History Main / LeadTheTarget

18th Apr '17 11:36:43 AM 32_Footsteps
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' requires this for archery for any enemy that moves or if Link is moving while shooting. Enemies will attempt to track Link's movements with varying levels of success as well - Bokoblins are pretty bad about it (to the extent that Link actively dodging in any way will make them more likely to hit their allies), while Octoroks are experts - if Link's movements are in a straight line, Octoroks ''will'' accurately shoot him on the move.
15th Jan '17 4:13:19 PM nombretomado
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* In ''BrutalLegend'', Eddie needs to help a neurotic bouncer operating a mortar cannon hit his targets, not only by spotting, but teaching him how to lead moving targets.

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* In ''BrutalLegend'', ''VideoGame/BrutalLegend'', Eddie needs to help a neurotic bouncer operating a mortar cannon hit his targets, not only by spotting, but teaching him how to lead moving targets.
8th Dec '16 11:32:56 AM Doug86
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* In JLA #10 (Creator/GrantMorrison era), ComicBook/GreenArrow (Connor Hawke) uses this to defeat the Hologram [[TheFlash Flash]] of the Revenge Squad.

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* In JLA ''JLA'' #10 (Creator/GrantMorrison era), ComicBook/GreenArrow (Connor Hawke) uses this to defeat the Hologram [[TheFlash [[Franchise/TheFlash Flash]] of the Revenge Squad.



* ''VideoGame/SniperElite'', which puts you in the shoes of a [[ExactlyWhatItSaysOnTheTin American OSS Agent and sniper]] in Berlin during [[WorldWarII World War 2]], had simulated gravity, wind, breathing, and bullet travel time. All except the travel time could be turned off.

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* ''VideoGame/SniperElite'', which puts you in the shoes of a [[ExactlyWhatItSaysOnTheTin American OSS Agent and sniper]] in Berlin during [[WorldWarII World War 2]], UsefulNotes/WorldWarII, had simulated gravity, wind, breathing, and bullet travel time. All except the travel time could be turned off.



** During WorldWarII, the US military purchased a large number of hunting shotguns and incorporated skeet shooting into the early stages of aircrew and naval anti-aircraft training, so that gunners would already be used to the idea of leading the target before they moved on to training with machine guns.

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** During WorldWarII, UsefulNotes/WorldWarII, the US military purchased a large number of hunting shotguns and incorporated skeet shooting into the early stages of aircrew and naval anti-aircraft training, so that gunners would already be used to the idea of leading the target before they moved on to training with machine guns.
7th Dec '16 10:59:13 PM KeithM
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*** Despite the existence of automatic targeting solutions provided by computer, being qualified as a submarine captain in several navies still requires an officer to demonstrate that they can calculate a torpedo firing solution purely through periscope observations, a stopwatch, and manual calculation.

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*** Despite the existence of automatic targeting solutions provided by computer, being qualified as a submarine captain commanding officer in several navies still requires an that officer to demonstrate that they can calculate produce a torpedo firing solution purely through periscope observations, a stopwatch, and manual calculation.
7th Dec '16 10:58:09 PM KeithM
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**** Despite the existence of automatic targeting solutions provided by computer, being qualified as a submarine captain in several navies still requires an officer to demonstrate that they can calculate a torpedo firing solution purely through periscope observations, a stopwatch, and manual calculation.
30th Sep '16 8:59:06 AM Morgenthaler
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** Similarly, the ''AceCombat'' series and other games about fighters typically have a targeting reticule for the guns that indicate where the bullets will go. Very important when shooting while making tight turns.

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** Similarly, the ''AceCombat'' ''VideoGame/AceCombat'' series and other games about fighters typically have a targeting reticule for the guns that indicate where the bullets will go. Very important when shooting while making tight turns.



* ''SniperElite'', which puts you in the shoes of a [[ExactlyWhatItSaysOnTheTin American OSS Agent and sniper]] in Berlin during [[WorldWarII World War 2]], had simulated gravity, wind, breathing, and bullet travel time. All except the travel time could be turned off.
* ''RedOrchestra: Ostfront 41-45'' has (fairly) realistic bullet and shell physics, requiring players to learn not only to lead their targets, but also to estimate ranges and compensate for bullet drop. Nailing a moving T-34 with a [=StuG III=] is ''hard''.

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* ''SniperElite'', ''VideoGame/SniperElite'', which puts you in the shoes of a [[ExactlyWhatItSaysOnTheTin American OSS Agent and sniper]] in Berlin during [[WorldWarII World War 2]], had simulated gravity, wind, breathing, and bullet travel time. All except the travel time could be turned off.
* ''RedOrchestra: ''VideoGame/RedOrchestra: Ostfront 41-45'' has (fairly) realistic bullet and shell physics, requiring players to learn not only to lead their targets, but also to estimate ranges and compensate for bullet drop. Nailing a moving T-34 with a [=StuG III=] is ''hard''.



* ''FlyingHeroes'', a flight-based fantasy shooter for the PC, required that you lead your target. However, you could get an "Auto-Aiming" spell that would display a target for its duration to show where you ''should'' be aiming to hit.

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* ''FlyingHeroes'', ''VideoGame/FlyingHeroes'', a flight-based fantasy shooter for the PC, required that you lead your target. However, you could get an "Auto-Aiming" spell that would display a target for its duration to show where you ''should'' be aiming to hit.



* ''SteelBattalion'': 2nd-and-3rd-gen [[AMechByAnyOtherName VTs]] have the Forecast Shooting System (FSS), which can be toggled on or off. The game has a built-in aimbot of sorts when locked on to an enemy target that keeps the weapons trained on said target regardless of where the right stick has its reticle, and most of the weapons fire {{Painfully Slow Projectile}}s that can easily be dodged with a slidestep, so FSS helps quite a bit, but is not so good as to make it a ''GameBreaker''. Without it, the weapon aiming is not compensated at all, effectively forcing 1st-gen VT pilots to aim manually without lock-on.

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* ''SteelBattalion'': ''VideoGame/SteelBattalion'': 2nd-and-3rd-gen [[AMechByAnyOtherName VTs]] have the Forecast Shooting System (FSS), which can be toggled on or off. The game has a built-in aimbot of sorts when locked on to an enemy target that keeps the weapons trained on said target regardless of where the right stick has its reticle, and most of the weapons fire {{Painfully Slow Projectile}}s that can easily be dodged with a slidestep, so FSS helps quite a bit, but is not so good as to make it a ''GameBreaker''. Without it, the weapon aiming is not compensated at all, effectively forcing 1st-gen VT pilots to aim manually without lock-on.
17th Sep '16 6:51:11 PM LucaEarlgrey
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* Pinky in ''VideoGame/PacMan'' doesn't target Pac-Man's position, but rather four spaces in front of him.
14th Aug '16 6:27:15 AM megarotic
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-->'''Joker:''' 'ow can you shoot women and children?\\

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-->'''Joker:''' 'ow How can you shoot women and children?\\
8th Aug '16 11:18:01 PM freefall4242
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* In ''Videogame/GunsOfIcarus'', unless you're at point-blank range, this is required for many of the weapons. This is especially prominent when using the Hades Light Cannon.

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* In ''Videogame/GunsOfIcarus'', Nearly every gun in ''Videogame/GunsOfIcarus'' requires this to some extent, unless you're at point-blank range, this is required for many range. Some of the weapons. This is especially prominent when using slow projectiles, like the Hades Light Cannon.and harpoon launcher, actually require the player to take into account the movement of ''their own ship'' on top of the motion of the enemy.
** A variation is used with the mine launcher. Skilled players can typically get the mines to deploy ''just'' in front of the direction the enemy ship is headed so that its own momentum will carry it into the mine before anything can be done to avoid it.
7th Aug '16 11:00:52 PM UmbrellasWereAwesome
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* In ''Franchise/{{Halo}}'', this is important if you want to ensure that you hit a moving target, as the bullets have a slight delay before they impact on the foe.
** Well, for most of the guns. The ''VideoGame/{{Halo 2}}'' BR and the ''VideoGame/HaloReach'' DMR are hitscan. For ''HR'', they've also basically killed the auto aim.

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* In ''Franchise/{{Halo}}'', this is important if ''Franchise/{{Halo}}''[='s=] precision weapons tend to be hitscan, but some of its weapons do still require you want to ensure that you hit lead a moving target, as like the bullets have a slight delay before they impact on the foe.
rocket launcher.
** Well, for most of the guns. The ''VideoGame/{{Halo 2}}'' BR and the ''VideoGame/HaloReach'' DMR 3}}'' is particularly notable for requiring you to do this, since virtually ''none'' of its weapons are hitscan. For ''HR'', they've also basically killed the auto aim.hitscan.



* This is the tactic one should use to play ''SpaceInvaders'' and other games of the like.

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* This is the tactic one should use to play ''SpaceInvaders'' ''VideoGame/SpaceInvaders'' and other games of the like.
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