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* Happens many, many times in the Franchise/SonicTheHedgehog series, from at least as early as the airship dropping incendiary bombs in ''VideoGame/SonicTheHedgehog3AndKnuckles'' to the automatic turrets as Sonic storms the Death Egg in ''VideoGame/SonicForces''. Justified as Sonic has SuperSpeed, and Eggman can't design anything fast enough to overtake Sonic. In nearly all cases, it's shown that these machines will have demolished anyone even slightly slower than Sonic.
* Zigzagged in ''VideoGame/BanjoTooie'' with the battles against Klungo: during the first two encounters, Klungo will throw exploding vials wherever Banjo and Kazooie are at the time, guaranteeing he'll miss if they keep moving. During the third encounter with him, however, Klungo will lead his throws, aiming at wherever Banjo and Kazooie will be if they keep moving straight.
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* A cinematic example in the ''VideoGame/{{Overwatch}}'' short "Alive", featuring [[TimeMaster Tracer]] duking it out against [[ColdSniper Widowmaker]] in a high-speed gunfight, with Tracer's ability to zip around with SuperSpeed giving her enemy a hard time. One particular moment sees Widowmaker using [[GrapplingHookPistol a grappling hook]] to reach the top of a stairwell as Tracer [[StairwellChase zooms up the stairs themselves]], with Widowmaker quickly rotating and spraying her machine gun while ascending in an attempt to catch her target, but Tracer still manages to outrun the fire.
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** ''VideoGame/BioShock1'' somewhat famously [[InvokedTrope invokes this]] as an [[AntiFrustrationFeatures anti-frustration feature]], where enemies with guns are ''guaranteed'' to miss their first shot and have low accuracy for their next few, alerting the player of a hostile presence without the risk of getting instantly killed.

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Moving animated feature film examples to a Film — Animated folder.


* Taken to ridiculous extremes in the anime trilogy ''Anime/{{Memories}}'', or, more accurately, in its 2nd part entitled ''Stink Bomb'', where half the Japanese army (tanks, aircraft and all) is unable to kill a guy going over a highway overpass on a ''bicycle'' (even though everything immediately behind the target gets blown to smithereens).
** Parodied in that "Dead Carl" animation, where ''gunships'' open up on a dude on a bike, and he just keeps dodging.



* ''Anime/GhostInTheShell1995'': While Major Kusanagi is fighting the SpiderTank she runs along a wall and the tank fires its machine gun at her, but it can't keep up and just hits the wall behind her. It happens again when she does backflips going up a flight of stairs.
* In ''Anime/DragonBallZTheWorldsStrongest''. TheDragon [[RoboticReveal turns his arm into a]] [[GatlingGood minigun]] and fires at Krillin, who {{Wall Run}}s away from it, the villain's gunfire trailing him by a good couple inches all the way.



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* ''Anime/DragonBallZTheWorldsStrongest'': TheDragon [[RoboticReveal turns his arm into]] a [[GatlingGood minigun]] and fires at Krillin, who {{Wall Run}}s away from it, the villain's gunfire trailing him by a good couple inches all the way.
* ''Anime/GhostInTheShell1995'': While Major Kusanagi is fighting a SpiderTank, she runs along a wall, and the tank fires its machine gun at her, but it can't keep up and just hits the wall behind her. This happens again when she does backflips going up a flight of stairs.
* Taken to ridiculous extremes in the ''Anime/{{Memories}}'' segment "Stink Bomb", in which half the Japanese army (tanks, aircraft and all) is unable to kill a guy going over a highway overpass on a ''bicycle'' (even though everything immediately behind the target gets blown to smithereens).
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* Vah Medoh's laser turrets are pretty bad with this in VideoGame/TheLegendOfZeldaBreathOfTheWild. They sometimes do this even if you're barely drifting along! Conspicuously averted with the octoroks, though. In other games they're a minor nuisance, spitting their rocks in a simple straight line that's easy to avoid. But in this one they can somehow manage to hit you from half a mile away even as you're trying to dodge.

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* Vah Medoh's laser turrets are pretty bad with this in VideoGame/TheLegendOfZeldaBreathOfTheWild.''VideoGame/TheLegendOfZeldaBreathOfTheWild''. They sometimes do this even if you're barely drifting along! Conspicuously averted with the octoroks, though. In other games they're a minor nuisance, spitting their rocks in a simple straight line that's easy to avoid. But in this one they can somehow manage to hit you from half a mile away even as you're trying to dodge.
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* In one QuicktimeEvent in ''VideoGame/TombRaider Anniversary'', [[https://www.youtube.com/watch?feature=player_detailpage&v=9AK6FOl34M8#t=163s Lara breaks free of her captor]] and runs toward another baddie, a [[PrettyFlyForAWhiteGuy wangsta]] with GunsAkimbo [=SMGs=]. He actually aims at her face, then aims down at her legs. Of course, if the player fails the QTE, he hits and kills her anyway. In a later cutscene, he misses her by inches as she runs away, though at least he aims at her center mass. And then ''again'' at her feet a few seconds later.

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* In one QuicktimeEvent in ''VideoGame/TombRaider Anniversary'', ''VideoGame/TombRaiderAnniversary'', [[https://www.youtube.com/watch?feature=player_detailpage&v=9AK6FOl34M8#t=163s Lara breaks free of her captor]] and runs toward another baddie, a [[PrettyFlyForAWhiteGuy wangsta]] with GunsAkimbo [=SMGs=]. He actually aims at her face, then aims down at her legs. Of course, if the player fails the QTE, he hits and kills her anyway. In a later cutscene, he misses her by inches as she runs away, though at least he aims at her center mass. And then ''again'' at her feet a few seconds later.
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* ''Film/BigTroubleInLittleChina''. Occurs when Jack Burton is running near a wall with the bad guys shooting at him.

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* ''Film/BigTroubleInLittleChina''. Occurs when When Jack Burton is running near a wall, David Lo Pan's guards shoot at him but all miss, hitting the wall with the bad guys shooting at him.behind him instead.
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Removing flamebait.


* In ''[[WebAnimation/StarWreck Star Wreck: In the Pirkinning]]'' [[GeneralFailure Pirk]] decides to personally fire the light balls at the ''Excavator'' without using the targeting computer, and miss with all the shots because he failed to lead the target. When his error is noted, he [[WhatAnIdiot complains that the computer he switched off should have done it for him]].

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* In ''[[WebAnimation/StarWreck Star Wreck: In the Pirkinning]]'' [[GeneralFailure Pirk]] decides to personally fire the light balls at the ''Excavator'' without using the targeting computer, and miss with all the shots because he failed to lead the target. When his error is noted, he [[WhatAnIdiot complains that the computer he switched off should have done it for him]].him.

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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's ''really'' silly if you're using EyeBeams — how do you miss the target you're looking at when the beams are coming directly out of your eyes?


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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's ''really'' silly if you're using EyeBeams — how do you miss the target you're looking at when the beams are coming directly out of your eyes?
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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's ''really'' silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is coming directly out of your eyes?

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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's ''really'' silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is are coming directly out of your eyes?
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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's really silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is coming directly out of your eyes?

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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's really ''really'' silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is coming directly out of your eyes?
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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be effectively instantaneous over any range less than astronomical. And it's really silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is coming directly out of your eyes?

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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be [[SlowLaser (but on TV, often isn't)]] effectively instantaneous over any range less than astronomical. And it's really silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is coming directly out of your eyes?
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This is even worse if you're shooting a [[FrickinLaserBeams laser,]] whose beam should be effectively instantaneous over any range less than astronomical. And it's really silly if you're using EyeBeams — how do you miss the target you're looking at when the beams is coming directly out of your eyes?
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* ''Film/{{Ultraviolet}}'' has several such scenes, but none is more blatant than when the heroine is on a gravity-defying motorcycle and running from two helicopter gunships armed with miniguns. Thousands of bullets are spewed in her direction, and they seemingly manage to hit everywhere - including ahead! - except from where she currently is.

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* ''Film/{{Ultraviolet}}'' ''Film/Ultraviolet2006'' has several such scenes, but none is more blatant than when the heroine is on a gravity-defying motorcycle and running from two helicopter gunships armed with miniguns. Thousands of bullets are spewed in her direction, and they seemingly manage to hit everywhere - including ahead! - except from where she currently is.
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* The original ''Anime/GhostInTheShell'' (1995) film. While Major Kusanagi is fighting the SpiderTank she runs along a wall and the tank fires its machine gun at her, but it can't keep up and just hits the wall behind her. It happens again when she does backflips going up a flight of stairs.

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* The original ''Anime/GhostInTheShell'' (1995) film. ''Anime/GhostInTheShell1995'': While Major Kusanagi is fighting the SpiderTank she runs along a wall and the tank fires its machine gun at her, but it can't keep up and just hits the wall behind her. It happens again when she does backflips going up a flight of stairs.

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Expanded examples related to Star Wars and fixed one redlink.


* In ''Anime/DragonBallZTheWorldsStrongest''. TheDragon [[RobotReveal turns his arm into a]] [[GatlingGood minigun]] and fires at Krillin, who {{Wall Run}}s away from it, the villain's gunfire trailing him by a good couple inches all the way.

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* In ''Anime/DragonBallZTheWorldsStrongest''. TheDragon [[RobotReveal [[RoboticReveal turns his arm into a]] [[GatlingGood minigun]] and fires at Krillin, who {{Wall Run}}s away from it, the villain's gunfire trailing him by a good couple inches all the way.



* In ''Franchise/StarWars: Film/ANewHope'' as the good guys are running away from the Death Star in the Falcon they are chased by four TIE fighters. Han and Luke get in the turret guns, but the fighters are too fast and they keep missing them as they go past. Eventually, of course, they start understanding elementary-level geometry and blow the [=TIEs=] up.
** The Death Star's guns also do a very poor job of defending against the Rebel X-Wings and Y-Wings in the climactic battle. They're heavy guns designed to prevent attack by large warships, as the Empire didn't even contemplate that small fighters might present any threat to a station [[ThatsNoMoon the size of a small moon]].
** A rather odd example in ''Attack of the Clones'': Jango Fett fires continuous rapid shots at Obi-Wan's ship for nearly a minute and appears to be right on the bead, but somehow hundreds of bolts hit every spot around the ship without making a scratch.

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* In ''Franchise/StarWars: Film/ANewHope'' as the good guys are running away from the Death Star in the Falcon they are chased ''Franchise/StarWars'':
** ''Film/ANewHope'':
*** The ''Millennium Falcon'' gets pursued
by four TIE fighters. fighters as it flees from the ''Death Star''. Han and Luke get in on the turret guns, freighter's gun turrets, but the fighters are too fast and they keep the two pilots initially kept missing them as they go past. their shot. Eventually, both of course, they them start understanding elementary-level geometry to adjust their aim and blow LeadTheTarget, blowing the [=TIEs=] up.
** *** The Death Star's guns also do a very poor job of defending against the Rebel X-Wings and Y-Wings in the climactic battle. They're heavy guns designed to prevent attack by large warships, as the Empire didn't even contemplate that small fighters might present any threat to a station [[ThatsNoMoon the size of a small moon]].
** A rather odd ''Film/AttackOfTheClones'' presents an unusual example in ''Attack of the Clones'': dogfight between Jango Fett fires and Obi-Wan Kenobi in the asteroid ring around Geonosis. Despite Jango being mostly on the bead and firing continuous rapid shots at Obi-Wan's ship interceptor for about 25 seconds, nearly a minute and appears to be right on all the bead, but somehow hundreds of bolts seem to hit every spot around the ship latter without making a scratch.scratch. However, the infrequent blue impact splashes of the bolts are interpreted by some as Jango actually depleting the ''shielding'' of Obi-Wan's interceptor, which would {{downplay|edTrope}} this trope.
** In ''Film/TheLastJedi'', the surface turrets of the First Order dreadnought ''Fulminatrix'', designed to destroy slower ships, were unable to track Poe Dameron's much faster and smaller X-Wing, allowing the Rebel pilot to destroy nearly all of the dreadnought's point defences at close range before the order to scramble fighters was given.
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* Other villain tracking example: in chapter 21 of ''WesternAnimation/StarWarsCloneWars'', during the GunshipRescue moment, the ARC troopers don't seem to land a single shot on grievous, despite the ridiculous amount of dakka they have.

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* Other villain tracking example: in chapter 21 of ''WesternAnimation/StarWarsCloneWars'', during the GunshipRescue moment, the ARC troopers don't seem to land a single shot on grievous, Grievous, despite the ridiculous amount of dakka [[MoreDakka dakka]] they have.
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* In ''Literature/FactoryOfTheGods'' The turrets are dumb and will shoot blindly if there is a moving heat source, targeting exactly where the moving person is without adjusting to shoot ahead of them.
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* ''Film/DieAnotherDay'': Possibly the least-justifiable example of this in cinema history. The weapon is [[HitScan a laser]]. In space. And even though a few fractions of a degree are all that separate its firing angle from its target's location, it somehow can't catch him

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* ''Film/DieAnotherDay'': Possibly the least-justifiable example of this in cinema history. The weapon is [[HitScan a laser]].laser. In space. And even though a few fractions of a degree are all that separate its firing angle from its target's location, it somehow can't catch him
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* Vah Medoh's laser turrets are pretty bad with this in VideoGame/TheLegendOfZeldaBreathOfTheWild. They sometimes do this even if you're barely drifting along!

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* Vah Medoh's laser turrets are pretty bad with this in VideoGame/TheLegendOfZeldaBreathOfTheWild. They sometimes do this even if you're barely drifting along!along! Conspicuously averted with the octoroks, though. In other games they're a minor nuisance, spitting their rocks in a simple straight line that's easy to avoid. But in this one they can somehow manage to hit you from half a mile away even as you're trying to dodge.
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* The T-800 does this on purpose during the events of ''Film/Terminator2JudgmentDay'' when he's "taking care of the police" during their attack on Cyberdine. Since he's under orders not to kill anyone, he resorts to blowing up the empty police cars and then shooting at the ground behind the running cops, as if ''trying'' to hit them, to chase them further back behind cover to keep them from assaulting the building. Once he swipes the [=MM1 grenade launcher=] from one of the cops, which is loaded with tear gas grenades that he decides are sufficiently non-lethal enough to just shoot the cops with, he has no problem at all [[LeadTheTarget hitting the fleeing cops with them]].
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Actually, from what I can tell (and from what the devs have said), they deliberately made demons fire less accurately the more mobile you are. Nonetheless, player consensus seems to be that certain enemies like Imps actually track your movement quite well.


* ''[[VideoGame/Doom2016 DOOM 2016]]'' is a great example of what happens when the devs try to avert this trope too hard. The game has lots of enemies that fire heavily damaging but slow projectiles, such as the Possessed Soldiers or the Revenants, and they'll try to track you geometrically - that is, they'll consider your current direction and speed and fire their [[PainfullySlowProjectile agonisingly slow attacks]] in the precise direction required to hit you ''if you continue on your exact same speed and heading'', which never happens to any player with any experience at all. This results in ridiculous things like sidestepping and watching enemies fire rockets at a good 45 degrees angle to you, to the point it can almost look like they're trying to target something else.

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* ''[[VideoGame/Doom2016 DOOM 2016]]'' is a great example of what happens when the devs try to avert ''VideoGame/Doom2016'' deliberately invokes this trope too hard. The game has lots of in order to encourage players to be fast and aggressive, as enemies are programmed to fire less accurately if the player is being mobile; amusingly, this can result in enemies that fire heavily damaging but slow projectiles, such slower or less accurate projectiles (such as the Possessed Soldiers or the Revenants, and they'll try to track you geometrically - that is, they'll consider your current direction and speed and fire their [[PainfullySlowProjectile agonisingly slow attacks]] in the precise direction required to hit you ''if you continue on your exact same speed and heading'', which never happens to any player with any experience at all. This results in ridiculous things like sidestepping and watching enemies fire rockets at a good 45 degrees angle to you, to the point it can almost look Revenants) looking like they're trying to target something else.someone else while you zip around them. That said, certain enemies (Imps in particular) will still accurately track your movement if you're not being careful.
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* Downright weird example in the first ''{{Mercenaries}}'' game. Hard to tell if the game has tracking AI, but the bullets move so slowly that you can dodge them pretty easily. Seriously, you can see the bullets coming for you, and a simple sidestep is all it takes.

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* Downright weird example in the first ''{{Mercenaries}}'' ''VideoGame/{{Mercenaries}}'' game. Hard to tell if the game has tracking AI, but the bullets move so slowly that you can dodge them pretty easily. Seriously, you can see the bullets coming for you, and a simple sidestep is all it takes.
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* Vah Medoh's laser turrets are pretty bad with this in VideoGame/TheLegendOfZeldaBreathOfTheWild. They sometimes do this even if you're barely drifting along!

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* Examples of videogame AI design that fires projectiles toward the player's current position only (without regard for player movement) are too numerous to list. Partially, this is because it's hard to track an evasive target accurately: after all, the simplest method of tracking (firing at where the player will be) assumes the player to be going at a consistent rate and direction of movement, which would allow players to easily get the [=CPUs=] to fire hilariously off by juking left and right quickly. Partially, it's a matter of game design: if the enemies were too good at hitting the player, even when they're trying to dodge, it wouldn't be very fun, would it? Sometimes, games will include both variations (fire at player's position, and fire at where they would be assuming constant velocity), the former for weaker/simpler enemies the player is intended to (literally) run circles around, the latter for more advanced enemies, to force the player to actively scramble to avoid being hit.

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* Examples of videogame video game AI design that fires projectiles toward the player's current position only (without regard for player movement) are too numerous to list. Partially, this is because it's hard to track an evasive target accurately: after all, the simplest method of tracking (firing at where the player will be) assumes the player to be going at a consistent rate and direction of movement, which would allow players to easily get the [=CPUs=] to fire hilariously off by juking left and right quickly. Partially, it's a matter of game design: if the enemies were too good at hitting the player, even when they're trying to dodge, it wouldn't be very fun, would it? Sometimes, games will include both variations (fire at player's position, and fire at where they would be assuming constant velocity), the former for weaker/simpler enemies the player is intended to (literally) run circles around, the latter for more advanced enemies, to force the player to actively scramble to avoid being hit.
** One good example of this is ''VideoGame/{{Hexen}} II'': rank-and-file Knight Archers only fire at the exact position you're in at the instant they let loose their arrows, while the [[EliteMooks higher-ranked]] Archer Lords can track your position geometrically, forcing you to move more erratically.
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It was already said that the heli was strafing.


** What made the least sense in this one is that the helicopter pilot decided to strafe rather than turn.
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* Carmelita in ''Franchise/SlyCooper'', less because of any AI limitation and more to make her feel like an AdvancingBossOfDoom. Massively subverted when she's acting as an EliteMook instead, where she's scarily competent with her shock pistol.

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* Carmelita in ''Franchise/SlyCooper'', ''VideoGame/SlyCooper'', less because of any AI limitation and more to make her feel like an AdvancingBossOfDoom. Massively subverted when she's acting as an EliteMook instead, where she's scarily competent with her shock pistol.
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* In ''Franchise/SpyroTheDragon'', weaker enemies with ranged attacks normally fire at where the player is (encouraging them charge around like crazy and just keep moving), while tougher ones, especially bosses, aim for where the player will be along their current trajectory (encouraging them to make smaller more precise movements, especially in zigzags). Perhaps best seen in the boss fight with [[WeaponizedAnimal Gulp]], who actively learns to lead the target over the course of his boss fight, at least until he gets to low enough health and just starts [[DeathFromAbove spamming shots everywhere]].
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* Examples of videogame AI design that fires projectiles toward the player's current position only (without regard for player movement) are too numerous to list. This is probably because it's hard to track an evasive target accurately, after all if they to target where you should be going at your consistent movement, you can easily get the [=CPUs=] to fire hilariously off by running left and right quickly.

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* Examples of videogame AI design that fires projectiles toward the player's current position only (without regard for player movement) are too numerous to list. This Partially, this is probably because it's hard to track an evasive target accurately, accurately: after all if they to target all, the simplest method of tracking (firing at where you should the player will be) assumes the player to be going at your a consistent rate and direction of movement, you can which would allow players to easily get the [=CPUs=] to fire hilariously off by running juking left and right quickly.quickly. Partially, it's a matter of game design: if the enemies were too good at hitting the player, even when they're trying to dodge, it wouldn't be very fun, would it? Sometimes, games will include both variations (fire at player's position, and fire at where they would be assuming constant velocity), the former for weaker/simpler enemies the player is intended to (literally) run circles around, the latter for more advanced enemies, to force the player to actively scramble to avoid being hit.

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