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A secondary function for a single weapon, such as launching a grenade from a rifle.
A system put in place to stop players from performing game breaking-actions, such as hacking or using specialized software to cheat, such as an aimbot.
Be it an “unopenable” door, a sprawling fence, a sudden outcropping of land, an ocean, a cliff (often a deadly ocean/cliff combo,) a broken-down car, an “invisible wall,” or large trees; barriers in video games manifest themselves in a variety of forms (physical and otherwise).
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
An age-old, widely-hated strategy in multiplayer games: stay in one spot and kill passers-by. Also refers to a more benign activity in MMOs.
Players can choose from a selection of classes to play as in order to complete objectives, or support their team in the most effective way.
Classes are different archetypes and playstyles that players can choose to play their game with.
A Multiplayer game mode where two opposing teams battle for flags, bases, or outposts
Control Points are typically spots on a map that must be taken and held for one team to beat the other in some first-person shooter multiplayer modes.
Crawling is a form of locomotion in which a person lies down and uses the hands and knees to move around, or by dragging the body along the ground.
Aspect of team multiplayer in which each team is given a limited number of respawns. A team is defeated when all respawns have been consumed and all members of the team are defeated.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Commercial servers that are run separately from the game client, their bandwidth and processing power is dedicated solely to hosting. In particular hosting multiplayer games with large numbers of players. Dedicated servers superseded listen servers, that could be set up using the player-client hardware.
The act of aerial combat between two or more fighter aircraft. A common occurrence in many combat flight games, it is the equivalent of a firefight in a first- or third-person shooter.
The act of jumping into the air and hitting the prone button. This causes the player to snap down onto the ground, making them much harder to hit.
A crosshair which becomes larger when the player shoots or moves which decreases accuracy, discourages shooting on the move and promotes firing in small bursts.
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
First-Person is a vantage point that attempts to simulate looking through a game character's eyes. It is most commonly found in first-person shooters, racing games, and visual novels, and to a lesser extent in other genres, such as RPGs, 3D platformers, and adventure games.
In many games that feature team-based competition, "Friendly Fire" is the ability shoot or somehow directly impair ones own teammates.
A style of play in multiplayer gaming with the purpose of annoying, irritating and angering other players.
A heads-up display is a graphical overlay of vital information used in most modern games.
Most modern shooting games add the realistic touch of rendering shots to the cranium instantly fatal. Glorious for the shooter, kind of a bummer to the shootee.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
A common method of hit detection in shooters that disregards bullet physics. Basically, if the crosshair is on the target, the shot connects right away and without fail.
The action of inverting the controls for looking and aiming (i.e., instead of pushing up on the analog stick to look up, you push down.)
Games often use iron sights to define precision shooting with non-scoped weapons.
Kill Stealing involves a player killing another player's target in order to gain his or her "prize". These include loot, experience points, a point score, etc.
A comparison between how many kills a player has made and how many deaths they have suffered. A staple of multiplayer FPS matches as an at-a-glance measure of performance.
A camera that reveals the way that the player was killed, displaying an instant replay of the player's own death through the other player's eyes.
A fixer of mechanical things that are broken. It's always good to have one near your tank or spaceship.
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