---
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
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
---
# Aiming and Combat

id: mouse--family-combat
type: mechanic
key: mechanic/mouse--family-combat
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-combat/

Mouse movement sets the view or aim direction while a button triggers an attack. The player combines aiming, movement and shot timing.

## At a glance

![A player checks a narrow passage in Counter-Strike 2](https://gamemechanics.pro/images/mechanics/priority-counter-strike2-03.webp)

[Counter-Strike 2](https://store.steampowered.com/app/730/) · Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.

1. A corner limits available information
2. Weapon aimed along the passage

- Allow sensitivity adjustment and removal of unwanted acceleration.

- [Counter-Strike 2](https://store.steampowered.com/app/730/)

## How it works

Game patterns in which the mouse sets the direction of attack, selecting a target and performing a combat action.

## Variants

### Variants and applications

<a id="family-combat-variants"></a>

- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>

## Context and limits

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.

## Connected materials


## Sources and 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.

- [Counter-Strike 2](https://store.steampowered.com/app/730/) (id: source-dcca4f2fe4d8da47)

CC-BY-4.0 · gamemechanics.pro contributors
