Try finding a real game quote. Good luck boxiom, even your pathetic fly brain could come up with something better.
like Bs: Bull---- Hs:headshot hax/hax0rz : hacks pmsl: piss my self laughing poont/p00n: owned/pwned Ban'T: banned oh and there is Lo: hello Stfu: shut the ---- up Leeroy Jenkins: Rush rush rush!! might as wel do theset too.. css: Counter-Strike: Source Dods: Day of Defeat Source BF2: battlefield 2 GW: Guild Wars WoW: World of Warcraft MOHAA: Medal of Honor Allied Assault like w/e im done for now il post more later.
BK-short for bad kid,used on many online games such like halo 2. there was a "bk" on my team so we lost the game.
RTS: Real Time Strategy. A Real-Time strategy (RTS) game is a type of computer strategy game which does not have "turns" like conventional turn-based strategy video or board games. Rather, game time progresses in "real time": that is, it is continuous rather than turn-by-turn. (The word "strategy" originally referred to warplan at the level of armies and squadrons instead of giving order for individual units or persons). Micromanagement: Micromanagement is the art of controling a specific amount of units (either large or small) and using them to their fullest potential i.e. not letting them die. For example, 'microing' Protoss Dragoons involves withdrawing damaged units from the battle temporarily to have the enemy unit AI to refocus their attacks on healthy units. At this point reattacking with the damaged Dragoon allows maximum damage to be dealt with minimal casulaties. Macromanagement: Marcomanagement is the art of creating and maintaining a good unit pump. It encompasses the skills of having a strong economy to afford units, having the ideal number of unit producing structures to maximize unit production efficiency, and being able to multitask between managing battles and constructing new units. APM: Actions per minute is the number of actions completed within a minute of a gameplay in real time strategy game. High APM is usually associated with skill, due to the fact that more actions executed at a faster rate by clicking the mouse faster and pressing keys on the keyboard more rapidly. APM is usually referred to as a clear indicator of a Gosu (master) of a game such as Starcraft or Warcraft III. If there are any other MAJOR terms that I missed, please tell me and I will add it. Acronyms/minor terms you might come accross in an RTS game gl - Good Luck. Usually said before the start of the game, and during the count down. hf - Have Fun. Also usually said before the start of the game. Although I haven't seen "hf" used in a while in a Starcraft: Broodwar game. It is now common to say "gl gg" before the start of a game. gg - Good Game. Usually said by the loser of a game usually near the end or at the end of a game. Winners normally should not say "gg" unless their opponent says it first. Generally when the winner of a game says it first, it comes off as rude and snotty. NR - No Rush. Usually put in a hosting game's name. Usually followed up with a number representing how many minutes until they can attack each other. i.e. NR10 would mean no attacking each other until 10 minutes have elapsed. These kind of games SHOULD be AVOIDED if you would like to play competetively but nothing is wrong if you want to play for fun. BO - Build Order. In strategy computer games, of both the turn-based and real-time varieties, a build order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. Often, the name of a build order usually reflects two key aspects therein: * The desired goal of the entire build order. * The key management decisions involved in the build order. Build orders often involve significant timing issues. This applies to both turn-based and real-time strategy games. In real-time strategy games, timing may be even more crucial. To execute an optimal rush, a player will not only have to know exactly what to build or research but also when to do so. 12, 3, 6, 9, etc. - Refers to a clock's position in terms of the location in the battlefield. An example would be that if you were playing a 2:2, and your ally said to strike 12. You would strike the enemy at 12 o'clock with respect to the battlefield. Turtle (Turtling) - Turtling is also a strategy in RTS games such as StarCraft. It involves building up defensive structures to the point of one's home base being nigh-impregnable, then climbing the tech tree and building an army of superior units for a single, massive assault on the enemy base. It is the opposite of a rush. In games where starting resources are limited, turtling is generally not considered an effective strategy, as most RTS games have units that have a longer effective range than most turrets, it also allows the opponent to take control of more resouces than the turtle can, and then starve or them out or mount an effective siege or assault. Rush (Rushing) - In RTS games, to perform a rush, the attacking player focuses on building a large number of fast, cheap units adept at attacking. The player who rushes may sacrifice such options as greater long-term resource gathering or immediate research up the tech tree to opt instead for a quick strike. A successful rush usually attempts to disrupt the resource gathering of the defending player. The rush is a risky tactic. If the rush is successful, then the player may have won the game or significantly set his or her opponent back; if the rush fails, then the rushing player may have wasted valuable time and resources that would have been better spent on research or building types of units not as well adapted toward the rush. A rush can also be considered a mass attack with primarily only one type of unit used, and depends on overwhelming numbers and force to succeed. The rush is often a suicidal attack (for the units involved); rushing units are often expected to die, but to nevertheless benefit the player initiating the rush by disrupting the opponent's operations. Rofl...I guess I should thank PurePwnage for that list...omfg did I just thank those idiots? GAH!
BS - Bad shot/Bull---- Camper - person who remains in one spot over a long period of time, either the entire round or for +15seconds.