Talk:Quake III Arena/Techniques

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[edit] Techniques

Quake III Arena is a game which requires many different skills to play well. Game physics allow players to make some trick jumps. Some of the techniques are:

[edit] Main techniques

Aiming
Aiming in Quake 3 without a mod, requires you to focus on aiming somewhat ahead of other players, depending on the size of one's ping. Some mods for the game use delag code, which allows for hitscan weapons to calculate the exact location of an enemy when you fired your weapon. This means that if your target is in your crosshair when you fire, you will hit it, without having to lead your aim ahead, at all. Hit scan weapons for Quake 3 include gauntlet, machinegun, shotgun, lightgun and railgun. All other weapons are considered projectiles and can not be made unaffected by lag.
Movement
For the most part, movement is simple: you can run, walk, crouch, strafe or jump. Running is always on by default. Walking is useful as you make no noise when you walk, allowing you to sneak up on an opponent, crouching also deadens the noise you make when moving in exchange for decreased speed. Another advantage of crouching is that it puts you lower to the ground and therefore makes you a smaller target, which can be useful if avoiding rocket/plasma gun fire, yet has adverse effects against a player using a railgun as slow targets are much easier to target. Strafing is a form of movement in which a character moves from side to side, which is often used to dodge enemy fire, both hitscan and projectile.

[edit] Jumping

Strafe jumping
Strafe-jumping accelerates the user to a large degree if used correctly. It is important to note that strafe-jumping and bunny hopping are by no means the same, however; bunny hopping is used more so by new players, due to its simplicity and also makes them more difficult to hit, but does in no way accelerate a player. Strafe jumping can be accomplished by jumping continuously while looking left and right after each jump and holding the appropriate movement key. (I.E. take a jump, look left, hold left key, take another jump, look right, hold right key.) Although strafe jumping is a technique that is difficult to master, it is very effective and is often used in intermediate/higher levels of competition.[citation needed]
Teleport jumping
Teleport jumping is a type of jump in which one jumps before entering a teleport in order to exit the teleport at higher altitudes.

[edit] Weapon jumping

Weapon jumping is a technique which combines a standard jump as well as the knockback effect of a splash damage weapon.

Rocket jumping
Rocket jumping is a technique in which the player fires a rocket below him and jumps in synchronization with the knock back effect of the rocket. The rocket jumping technique can be used to achieve great heights and high momentum, especially if used against a wall while strafe jumping. Although rocket jumping results in a considerable amount of damage to the player, the damage can be reduced by acquiring red or yellow armor.
Grenade jumping
Grenade jumping requires both precision timing and placement of a grenade projectile. A player can perform a grenade jump by firing a grenade directly down at their feet. The grenade will bounce off the ground three times, and explode at the apex of its third bounce. This technique can be used in conjunction with rocket jumping, but usually results in massive damage to the player.
BFG jumping
BFG is a form of weapon jumping that uses the knockback of a BFG cell. The high amount of knockback and rate of fire allows a player to jump very high, in exchange for a considerable amount of health. While in Vanilla Quake 3 this technique is very rare, in the DeFRaG mod it is required to complete some maps.
Plasma hop
A plasma hop is a jump that utilises the minimal amount of knockback of the plasma gun in coordination with a well-timed jump, allowing a player to jump higher and even traverse small gaps.
Plasma climbing
Plasma climbing is a technique that uses the knockback from the plasma gun to climb up walls both horizontally and vertically. It is also possible to affect the direction in which one travels along a wall by making minor adjustments to the angle at which one aims against the wall. This technique can be extremely effective when used with grenade jumping.