafing controls exists in Quake , the Quake III Arena mod Challenge ProMode Arena , and their derivatives such as Warsow and Xonotic ; Half-Life (version 1.1.0.8, released in 2001, introduced a speed cap limiting the effectiveness of bunny hopping [7] ) and many of its mods and sibling games such as Team Fortress Classic , Team Fortress 2 , Dystopia , and the Counter-Strike series; Painkiller , Dark Messiah of Might and Magic , Kingpin: Life of Crime , Titanfall 2 , and Apex Legends.[ citation needed ]
In mechanics, acceleration is the rate of change of the velocity of an object with respect to time. Accelerations are vector quantities. The orientation of an object's acceleration is given by the orientation of the net force acting on that object. The magnitude of an object's acceleration, as described by Newton's Second Law, is the combined effect of two causes:
A computer mouse is a hand-held pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of a pointer on a display, which allows a smooth control of the graphical user interface of a computer.
Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry.
Deathmatch, also known as free-for-all, is a gameplay mode integrated into many shooter games, including first-person shooter (FPS), and real-time strategy (RTS) video games, where the goal is to kill the other players' characters as many times as possible. The deathmatch may end on a frag limit or a time limit, and the winner is the player that accumulated the greatest number of frags.
Racetrack is a paper and pencil game that simulates a car race, played by two or more players. The game is played on a squared sheet of paper, with a pencil line tracking each car's movement. The rules for moving represent a car with a certain inertia and physical limits on traction, and the resulting line is reminiscent of how real racing cars move. The game requires players to slow down before bends in the track, and requires some foresight and planning for successful play. The game is popular as an educational tool teaching vectors.
A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conventional chess but incorporated into certain chess variants and some chess problems. Compared to conventional pieces, fairy pieces vary mostly in the way they move, but they may also follow special rules for capturing, promotions, etc. Because of the distributed and uncoordinated nature of unorthodox chess development, the same piece can have different names, and different pieces can have the same name in various contexts. Most are symbolised as inverted or rotated icons of the standard pieces in diagrams, and the meanings of these "wildcards" must be defined in each context separately. Pieces invented for use in chess variants rather than problems sometimes instead have special icons designed for them, but with some exceptions, many of these are not used beyond the individual games for which they were invented.
In physics, circular motion is a movement of an object along the circumference of a circle or rotation along a circular path. It can be uniform, with a constant angular rate of rotation and constant speed, or non-uniform with a changing rate of rotation. The rotation around a fixed axis of a three-dimensional body involves the circular motion of its parts. The equations of motion describe the movement of the center of mass of a body. In circular motion, the distance between the body and a fixed point on the surface remains the same.
Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons.
Free look describes the ability to move a mouse, joystick, analogue stick, or D-pad to rotate the player character's view in video games. It is almost always used for 3D game engines, and has been included on role-playing video games, real-time strategy games, third-person shooters, first-person shooters, racing games, and flight simulators. Free look is nearly universal in modern games, but it was one of the significant technical breakthroughs of mid-1990s first-person perspective games. Many modern console games dedicate one of the several analogue sticks on the gamepad entirely to rotating the view, where as some older console games, when gamepads usually had fewer or only a single D-pad or analogue stick, had a feature where the single D-pad or analogue stick would move the view instead of the character whilst the player held down another button at the same time, often labelled in game as the "look button".
In shooter games, rocket jumping is the technique of using the knockback of an explosive weapon, most often a rocket launcher, to launch the shooter into the air. The aim of this technique is to reach heights and distances that standard character movement cannot achieve. Although the origin of rocket jumping is unclear, its usage was popularized by Quake.
Arrow keys or cursor movement keys are keys on a computer keyboard that are either programmed or designated to move the cursor in a specified direction.
Taikyoku shōgi is the largest known variant of shogi. The game was created around the mid-16th century and is based on earlier large board shogi games. Before the rediscovery of taikyoku shogi in 1997, tai shogi was believed to be the largest playable chess variant ever. It has not been shown that taikyoku shogi was ever widely played. There are only two sets of restored taikyoku shogi pieces and one of them is held at Osaka University of Commerce. One game may be played over several long sessions and require each player to make over a thousand moves.
Warsow, also stylized as War§ow, is an open source first-person shooter video game.
Quake done Quick is a series of collaborative speedruns and machinima movies in which the video game Quake, its mission packs, and related games are completed as quickly as possible without the use of cheats. Most playthroughs use shortcuts or tricks, such as bunny hopping and rocket jumping, in order to achieve a faster time. These movies are available in the game engine's native demo format and in various multimedia formats such as AVI.
DeFRaG is a free software modification for id Software's first-person shooter computer game Quake III Arena (Q3A). The mod is dedicated to player movements and trickjumping. It aims at providing a platform for self-training, competition, online tricking, machinima making, and trickjumping. Hence it constitutes an exception among other Q3A mods.
Turkish draughts (Armenian: շաշկի)(Arabic: دامە)(Kurmanji: دامە) is a variant of draughts (checkers) played in Turkey, Greece, Egypt, Kuwait, Lebanon, Syria, Jordan and several other locations around the Mediterranean Sea and Middle East.
Xonotic is a free and open-source first-person shooter video game. It was developed as a fork of Nexuiz, following controversy surrounding the game's development. The game runs on a heavily modified version of the Quake engine known as the DarkPlaces engine. Its gameplay is inspired by Unreal Tournament and Quake, but with various unique elements.
The Course Setting Bomb Sight (CSBS) is the canonical vector bombsight, the first practical system for properly accounting for the effects of wind when dropping bombs. It is also widely referred to as the Wimperis sight after its inventor, Harry Wimperis.
Devil Daggers is a first-person shooter video game developed and published by indie development team Sorath. Players are tasked with surviving for as long as possible against swarms of demonic enemies on an arena shrouded in darkness. The player character can fire daggers from their fingers to eliminate foes and move about to avoid contact with them. The player dies upon touching an enemy, and as time passes, more threatening creatures begin to appear. Survival times are recorded on a global leaderboard where replays of playthroughs can be accessed and viewed. The deliberate use of unfiltered textures and effects like polygon jitter and texture warping make its visual style reminiscent of early 3D games released in the 1990s.