History Main / HomingBoulders

16th Jun '17 3:40:46 PM ZombieAladdin
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[[folder:Platform Gams]]

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[[folder:Platform Gams]]Games]]



* In what is perhaps the most literal case of this trope, in ''VideoGame/SonicLostWorld'''s cave stages, the rolling boulders will turn according to whether Sonic is to their left or right. They CAN miss (and there are too many of them to afford to get hit by all of them), and they will stop homing once Sonic passes them.

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* In what is perhaps the most literal case of this trope, in ''VideoGame/SonicLostWorld'''s cave stages, the rolling boulders will turn according to whether Sonic is to their left or right. They CAN miss (and there are too many of them to afford to get hit by all of them), and they will stop homing once Sonic passes them. Nevertheless, there is no reason why they should be following Sonic's movements, and it's subtle enough that anyone playing without advance knowledge might be confused why they're clumsily running into so many of these rocks.
16th Jun '17 3:07:37 PM ZombieAladdin
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* In what is perhaps the most literal case of this trope, in ''VideoGame/SonicLostWorld'''s cave stages, the rolling boulders will turn according to whether Sonic is to their left or right. They CAN miss (and there are too many of them to afford to get hit by all of them), and they will stop homing once Sonic passes them.
2nd Jun '17 7:33:40 AM Morgenthaler
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* ''AIWarFleetCommand'', where the projectiles even track the target after it teleports.

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* ''AIWarFleetCommand'', ''VideoGame/AIWarFleetCommand'', where the projectiles even track the target after it teleports.
14th May '17 9:58:24 AM nombretomado
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** Some weapons can miss though. Like in ''VideoGame/WarcraftIII'', Human Mortars, in ''Franchise/StarCraft'', Terran Siege Tanks.

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** Some weapons can miss though. Like in ''VideoGame/WarcraftIII'', Human Mortars, in ''Franchise/StarCraft'', ''VideoGame/StarCraft'', Terran Siege Tanks.
3rd May '17 7:14:52 AM ImpudentInfidel
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** Can be particularly impressive when watching five or six archer units - totaling out to sometimes more than a ''thousand'' men - firing arrows at a fleeing unit. You'll see hundreds of individual arrows screaming down at the retreating enemy, and it becomes even ''more'' awesome if you have them all [[ArrowsOnFire on fire.]]

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** Can be particularly impressive when watching five or six archer units - totaling out to sometimes more than a ''thousand'' men - firing arrows at a fleeing unit. You'll see hundreds of individual arrows screaming down at the retreating enemy, and it becomes even ''more'' awesome if you have them all [[ArrowsOnFire on fire.]]]] This often results in the rather ridiculous site of hundreds of arrows all landing in a tight cluster ''juuuust'' behind a fleeing soldier.
3rd May '17 1:28:47 AM Psychadelico
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* In [[VideoGame/SlyCooperAndTheThieviusRaccoonus the original Sly Cooper game]], being spotted by a flashlight guard meant the player ''was'' going to take damage, even if the shots had to [[{{Roboteching}} juke and weave to counterattack a player's dodge]]. Later games removed the homing, but made shots so fast they were practically HitScan, and averted HeroTrackingFailure, to compensate.
20th Jan '17 9:29:34 PM DustSnitch
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* Rockets shot at aircraft in ''VideoGame/CommandAndConquerGenerals'' will home in on them for quite some time. If you, however, manage to evade them long enough, [[TheDevTeamThinksOfEverything you will see them burn out and slowly descend to the ground before exploding]], with the pursuit distance depending on what fired the missile. The GLA's Soviet-era [=RPGs=] drop out of the sky almost immediately if they don't hit the target, whereas the US' state-of-the-art Missile Defender rockets will chase the same target for quite a distance.

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* Rockets shot at aircraft in ''VideoGame/CommandAndConquerGenerals'' will home in on them for quite some time. If you, however, manage to evade them long enough, [[TheDevTeamThinksOfEverything [[DevelopersForesight you will see them burn out and slowly descend to the ground before exploding]], with the pursuit distance depending on what fired the missile. The GLA's Soviet-era [=RPGs=] drop out of the sky almost immediately if they don't hit the target, whereas the US' state-of-the-art Missile Defender rockets will chase the same target for quite a distance.
18th Nov '16 8:26:48 AM Medinoc
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*** Even more hilariously, while such ordinance (rockets ''and'' artillery shells, including shells designed to be fired from tank cannons) exists in real life, it was only invented during the Cold War - and even currently existing state-of-the-art models don't have such {{Roboteching}} capability! StupidJetpackHitler in action, maybe?

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*** Even more hilariously, while such ordinance ordnance (rockets ''and'' artillery shells, including shells designed to be fired from tank cannons) exists in real life, it was only invented during the Cold War - and even currently existing state-of-the-art models don't have such {{Roboteching}} capability! StupidJetpackHitler in action, maybe?
24th Jul '16 5:45:06 PM nombretomado
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* ''CompanyOfHeroes'', using the same engine as ''Dawn of War'', has the same issues - though it partially fixed ''Dawn of War'''s missile issue. When a unit fires a projectile, it rolls to hit based on the weapon, distance, cover and any other modifiers. If a hit is rolled, the projectile will track the target and deal damage on impact, which can lead to fairly slow projectiles like bazooka rockets curving mid-flight to follow a fast-moving target. However, if a miss is rolled, the projectile will still be fired in the general direction of the target, with different weapons having different scatter angles. The projectile will then hit the first thing it clips with, whether terrain, obstacles or units. If it hits a unit, it will do damage to that unit in the normal way.

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* ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', using the same engine as ''Dawn of War'', has the same issues - though it partially fixed ''Dawn of War'''s missile issue. When a unit fires a projectile, it rolls to hit based on the weapon, distance, cover and any other modifiers. If a hit is rolled, the projectile will track the target and deal damage on impact, which can lead to fairly slow projectiles like bazooka rockets curving mid-flight to follow a fast-moving target. However, if a miss is rolled, the projectile will still be fired in the general direction of the target, with different weapons having different scatter angles. The projectile will then hit the first thing it clips with, whether terrain, obstacles or units. If it hits a unit, it will do damage to that unit in the normal way.
11th Jul '16 1:27:00 PM REV6Pilot
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* In ''VideoGame/XCOMEnemyUnknown'', if a character attacks and misses, it doesn't matter whether or not the graphical representation of the shots land on the intended target a successful hit will have the shots always land straight at the exact spot of the target's head. A soldier shoots at a Muton and hits it twice in the torso and once in the cheek? "Shot failed to connect!". This effect is especially visible with the Plasma Pistol and Heavy Plasma, which fire several large projectiles that are easy to track.
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