Difference between revisions of "Strafing"

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[[File:Scoutstrafe.png|300px|right|Whoosh!]]
 
[[File:Scoutstrafe.png|300px|right|Whoosh!]]
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{{Quotation|'''The Scout'''|Un-freakin' touchable!|sound=Scout invincible01.wav}}
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'''Strafing''' is moving laterally to the direction you're facing.  This is one of the best ways to dodge enemy fire, move unpredictably, and watch multiple directions while moving in a straight line.
  
{{Quotation|'''The Scout'''|Ya can't hit what ain't dere!|sound=Scout_invincible02.wav}}
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There are several notable forms of strafing. ''Circle strafing'' is moving continually around an opponent, making you difficult to track. ''Jittering'' refers to strafing rapidly over a short distance, making it difficult to judge your position.  Finally, ''air strafing'' is a form of acceleration that allows you to move laterally in the air.
  
Regular '''Strafing''' is the act of moving from side to side during a confrontation in order to make it harder for an opponent to hit you. This strategy is invaluable for [[Sniper]]s attempting to snipe other Snipers. Generally used to help [[Scout]]s survive by avoiding most types of splash and projectile damage. The strafing technique is vital for [[Pyro]]s in order to successfully survive after performing an ambush attack. The strafing technique greatly benefits [[Spy]]s attempting to maneuver whilst cloaked, though it is generally a useful maneuver for any class.
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== Circle strafing ==
  
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To circle strafe is to move around your opponent. The technique is performed with the left and right strafe keys in combination with the mouse holding your aim on on the target. When combined with [[jumping]], it can make oneself quite difficult to hit.
  
'''[[Circle Strafing]]''' is the act of circling round an opponent in order to deal damage at close range, while still making it difficult for their shots to hit you. It is an invaluable move for Scouts and [[Pyro]]s, who rely heavily on hit-and-run tactics. Agile [[Scout]]s and [[Pyro]]s can also use circle strafing to run around [[Sentry Gun]]s and destroy them without taking lethal amounts of damage.
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If your opponents have poor aim, poor mouse sensitivity, or lose track of you, you will have the opportunity to shoot them easily while dodging their fire.   
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Projectile attacks will have to lead your motion. Sentry Guns cannot lead. [[MONOCULUS]] can lead somewhat when angry.
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[[File:Circlestrafing.gif|thumb|right|Circle strafing.]]
  
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== Jittering ==
  
'''Zig-Zagging''' refers to the act of strafing continually while moving across an open spaceDoing this makes it harder for [[Sniper]]s to hit you, as well as other medium to long ranged classes.
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Tap the left and right keys very rapidly, with slight variations in rhythmThis will cause you to jerk side to side, encouraging opponents to fire outside your position as they try to aim ahead.  This technique sounds ludicrous in theory, but in practice, you will be more difficult to hit with any hitscan weapon.
  
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== Air Strafing ==
  
'''Air Strafing''' is the act of strafing whilst in the air. It is a method used mostly by [[Soldier]]s and [[Demoman]]s to avoid incoming [[air shot]]s. It consists on strafing at the air without pressing the forward button and moving the mouse sideways. It can be also be performed by other classes, but with a higher difficulty since they can't perform higher jumps without depending on other players explosions.
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'''Air strafing''' is the technique of combining the strafe keys and mouse movements to change your direction in mid-air. Its primary use is to reach a destination that is hidden around a corner or barrier, but it also slightly increases the velocity of the player and can be used to dodge [[aerials]] and avoid successful [[juggling]].
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=== Air acceleration ===
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Players who use any of the [[List of default keys|default]] movement keys while in the air will produce a short impulse in that direction.  This is what allows players to arrest mid-air motion or move a small amount after being knocked into the air.  The acceleration is capped or else the player would accrue airspeed while holding or tapping the movement keys.
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=== Explanation ===
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To air strafe, a player air accelerates to one side while smoothly turning the mouse in that direction.  This change in orientation changes the direction of your attempted air acceleration relative to the actual direction of motion, and the component of air acceleration in that direction becomes less than the acceleration cap.  This small difference between the component and the cap allows a small amount of further acceleration to occur, and you move slightly in that direction.  Thus, a smooth continuous mouse movement ensures that you're always below the acceleration cap and capable of accelerating to that side. This transforms your path through the air into a smooth curve.
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=== Technique ===
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{{youtube|ybi2APayuoA}}
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Here are the practical steps:
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*You move forward through the air;
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*You hold one of the strafe keys and none of the other movement keys;
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*You smoothly turn the mouse in the direction of the strafe key.
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*Repeta to the opposite side.
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You will accelerate a little bit and curve through the air in that direction. If at any point you press the forward key, back key, or turn in the opposite direction of your strafe key, you will cap out your acceleration, or stop dead, and end your air strafe.
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Make sure to release the forward key (default {{Key|W}}) whilst airstrafing.
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== Trivia ==
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* Air strafing is an artifact of the air acceleration system developed for Quake's physics engine.  In related games, strafe jumping, bunnyhopping, and wall hopping are all exploits of the same acceleration cap.  Source uses a similar physics system.
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Glossary]]
 
[[Category:Glossary]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 03:26, 17 December 2023

Whoosh!
Un-freakin' touchable!
The Scout

Strafing is moving laterally to the direction you're facing. This is one of the best ways to dodge enemy fire, move unpredictably, and watch multiple directions while moving in a straight line.

There are several notable forms of strafing. Circle strafing is moving continually around an opponent, making you difficult to track. Jittering refers to strafing rapidly over a short distance, making it difficult to judge your position. Finally, air strafing is a form of acceleration that allows you to move laterally in the air.

Circle strafing

To circle strafe is to move around your opponent. The technique is performed with the left and right strafe keys in combination with the mouse holding your aim on on the target. When combined with jumping, it can make oneself quite difficult to hit.

If your opponents have poor aim, poor mouse sensitivity, or lose track of you, you will have the opportunity to shoot them easily while dodging their fire. Projectile attacks will have to lead your motion. Sentry Guns cannot lead. MONOCULUS can lead somewhat when angry.

Circle strafing.

Jittering

Tap the left and right keys very rapidly, with slight variations in rhythm. This will cause you to jerk side to side, encouraging opponents to fire outside your position as they try to aim ahead. This technique sounds ludicrous in theory, but in practice, you will be more difficult to hit with any hitscan weapon.

Air Strafing

Air strafing is the technique of combining the strafe keys and mouse movements to change your direction in mid-air. Its primary use is to reach a destination that is hidden around a corner or barrier, but it also slightly increases the velocity of the player and can be used to dodge aerials and avoid successful juggling.

Air acceleration

Players who use any of the default movement keys while in the air will produce a short impulse in that direction. This is what allows players to arrest mid-air motion or move a small amount after being knocked into the air. The acceleration is capped or else the player would accrue airspeed while holding or tapping the movement keys.

Explanation

To air strafe, a player air accelerates to one side while smoothly turning the mouse in that direction. This change in orientation changes the direction of your attempted air acceleration relative to the actual direction of motion, and the component of air acceleration in that direction becomes less than the acceleration cap. This small difference between the component and the cap allows a small amount of further acceleration to occur, and you move slightly in that direction. Thus, a smooth continuous mouse movement ensures that you're always below the acceleration cap and capable of accelerating to that side. This transforms your path through the air into a smooth curve.

Technique

Here are the practical steps:

  • You move forward through the air;
  • You hold one of the strafe keys and none of the other movement keys;
  • You smoothly turn the mouse in the direction of the strafe key.
  • Repeta to the opposite side.

You will accelerate a little bit and curve through the air in that direction. If at any point you press the forward key, back key, or turn in the opposite direction of your strafe key, you will cap out your acceleration, or stop dead, and end your air strafe. Make sure to release the forward key (default W) whilst airstrafing.

Trivia

  • Air strafing is an artifact of the air acceleration system developed for Quake's physics engine. In related games, strafe jumping, bunnyhopping, and wall hopping are all exploits of the same acceleration cap. Source uses a similar physics system.