-
Notifications
You must be signed in to change notification settings - Fork 0
/
glossary.html
396 lines (364 loc) · 16.8 KB
/
glossary.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Glossary</title>
<link rel="stylesheet" href="styles/glossary.css" />
<link rel="icon" type="image/png" href="images/valicon.jpg" />
<style>
#lyrics {
position: absolute;
color: Navy;
font-family: Arial;
}
.mapnotes {
position: relative;
border: 1px solid black;
height: 50px;
margin-left: 50px;
margin-right: 50px;
background-color: rgb(247, 110, 56);
}
</style>
</head>
<body>
<div>
<img class="logo" src="images/valicon.jpg" alt="logo" title="logo" width="50" />
</div>
<nav>
<div class="valbar">
<ul>
<li><a href="https://www.valorantguide.me">Home</a></li>
<li class="dropdown">
<a href="javascript:void(0)" class="dropbtn">About Valorant</a>
<div class="dropdown-content">
<a href="agents.html">Agents</a>
<a href="maps.html">Maps</a>
<a href="weapons.html">Weapons</a>
</div>
</li>
<li><a href="fpsbasics.html">FPS Basics</a></li>
<li><a href="glossary.html">Glossary</a></li>
<li><a href="sitemap.html">Sitemap</a></li>
<li><a href="contactus.html">Contact Us</a></li>
</ul>
</div>
</nav>
<h1>Glossary</h1>
<div class="mapnotes">
<h3 id="lyrics">This text will move</h3>
</div>
<div class="terms">
<p>
Official Terminology consists of terms used within VALORANT itself
<ul>
<li>Ace: A type of round outcome where one player on the winning team killed each enemy player at least
once.
If the enemy Sage ults, the player can still get an ace with 5 kills as long as each enemy player was
killed
once.
</li>
<li>
Team Ace: A type of round outcome where each player on the winning team killed a different enemy player.
In a typical 5v5 this means all allied players need exactly 1 kill.
</li>
<li>
Armory: The menu where players buy their guns, abilities, and shields.
</li>
<li>
Clutch: A type of round outcome where the round was won by the last player alive on the team.
</li>
<li>
Flawless: A type of round outcome where no one on the winning team died.
</li>
<li>
Orbs: Spherical objects that can be picked up after a short channel time to charge a point in your
Ultimate
ability in standard gameplay or equip the player with a buff in Spike Rush.
</li>
<li> Shields: Protective items that absorb a percentage of incoming damage.</li>
<li>Spike: A bomb-like device that agents plant/defuse in order to win rounds.</li>
<li> Thrifty: A type of round outcome where the winning team won while possessing loadouts of at least an
average of 2500 less credit value than the enemy team's.</li>
<li>Ult: Shorthand for Ultimate ability.</li>
</ul>
Map Terminology
<ul>
<li>
Back/Back site: The parts of a spike site that are closest to Defender Spawn or the furthest parts of a
site from an attacker's perspective.
</li>
<li>
Cubby: A deep corner or recessed section of a passageway that players can hide in and peek from.
</li>
<li>
Elbow: A tight location on a map that contains two or three 90-degree angles.
</li>
<li>
Heaven: A high location where snipers and other long-ranged weapons are usually used from.
</li>
<li>
Hell: A low location underneath another part of the map, usually below places regarded as "Heaven".
</li>
<li>
Link: A short passageway that serves as a connector between two large sections of the map, such as 'Mid
to B Defender Side' or 'B Site to C Site'.
</li>
<li>
Lobby: A generic quadrilateral area close to the Defender Spawn, often used when the area doesn't have
distinguishable features to give it a more specific callout.
</li>
<li>
Long: A long passageway/pathway or the longer of two pathways leading from the attacker side of the map
to the site.
</li>
<li>
Main: A section of neutral ground situated between a spike site and Attacker Spawn, kept out of bounds
behind the barriers before a round starts.
</li>
<li>
Mid: The middle section of the map.
</li>
<li>
Short: A short passageway/pathway or the shorter of two pathways leading from the attacker side of the
map to the site.
</li>
<li>
Spawn: Refers to the starting location where players spawn at the beginning of a round.
</li>
</ul>
Community Terminology
<ul>
<li>
ADS: Meaning "Aiming Down Sights", referring to when you use Alternate Fire on a weapon to directly look
down the gun's sights. This zooms in slightly and can reduce spread and recoil, though often at the cost
of reduced fire rate.
</li>
<li>
Anchor: To play on a site as a defender so as to stall a push by the attackers, to buy time to allow
teammates to rotate to the site to help defend.
</li>
<li>
Angles: A corner of the map where a player who wants to move past has to risk putting themselves in
danger in case an enemy is around the corner and waiting to get a kill before the player can stop moving
and fire back.
</li>
<li>
Angle advantage: A player further away from an angle has better angle advantage than someone closer to
it on the opposite side due to the closer player's model becoming visible as they peek before they are
able to see the further player's model themselves.
</li>
<li>
Anti-eco: Refers to buying weapons to try to keep an economic lead over a team that is resorting to
saving creds in an eco-round. Typically avoiding weapons that avoid close quarters combat since a team
that is having an eco-round will have to resort to cheaper, close range weapons such as shotguns, SMGs
and pistols.
</li>
<li>
Anti-flash: A tactic that has a player take cover from where they expect an enemy to use a flash, then
swing out after it is detonated to take out any enemies attempting to play off of the flash.
</li>
<li>
Baiting: Allowing a teamate to enter a entry-frag without the intent to trade for them in the event that
they are killed by an opponent. This usually wastes the entry-fragger's utility and info gained as the
opponent can reposition/ recover without being punished/refragged/traded, thus leaving the team at a
disadvantage.
</li>
<li>
Bottom frag: The player with the least amount of kills on a team or for the match.
</li>
<li>
Callout: Refers to indicating a place on a map by a particular name, such as “Heaven”, or “Elbow”.
</li>
<li>
Camp: To defensively hold an area, usually a close angle, for a long time for an enemy to move past
rather than seeking them out.
</li>
<li>
Clearing angles: To check whether an opponent is around the corner or in a particular corner.
</li>
<li>
Clearing site: When the attackers thoroughly check the site before planting the spike to decrease the
chance of a hidden defender sneaking upon them.
</li>
<li>
Clearing site: When the attackers thoroughly check the site before planting the spike to decrease the
chance of a hidden defender sneaking upon them.
</li>
<li>
Crosshair placement: Where a player positions their crosshair as they move across the map or hold
angles. Good crosshair placement keeps it in the most likely position that an opponent's head will
appear in so that they can be shot and killed in as little time as possible.
</li>
<li>
Crossfire: When two teammates position and fire so they are on opposite sides of an enemy between them.
</li>
<li>
CT: Meaning "Counter Terrorists", an equivalent to VALORANT defenders brought over by Counter Strike
players.
</li>
<li>
Default Plant: The most common location on site where the spike is planted.
</li>
<li>
Default: When you’re on the attacking side and your team plays a neutral/non-committal strategy to gain
information and/or look for picks.
</li>
<li>
Dink: Refers to a headshot that doesn’t kill an enemy, usually used to indicate that the target is close
to dying.
</li>
<li>
Double Swing: Two players swinging at once in order to overwhelm an opponent and force them to decide
which player to shoot at usually ending in a trade.
</li>
<li>
Eco/eco round: When a team chooses to save credits in order to have the ability to full buy during the
following round and to destabilize the opponents' economy.
</li>
<li>
Entry fragger: The player or agent who looks to initiate the fight when attacking by entering first and
getting the opening kill and gaining information about the opponent's positions.
</li>
<li>
Fake Defuse: Pretending to defuse the spike in order to force the attackers to peek to attempt to defend
the spike from being defused.
</li>
<li>
Flank: When a player sneaks around to attack the enemy team from behind.
</li>
<li>
Flick: To quickly move your crosshair and shoot, usually made in instant response to spotting an enemy
who's position isn't currently that close to where your crosshair is positioned.
</li>
<li>
Force buy: Buying the best possible weapons while lacking enough creds for a full-buy to hold onto a
lead, the half is close to ending, gain an economic advantage or to increase the odds of winning a round
to stave off a loss when the opponents are close to victory.
</li>
<li>
Frag: Alternative term for a kill.
</li>
<li>
Full-buy: When your team is able to buy to be fully equipped. Usually a combination of heavy shields and
a rifle.
</li>
<li>
Game sense: A player's intuitive ability to predict the positions and actions of opponents given the
current gamestate.
</li>
<li>
Half-buy: Buying the best equipment possible while maintaining enough creds to full-buy in the next
round.
</li>
<li>
Holding angles: When a player watches and aims at a corner of the map in anticipation of any enemies who
want to peek around it.
</li>
<li>
Instalock: When an ally immediately selects and locks in their agent choice when they enter agent
select. Often associated with players who pick Duelists due to their popularity
</li>
<li>
Jiggle peek: To quickly peek out and return to cover to gain information or to bait an enemy into
shooting at you, giving up their location.
</li>
<li>
Lineup: A particular positioning set up to guarantee that your ability lands in a certain way.
</li>
<li>
Lurk: To position and look out to catch flankers.
</li>
<li>
NT: Meaning "Nice Try", It refers to by players after someone in their team comes closer to clutching up
on a round, but fails at the end.
</li>
<li>
Peek: To poke out of cover to look for enemies.
</li>
<li>
Peeker’s Advantage: Due to technical lag time from the game, an aggressive peeker will see an enemy
behind cover slightly before the enemy sees them.
</li>
Pistol Round: The first round of each half where all players only have enough credits to purchase Sidearm
guns.
<li>
Play for picks: To play passively and wait to punish enemies that push out aggressively.
</li>
<li>
Playing for time: Playing safely in order to not die, and waste time in order to fulfill the win
condition.
</li>
<li>
Pre-fire: To preemptively fire at an area or angle that enemies are often at. This can allow you to get
the jump on an enemy without having to rely on your reaction time to fire at them.
Refrag: See "Trade"
</li>
<li>
Retake: When the defenders concede a site to the attackers in order to regroup and coordinate to regain
control of the site.
</li>
<li>
Rotate: When a player or team commits to traveling to another location on the map, usually to another
site.
</li>
<li>
Saving: When the opponent team's victory is guaranteed for a round, and remaining teammates choose to
run and hide in order to avoid losing their weapons by dying to opponents.
</li>
<li>
Stack: To have many team members attack a site or defend an area.
</li>
<li>
Stick: When a player commits to defusing a spike rather than tapping it to fake out an enemy.
</li>
<li>
Top frag: The player with the most kills on a team or for the match.
</li>
<li>
TP: Short for “teleport”. This can either refer to an agent using a teleport ability or using one of the
teleporters on Bind.
</li>
<li>
Trade: When a player dies but their teammate immediately kills the enemy that killed them.
</li>
<li>
Wallbang: Getting a kill by shooting through a wall or terrain.
</li>
<li>
Whiffing: Missing a shot
</li>
</ul>
</p>
</div>
<script>
const LYRICS = [
"Valorant Terminology 101",
"It's important to understand these commonly used words and phrases to communicate with your team"
];
const lyricsEl = document.getElementById("lyrics");
let p = 5;
let index = 0;
function move() {
lyricsEl.innerHTML = LYRICS[index];
lyricsEl.style.left = p + "px";
if (p > document.querySelector("div").clientWidth - 350) {
p = 5;
index++;
if (index === LYRICS.length) {
index = 0;
}
} else {
p = p + 5;
}
setTimeout(move, 50);
}
document.addEventListener("DOMContentLoaded", function () {
move();
});
</script>
</body>
</html>