Aiming
Video game concept
Any tags related to aiming/targeting.
4
games
4platforms
Aiming types:
* Free aim: vague, covers several methods of aiming. usually something between independent aim, aim deadzone, and floating aim.
* Independent aim: aim is completely independent of movement direction and character facing. Battle tank's turret is most obvious real example of this.
* Floating aim/gun nudge: aim goes slightly ahead of turning, commonly just visual gimmick and doesn't actually affect aiming but there are some rare games where it does affect actual aim.
* Aim dead zone/free reticle: reticle can move across the screen without affecting the heading the view overall points.
* Dynamic accuracy: aim deteriorates in mostly unpredictable manner.
* Aim assist: aim is automatically adjusted, usually a bit less than deadzone would allow them to nudge aim.
* Automatic aim: aim is automatically set on target, often near impossible to break away from. player has little to no work to do and has about as much effect on accuracy. Often combined with target lock to designate at who to attack at.
* Free aim: vague, covers several methods of aiming. usually something between independent aim, aim deadzone, and floating aim.
* Independent aim: aim is completely independent of movement direction and character facing. Battle tank's turret is most obvious real example of this.
* Floating aim/gun nudge: aim goes slightly ahead of turning, commonly just visual gimmick and doesn't actually affect aiming but there are some rare games where it does affect actual aim.
* Aim dead zone/free reticle: reticle can move across the screen without affecting the heading the view overall points.
* Dynamic accuracy: aim deteriorates in mostly unpredictable manner.
* Aim assist: aim is automatically adjusted, usually a bit less than deadzone would allow them to nudge aim.
* Automatic aim: aim is automatically set on target, often near impossible to break away from. player has little to no work to do and has about as much effect on accuracy. Often combined with target lock to designate at who to attack at.
Games by year
Hi-Tec Software published all these games.
This is a container group; its children are:
Aim assist | Helps players aim more accurately by subtly adjusting their crosshair or guiding shots toward targets. | 1993 / 2019 | 132 games |
Aim dead zone | An area where you can aim around without affecting your heading. (too short) | 1994 / 2017 | 39 games |
Aim delay | Gun, turret, etc. reaches the point where player wants it after a short delay instead of instantly. Commonly with use of two reticles, one for where the player points and where the gun points. Usually part of aiming with heavy cannons. | 2010 / 2016 | 4 games |
Aim mode | Besides shooting from hip, you can also raise the weapon up and aim with the scope, iron sights, or whatever else. | 1990 / 2023 | 258 games |
Automatic aiming | Aiming is (almost) completely automated with player only needing to press attack button to successfully and accurately hit their opponents. Commonly includes target lock functionality to offer greater control. | 1985 / 2017 | 39 games |
Crew targeting | Vehicles can be indirectly disabled by attacking the crew rather than the vehicle. Including other interactions (except dialogs) with the crew without removing them from the vehicles. And including ability to attack riders without harming the mounts. | 1999 / 2016 | 25 games |
Dynamic accuracy | Weapon accuracy is dynamic - affected by repeated firing, posture, movement and other factors - rather than static bullet spread radius. | 2002 / 2021 | 128 games |
Floating aim | Aim moves somewhat freely of view direction, similar to having a deadzone, but does not prevent view direction changes. Turning causes gun to point to a side and any fire to go that way too. True floating aim does not re-center aim by itself after. | 2006 / 2013 | 7 games |
Independent aiming | Aiming is independent of move or view direction. Character does not turn their whole body to face where they aim and backbedal in the other direction. | 1980 / 2016 | 154 games |
Target lead indicator | A simple computer aiming aid model which calculates the direction you need to shoot at to hit the target at their current movement vector. | 2002 / 2016 | 15 games |
No crosshair | There's no targeting crosshair on the HUD. (too short) | 1979 / 2016 | 33 games |
No target lock | Target lock, which normally is present in games of this type (MMORPG, space flight sim, and possibly others), is absent. | 2010 / 2011 | 2 games |
Part targeting | Allows specifically targeting certain body/vehicle parts/sub-systems somehow. Usually when player can't manually target them with their actions or attacks. | 1997 / 2017 | 32 games |
Target lock | Narrows your focus in games, fixing the camera on an opponent or aiding actions aimed at a specific target. | 1994 / 2019 | 164 games |
Target outline | Targets (people, vehicles, etc. you're aiming at) are outlined somehow. (too short) | 2005 / 2016 | 6 games |