Hah, that description kind of reminds me of Gunz, where some bugs in the game lead to players being able to climb walls, basically fly around and attack rapidly while moving.
Here's a timestamp in a video that talks about it: https://youtu.be/zvC67kmYxPA?t=82
Though it was a third person game. Imagine creating an entire way of playing a game because of bugs in your code, though.
Maybe this is somewhat related to the subject of the post: detach consciousness from what I am doing and the pain gets a little detached too. However I doubt it would work with serious levels of pain.
The traditional approch is pain killers and some meditation.
VR helps a lot.
On two front : it distract your brain and it can teach you how to reach that distracted from the pain state by yourself.
My understanding is that a large pourcentage of the neurons are specialized in image processing. And that keeping those busy with exploring a VR world avoid to have those neurons re-assign to ponder about pain.
the engine physics explanation is explained here https://www.youtube.com/watch?v=rTsXO6Zicls
being unable to execute this during a match like a duel means being at a massive disadvantage.
example of good strafe jumping coupled with a plasma jump to secure map/item control and pressure the opponent on the back-foot. https://youtu.be/GFTmYD95-cQ?t=1592
UT2003/4 fights can be very taxing mechanically
Compared to an RTS, yes. Compared to tactical shooters like CS, no. Once you reach a certain level of aim, movement and the associated mechanics become the main distinguishing factor along with using the sounds in the game to track your opponents position and conceal yours.
I see it's still a thing in CS:GO: https://www.youtube.com/watch?v=hMsPf8eSW3k
And I'm 95% confident that surf maps were one of the inspirations behind Titanfall. Here's a completely broken tool-assisted speedrun of the obstacle course: https://www.youtube.com/watch?v=yXtggqe6oo0