{"schemaVersion":1,"record":{"key":"mechanic/mouse--family-combat","type":"mechanic","id":"mouse--family-combat","lang":"en","title":"Aiming and Combat","summary":"Mouse movement sets the view or aim direction while a button triggers an attack. The player combines aiming, movement and shot timing.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-combat/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-combat.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-combat.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"sourceIds":["source-dcca4f2fe4d8da47"],"sources":[{"id":"source-dcca4f2fe4d8da47","title":"Counter-Strike 2","url":"https://store.steampowered.com/app/730/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Game patterns in which the mouse sets the direction of attack, selecting a target and performing a combat action."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-combat-variants\"></a>\n\n- Sight in screen coordinates. Action: The cursor position directly sets the position of the sight. Application: Shooting gallery, rail shooter, shooting at on-screen targets. Conditions: These are screen coordinates, not absolute mouse coordinates on the table. <a id=\"variant-mouse-12-01\"></a>\n- Relative guidance. Action: Mouse movement changes crosshair or camera angles. Application: First person shooter, turret, view control. Conditions: Need to capture relative input and escape from it. <a id=\"variant-mouse-12-02\"></a>\n- Direction from character to cursor. Action: The vector from the hero to the pointer determines the direction of the attack. Application: Top-down action, melee weapon, directional tool. Conditions: The vector is unstable at the hero’s position itself; short distance processing needed. <a id=\"variant-mouse-12-03\"></a>\n- Quick translation and shot, flick. Action: Sharply move the sight to the target and press. Application: Single accurate shot, reaction to a sudden threat. Conditions: Difficulty depends on both the translation distance and the size of the target. <a id=\"variant-mouse-12-04\"></a>\n- Escort with fire, tracking. Action: Keep sights on the target while holding fire. Application: Beam, automatic weapon, gradual scanning of weak point. Conditions: Maintain target readability and hit feedback. <a id=\"variant-mouse-12-05\"></a>\n- Leading a moving target. Action: Aim ahead of the target. Application: Finite-speed projectiles, ballistics and interception. Conditions: Prediction depends on the projectile model and the target's movement. <a id=\"variant-mouse-12-06\"></a>\n- Recoil compensation. Action: Counteract the sight movement with the mouse. Application: Queue control, operation of a powerful tool. Conditions: Random scatter and compensated movement are different mechanisms. <a id=\"variant-mouse-12-07\"></a>\n- Target acquisition and switching. Action: Select a target with the mouse, hold the capture or switch the candidate. Application: Homing, boss escort, squad command. Conditions: Show the selected target and the reasons for losing the capture. <a id=\"variant-mouse-12-08\"></a>\n- Selecting the ability point and area. Action: Aim at the center of the area, set direction if necessary and confirm. Application: Explosion, area healing, wall, cone attack. Conditions: Show range, obstacles, cost and future area of ​​effect. <a id=\"variant-mouse-12-09\"></a>\n- Gesture of the direction of the blow. Action: Move the mouse to select the side of the swing or slash. Application: Fencing, directed defense, cutting obstacles. Conditions: Recognize an intentional gesture separately from normal camera aiming. <a id=\"variant-mouse-12-10\"></a>\n- Charge with simultaneous guidance. Action: Hold the button for power and continue to choose a direction. Application: Bow, grenade throw, charging ability. Conditions: Charge states and shot allowance must be visible at the same time. <a id=\"variant-mouse-12-11\"></a>\n- Tension and release. Action: Pull back from the support, release to launch. Application: Slingshot, billiard shot, catapult, throwback. Conditions: The length and direction of the pull set the virtual impulse. <a id=\"variant-mouse-12-12\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations."}],"relations":[],"placements":[{"catalogId":"mouse","id":"family-combat","title":"Mouse interactions","url":"https://gamemechanics.pro/en/mechanics/mouse/#family-combat","categoryIds":["section-2"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Aiming and Combat","description":"Mouse movement sets the view or aim direction while a button triggers an attack. The player combines aiming, movement and shot timing.","image":{"src":"images/mechanics/priority-counter-strike2-03.webp","width":1440,"height":810,"game":"Counter-Strike 2","sourceUrl":"https://store.steampowered.com/app/730/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/730/ss_0f8cf82d019c614760fd20801f2bb4001da7ea77.1920x1080.jpg?t=1791824795","credit":"Valve","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"A player checks a narrow passage in Counter-Strike 2","alt":"A player checks a narrow passage in Counter-Strike 2","markers":[{"x":38,"y":58,"label":"A corner limits available information"},{"x":61,"y":60,"label":"Weapon aimed along the passage"}]},"tips":["Allow sensitivity adjustment and removal of unwanted acceleration."],"examples":[{"title":"Counter-Strike 2","url":"https://store.steampowered.com/app/730/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/mouse"}}