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Strafing in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing. This may be done for a variety of reasons, depending on the type of game; for example, in a first-person shooter, strafing would allow one to continue tracking and firing at an opponent while moving in another direction. [1]
Strafing is the military practice of attacking ground targets from low-flying aircraft using aircraft-mounted automatic weapons.
Circle strafing is the technique of moving around an opponent in a circle while facing them. [5] 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 [6] 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. [7]
Circle strafing is especially effective when lag negatively affects the players' ability to hit their target. When latency is high and the game does not have client-side hit detection, this can lead to two players circling each other, both missing all their attacks. [8]
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. [9]
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 zig-zagging (moving forwards and sideways at the same time). [6] 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. However, strafing was available as early as 1991 in Catacomb 3D and became even more popular in 1992 in Wolfenstein 3D. [10]
The games in which strafe-running can be employed treat forward motion independently of sideways (strafing) motion. [11] 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; modern game engines make it very easy for game developers to clamp the player's speed and acceleration to a uniform maximum when moving in any direction. [12] [13]
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, by jumping and turning one direction or the other with the mouse and using the strafe keys. [14]
Strafe-jumping was a result of a bug in the code base of the 1997 first-person shooter video game Quake II . In sequels it was decided to be kept intact, [15] 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. [16]
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.[ citation needed ]
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. [17]
The pre-strafe 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 an advanced movement method used in some first-person shooter games which relies on exploiting movement mechanics by combining strafing and jumping. For instance, In games utilising the Quake or GoldSrc game engines or their derivatives, bunny hopping is a technique which leverages strafe-jumping, allowing for a player to accelerate beyond the intended maximum movement speed and quickly change direction while in mid-air. Similarly, jumping on sloped surfaces while strafing into them to gain speed can also be called bunny hopping in games such as The Elder Scrolls Online , Portal 2 and a few other first-person-shooter games. Overall, bunny hopping is a technical exploit allowing the player to move faster or more nimbly than normal. [18]
The earliest (and most advanced) method of bunny hopping that utilized 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 [19] ) 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. [19]
Wallstrafing is a movement technique used to gain speed in GoldSrc engine and its successors by exploiting how speed is calculated. The technique is executed by aligning yourself with a wall, turning away from the wall slightly, and walking both forward and toward the wall. [20] This allows you to move faster than the default speed cap. While wallstrafing, increased frame rates result in an even higher speed. [21]
Wallstrafe Jumping is the technique of using wallstrafing in combination with jumping and allows the user to gain speed [22] in the Source engine, where ground wallstrafing has been removed.
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 the pointer on a display, which allows a smooth control of the graphical user interface of a computer.
Quake II is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake series, following Quake.
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.
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.
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 as it can be noted in the list of fairy chess pieces.
Shooter video games or shooters are a subgenre of action video games where the focus is on the defeat of the character's enemies using ranged 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, distances and speed 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.
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.
A pylon turn is a flight maneuver in which an aircraft banks into a circular turn, in such a way that an imaginary line projecting straight out the side of the aircraft points to a fixed point on the ground. The maneuver originated early in the 20th century in air racing.
AssaultCube, formerly ActionCube, is an open source first-person shooter video game, based on Cube and uses the same engine, the Cube Engine. Although the main focus of AssaultCube is multiplayer online gaming, a single-player mode consists of computer-controlled bots.
Quake Live is a first-person arena shooter video game by id Software. It is an updated version of Quake III Arena that was originally designed as a free-to-play game launched via a web browser plug-in. On September 17, 2014, the game was re-launched as a standalone title on Steam.
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.
This is a non-comprehensive list that includes terms used in video games and the video game industry, as well as slang used by players.
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.
An arena shooter is a subgenre of shooter games and multiplayer games that cover both the first-person shooter and third-person shooter genres. These games emphasize fast-paced movement in enclosed map designs that foster engagement between players.
Counter-Strike surfing is a modded game mode based on the Counter-Strike series of first-person shooter video games. Consisting of custom-created obstacle course levels known as surf maps, players make use of a physics engine glitch to float along inclined planes while propelling themselves forward at high speeds in a manner resembling surfing. Accidentally invented by Charles "Mariowned" Joyce in the original Counter-Strike, surf maps gained significant popularity and continued to appear as fan-made levels in every game since. The game mode has been praised by both fans and critics for its casual and relaxing nature compared to typical Counter-Strike gameplay.