History Main / HomingBoulders

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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Added DiffLines:

* 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.
9th Jul '16 1:47:20 PM StFan
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* This is played straight in ''Videogame/{{Pikmin}} 2'' where the Decorated Cannon Beetle fires boulders which actively home in on your character. It is {{justified|Trope}} in the Piklopedia where it notes that the boulders are magnetic and attracted to the high metal content in Olimar's space suit.
** That said it doesn't explain how the homing still works when the entire level is constructed of metal.

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* This is played straight in ''Videogame/{{Pikmin}} 2'' where the Decorated Cannon Beetle fires boulders which actively home in on your character. It is {{justified|Trope}} in the Piklopedia where it notes that the boulders are magnetic and attracted to the high metal content in Olimar's space suit.
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suit. That said said, it doesn't explain how the homing still works when the entire level is constructed of metal.

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* In ''BloodlineChampions'', if it can harm your enemy in some way... it will never do this. Even standard healing abilities require a bit of aim, and only some effects that are friendly and targetted to one person will always hit. Yes, that taunt ability has to travel and make contact with an enemy.

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* In ''BloodlineChampions'', ''VideoGame/BloodlineChampions'', if it can harm your enemy in some way... it will never do this. Even standard healing abilities require a bit of aim, and only some effects that are friendly and targetted to one person will always hit. Yes, that taunt ability has to travel and make contact with an enemy.




!!Non-VideoGame Examples:
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* Cheerfully played UpToEleven in Film/TheGamers where an extremely difficult shot is made against an enemy fleeing through a forest. With the modifiers for cover, distance, movement and so on piling up, it can only hit on a [[CriticalHit Natural 20]] - which it does, of course. Ingame, we get a scene of the arrow almost stalking its target, changing course multiple times before hitting it from an entirely different direction.

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* [[WesternAnimation/WileECoyoteAndTheRoadRunner Wile E Coyote]] has been plagued with these on more than one occasion.

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* Cheerfully played UpToEleven in Film/TheGamers ''Film/TheGamers'' where an extremely difficult shot is made against an enemy fleeing through a forest. With the modifiers for cover, distance, movement and so on piling up, it can only hit on a [[CriticalHit Natural 20]] - which it does, of course. Ingame, we get a scene of the arrow almost stalking its target, changing course multiple times before hitting it from an entirely different direction.

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* [[WesternAnimation/WileECoyoteAndTheRoadRunner ''WesternAnimation/WileECoyoteAndTheRoadRunner'': Wile E Coyote]] Coyote has been plagued with these on more than one occasion.
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13th Jun '16 4:25:28 AM VampireBuddha
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In many games which show projectiles, a shortcut often taken by programmers who don't want to bother with complexities such as tracking and physics is to assume that every projectile attack will ultimately "hit" or "miss" its target and dictate this outcome ahead of time, usually with a die roll or HitScan trace. Nothing the target can do after that will avoid damage, the projectile follows the target perfectly, often even through obstacles.

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In many games which show projectiles, a shortcut often taken by programmers who don't want to bother with complexities such as tracking and physics is to assume that every projectile attack will ultimately "hit" or "miss" its target and dictate this outcome ahead of time, usually with a die roll or HitScan {{hitscan}} trace. Nothing the target can do after that will avoid damage, the projectile follows the target perfectly, often even through obstacles.



Compare HitScan, which often overlaps.

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Compare HitScan, {{hitscan}}, which often overlaps.



* ''Videogame/SaintsRow2'' has a variation, noticeable when using machine guns from aerial locations- despite [[EveryBulletIsATracer every bullet being a really, really slow tracer round]] visually, the game tracks machine guns as HitScan weapons. This isn't noticeable when firing at slow targets or at still targets, but when firing at a fast-moving targets, the bullets appear to hit the ground several feet behind the target, which has taken damage from every shot.

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* ''Videogame/SaintsRow2'' has a variation, noticeable when using machine guns from aerial locations- despite [[EveryBulletIsATracer every bullet being a really, really slow tracer round]] visually, the game tracks machine guns as HitScan {{hitscan}} weapons. This isn't noticeable when firing at slow targets or at still targets, but when firing at a fast-moving targets, the bullets appear to hit the ground several feet behind the target, which has taken damage from every shot.
14th Mar '16 10:28:18 AM Prfnoff
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* ''Backyard Wrestling'' featured this. A thrown projectile was guaranteed to score a hit, curving in mid-flight and even back-tracking to smack into you no matter how fancy your maneuvers to try and avoid it. The game's quality is... dubious, to put mildly.

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* ''Backyard Wrestling'' ''VideoGame/BackyardWrestling'' featured this. A thrown projectile was guaranteed to score a hit, curving in mid-flight and even back-tracking to smack into you no matter how fancy your maneuvers to try and avoid it. The game's quality is... dubious, to put mildly.



* In ''MapleStory'', arrows usually home in on their targets, even if the archer's bow isn't pointing in the same direction. Throwing Stars do funny things, too, but they're {{Ninja}} weapons so maybe thats not too surprising. The homing bullets, however, do not have that excuse.

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* In ''MapleStory'', ''VideoGame/MapleStory'', arrows usually home in on their targets, even if the archer's bow isn't pointing in the same direction. Throwing Stars do funny things, too, but they're {{Ninja}} weapons so maybe thats not too surprising. The homing bullets, however, do not have that excuse.
27th Dec '15 3:35:14 AM Siggu
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*** A literal example in ''Warcraft III''. Ancient Protectors ({{treant}}s which double as towers for the Night Elves) throw boulders at both grounded and flying units. If the unit moves just within range, then runs/flies at high speed at a different angle, the boulders can follow some truly ridiculous trajectories.

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*** A literal example in ''Warcraft III''. Ancient Protectors ({{treant}}s which double as towers for the Night Elves) throw boulders at both grounded and flying units. If the unit moves just within range, then runs/flies at high speed at a different angle, the boulders can follow some truly ridiculous trajectories. The game also has a "Miss" mechanic, but even when a range attack misses, it will still home on the target.
30th Oct '15 12:09:59 AM justanid
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* The ''VideoGame/{{Thief}}'' series allows you to dodge arrows and magic projectiles if you time it right, even to the point that they'll cause friendly fire. Likewise, enemies sometimes side-step when they see you aiming an arrow at them, though the AI is generally too dumb to dodge effectively.
26th Jul '15 8:04:16 AM Morgenthaler
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* In ''{{Divinity}} 2 Ego Draconis'', bow arrows have a curious tendency to swerve towards you even if you've gotten out of the way, and poisoned arrows are even worse; whereas most magical attacks (which could be justified to home in on you) travel in straight lines and can be sidestepped. In the Orobas Fjords the goblins fire catapults with literal Homing Boulders (they will swerve and seek you out unless you're constantly moving) while Damien's magical ballista towers (which shoot green bolts of energy) shoot in straight, easily dodged lines.

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* In ''{{Divinity}} ''Divinity 2 Ego Draconis'', bow arrows have a curious tendency to swerve towards you even if you've gotten out of the way, and poisoned arrows are even worse; whereas most magical attacks (which could be justified to home in on you) travel in straight lines and can be sidestepped. In the Orobas Fjords the goblins fire catapults with literal Homing Boulders (they will swerve and seek you out unless you're constantly moving) while Damien's magical ballista towers (which shoot green bolts of energy) shoot in straight, easily dodged lines.
5th May '15 5:53:25 PM nombretomado
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* The TropeNamer (but not the Ur-Example) is ''CityOfHeroes''. The damage also isn't applied until the boulder actually hits, although the decision of whether it does is made as soon as its thrown. Hits not only curve and chase you, but will go through walls to impact you. If you aim at a Teleporter, this can lead to some truly amazing boulder throws or sniper shots. Curiously, misses always travel in a straight line.

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* The TropeNamer (but not the Ur-Example) is ''CityOfHeroes''.''VideoGame/CityOfHeroes''. The damage also isn't applied until the boulder actually hits, although the decision of whether it does is made as soon as its thrown. Hits not only curve and chase you, but will go through walls to impact you. If you aim at a Teleporter, this can lead to some truly amazing boulder throws or sniper shots. Curiously, misses always travel in a straight line.
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