Tactical Shooter Game
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Tactical Shooter Game
A tactical shooter is a sub-genre of first- and third-person shooters, associated with using strategy, planning, and tactics in gameplay, as well as the realistic simulations of ballistics, firearm mechanics, physics, stamina, and low time to kill. Dating back to strategy games from the late 1980s, the genre first rose to prominence in the late 1990s with the releases of several well-received tactical shooters. The popularity of the genre saw a decline in the late 2000s as fast-paced "arcade"-like action shooters rose to prominence, it has seen a revitalization since the mid-2010s with the successful releases of several modern tactical shooters. Tactical shooters involving military operations in grounded and realistic settings are sometimes known as milsims. These games and (often) mods enhance the genre's realism to include aspects such as individual limb damage, realistic multi-step injury treatment, enhanced ballistic and ricochet simulations, weapon wear and malfunctio ...
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Arma 3 Gameplay Screenshot
Arma, ARMA or variants, may refer to: Places * Arma, Kansas, United States * Arma, Nepal * Arma District, Peru * Arma District, Yemen * Arma Mountains, Afghanistan People * Arma people, an ethnic group of the middle Niger River valley * Arma language, a possible but unattested extinct language of Colombia * Paul Arma (1905–1987), Hungarian-French pianist, composer, and ethnomusicologist * Rachid Arma (born 1985), Moroccan footballer * Tom Arma, a New York–based photographer * Arma Senkrah (1864–1900), an American violinist Organisations * ARMA International, formerly the Association of Records Managers and Administrators * Agung Rai Museum of Art, Ubud, Bali, Indonesia * American Rock Mechanics Association, List of geoscience organizations, a geoscience organization * Armenian Medical Association or ArMA * Association for Renaissance Martial Arts, an American non-profit organization * FK Ústí nad Labem, nicknamed and formerly named Arma, a Czech football club Other use ...
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Ricochet
A ricochet ( ; ) is a rebound, bounce, or skip off a surface, particularly in the case of a projectile. Most ricochets are caused by accident and while the force of the deflection decelerates the projectile, it can still be energetic and almost as dangerous as before the deflection. The possibility of ricochet is one of the reasons for the common firearms safety rule "Never shoot a bullet at a flat, hard surface." Ricochets can occur with ''any'' caliber, but short or round ricocheting bullets may not produce the audible whine caused by tumbling irregular shapes. Ricochets are a hazard of shooting because, for as long as they retain sufficient velocity, ricocheting bullets or bullet fragments may cause collateral damage to animals, objects, or even the person who fired the shot. Variables Ricochets occur when a bullet or bullet fragment is deflected by an object rather than penetrating and becoming embedded in that object. Ricochet behavior may vary with bullet shape, bullet ma ...
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Ammunition
Ammunition, also known as ammo, is the material fired, scattered, dropped, or detonated from any weapon or weapon system. The term includes both expendable weapons (e.g., bombs, missiles, grenades, land mines), and the component parts of other weapons that create the effect on a target (e.g., bullets and warheads). The purpose of ammunition is to project a force against a selected Targeting (warfare), target to have an effect (usually, but not always, lethal). An example of ammunition is the firearm Cartridge (firearms), cartridge, which includes all components required to deliver the weapon effect in a single package. Until the 20th century, black powder was the most common propellant used but has now been replaced in nearly all cases by modern compounds. Ammunition comes in a great range of sizes and types and is often designed to work only in specific weapons systems. However, there are internationally recognized standards for certain ammunition types (e.g., 5.56×45mm NA ...
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Health (game Terminology)
Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually have more health and armor. In many gam ...
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Mini-map
A mini-map or minimap is a miniature map HUD (video games), HUD element that is often placed at a screen corner in video games to help players in orienting themselves within the game world. They are often only a small portion of the screen and must be selective in what details they display. Elements included on mini-maps vary by video game genre, but most minimaps feature at least one or more of the following: the position of the player character, allied units, structures, enemies, objectives, and surrounding terrain. Mini-maps have become common in real-time strategy and MMORPG video games because they serve as an indication of where the current screen lies within the scope of the game world. Most first-person shooter games also have some version or variant of the mini-map, often showing enemy and teammates locations in real-time. History Mini-maps have been around since the age of arcade video games. The term ''radar'' was used through the 1980s instead of ''mini-map''. ''Battl ...
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HUD (video Gaming)
In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft. The HUD is frequently used to simultaneously display several pieces of information including the player character's health points, items, and an indication of game progression (such as score or level). A HUD may also include elements to aid a player's navigation in the virtual space, such as a mini-map. Common elements While the information that is displayed on the HUD depends greatly on the game, there are many features that players recognize across many games. Most of them are static onscreen so that they stay visible during gameplay. Common features include: * Health/lives – this might include the player's character and possibly other important characters, such as allies or bosses. Real-time strategy games usually show the health of every uni ...
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Sight (device)
A sight or sighting device is any gadget, device used to assist in precise visual perception, visual alignment (i.e. ''aiming'') of weapons, surveying instruments, aircraft equipment, optical illumination equipment or larger optical instruments with the intended target. Sights can be a simple set or system of physical markers that serve as visual references for directly aligning the user's line of sight with the target (such as iron sights on firearms), or optical instruments that provide an optically enhanced—often magnification, magnified—target image aligned in the same focus (optics), focus with an aiming point (e.g. telescopic sight, telescopic, reflector sight, reflector and holographic sights). There are also sights that actively project an illuminated point of aim (a.k.a. "hot spot") onto the target itself so it can be observed by anyone with a direct view, such as laser sight (firearms), laser sights and infrared illuminators on some night vision devices, as well as a ...
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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''GameSpot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady, and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so ...
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Power-up
In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a Game mechanics, game mechanic. This is in contrast to an Item (game), item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in ''Bubble Bobble''. Well known examples of power-ups that have entered popular culture include the power capsules from ''Pac-Man'' (regarded as the first power-up) and the Super Mushroom from ''Super Mario Bros.'', which ranked first in UGO Networks' ''Top 11 Video Game Powerups''. Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video ga ...
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Weapon
A weapon, arm, or armament is any implement or device that is used to deter, threaten, inflict physical damage, harm, or kill. Weapons are used to increase the efficacy and efficiency of activities such as hunting, crime (e.g., murder), law enforcement, self-defense, warfare, or suicide. In a broader context, weapons may be construed to include anything used to gain a tactical, strategic, material, or mental advantage over an adversary or enemy target. While ordinary objects such as rocks and bottles can be used as weapons, many objects are expressly designed for the purpose; these range from simple implements such as clubs and swords to complicated modern firearms, tanks, missiles and biological weapons. Something that has been repurposed, converted, or enhanced to become a weapon of war is termed ''weaponized'', such as a weaponized virus or weaponized laser. History The use of weapons has been a major driver of cultural evolution and human history up to ...
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Military Tactics
Military tactics encompasses the art of organizing and employing fighting forces on or near the battlefield. They involve the application of four battlefield functions which are closely related – kinetic or firepower, Mobility (military), mobility, protection or security, and Shock tactics, shock action. Tactics are a separate function from command and control and logistics. In contemporary military science, tactics are the lowest of three levels of warfighting, the higher levels being the military strategy, strategic and Operational level of war, operational levels. Throughout history, there has been a shifting balance between the four tactical functions, generally based on the application of military technology, which has led to one or more of the tactical functions being dominant for a period of time, usually accompanied by the dominance of an associated Combat arms, fighting arm deployed on the battlefield, such as infantry, artillery, cavalry or tanks. Tactical functions Ki ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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