FPS Terms Glossary
Essential FPS terms explained: peeker's advantage, spray pattern, crosshair placement, rotation.
Peeker's advantage
A networking phenomenon in online shooters where the player actively moving around a corner sees the holding player slightly before the holding player sees them on their screen. This is due to the slight delay in data traveling from the server to the defending player's client.
Spray pattern
The predictable and specific path that bullets follow when a player fires a weapon continuously in fully automatic mode. Players must learn to pull their mouse in the opposite direction of the pattern to maintain accuracy, a skill known as spray control.
Crosshair placement
The fundamental practice of keeping your aiming reticle consistently at head-height and anticipating exactly where an enemy might peek or appear. Good crosshair placement minimizes the physical distance the player needs to move their mouse when an engagement starts, significantly reducing reaction time.
Rotation
The tactical act of moving from one area of the map to another, typically to support teammates under attack, defend a different bomb site, or flank enemies. Fast and unpredictable rotations are key to confusing the opposing team and maintaining map control.
Flick
An extremely fast, reactive mouse movement used to quickly acquire and shoot a target that suddenly appears on the screen. Flicks rely heavily on muscle memory rather than conscious tracking.
TTK (Time to Kill)
The average amount of time it takes to eliminate an opponent using a specific weapon or ability. Games like Valorant have a very low TTK, meaning players die almost instantly, whereas games like Apex Legends have a high TTK, requiring sustained tracking and movement.
ADS (Aim Down Sights)
The action of looking through a weapon's optics, scope, or iron sights for increased accuracy and zoom, often at the cost of movement speed or peripheral vision.
Hitscan
A type of weapon mechanic where the projectile instantly hits whatever is in the center of the crosshair the moment the trigger is pulled, with absolutely no travel time or bullet drop to account for.
Projectile
A weapon mechanic where the bullet or rocket has actual travel time and often physical drop over distance. Players must 'lead' their shots, aiming ahead of a moving target to ensure the projectile connects.
Strafe
Moving sideways (left or right) to dodge enemy fire while keeping the camera focused forward on the target. In many tactical shooters, players must completely stop strafing to regain weapon accuracy before firing.
Bunny hopping (B-hop)
An advanced movement technique that involves chaining perfectly timed jumps while turning in mid-air to gain or maintain momentum, often allowing a player to move faster than the game's standard running speed.
Pre-fire
Firing a weapon at a common hiding spot or corner just before or exactly as you peek it, anticipating that an enemy is there. If an enemy is present, they take damage instantly before they can react.
Wallbang
Shooting an enemy through a penetrable surface, such as a thin wall, wooden door, or crate. Different weapons usually have different levels of penetration power.
Drop shot
The tactic of instantly going prone (laying flat on the ground) while simultaneously shooting at an opponent in a close-quarters engagement, causing the enemy to miss their head or body shots.
Jiggle peek
Briefly stepping out from behind cover and immediately stepping back in to safely gain information on enemy positions or bait out sniper shots without fully committing to a fight.
Hip fire
Shooting a weapon without aiming down the sights. It is generally less accurate but allows for faster movement and better peripheral vision in close-quarters combat.
Spawn trap
A situation where one team gains such overwhelming map control that they can continuously kill the opposing team immediately as they respawn in their base, preventing them from playing the game.
Camp
Remaining in a single, advantageous, and often hidden position for an extended period to ambush enemies as they walk by, rather than actively roaming the map.
Clutch
Successfully winning a round or match when you are the last surviving member of your team against multiple remaining opponents.
Frag
Another term for a kill. The player with the most kills on a team is often referred to as the 'top fragger'.
One-tap
Killing an enemy with a single, perfectly placed bullet to the head. This term is heavily used in tactical shooters like Counter-Strike and Valorant.
Smokes
Utility grenades or abilities that deploy a cloud of smoke, blocking line of sight. They are crucial for executing strategies, crossing open areas safely, or delaying enemy pushes.
Entry fragger
The role of the first player on a team to enter a contested area or bomb site. Their primary job is to get the first kill or gather crucial information, even if they die in the process.
Anchor
A defensive player whose job is to lock down a specific bomb site or area entirely on their own, delaying the enemy team while their teammates rotate to assist.
Eco round
A round where a team deliberately chooses not to spend their in-game currency on expensive weapons and armor, saving their money to ensure they can afford a full loadout in the subsequent round.