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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

File:Quake1.gif Infighting is a phenomenon where two or more monstrous enemies assault each other as opposed to a player. Infighting occurs when an enemy accidentally hits another with its projectile, which causes the other to turn their attention away from a player to instead attack the first enemy. Once the first enemy is attacked, they will focus on attacking the opponent attacking them instead of the player. Enemies who exclusively fight using close-combat maneuvers (for example, the Knight) can never provoke an Infight.

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  • Infighting
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  • File:Quake1.gif Infighting is a phenomenon where two or more monstrous enemies assault each other as opposed to a player. Infighting occurs when an enemy accidentally hits another with its projectile, which causes the other to turn their attention away from a player to instead attack the first enemy. Once the first enemy is attacked, they will focus on attacking the opponent attacking them instead of the player. Enemies who exclusively fight using close-combat maneuvers (for example, the Knight) can never provoke an Infight.
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dbkwik:quake/prope...iPageUsesTemplate
abstract
  • File:Quake1.gif Infighting is a phenomenon where two or more monstrous enemies assault each other as opposed to a player. Infighting occurs when an enemy accidentally hits another with its projectile, which causes the other to turn their attention away from a player to instead attack the first enemy. Once the first enemy is attacked, they will focus on attacking the opponent attacking them instead of the player. Enemies who exclusively fight using close-combat maneuvers (for example, the Knight) can never provoke an Infight. The normal method for causing an Infight is getting in front of multiple monsters and waiting for the more distant monster to accidentally hit the closer one (when it was supposed to be the player). Infighting can be very useful for players focusing on conservation as they are not required to waste their Ammo, are provided with a distraction, and have one less threat to eliminate.
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