History Main / LeadTheTarget

5th Jan '16 9:25:05 PM FordPrefect
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See HeroTrackingFailure for when the villains [[ImperialStormtrooperMarksmanshipAcademy fail to do this]] and WronskiFeint for a aviation variant.
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See HeroTrackingFailure for when the villains [[ImperialStormtrooperMarksmanshipAcademy fail to do this]] and WronskiFeint for a an aviation variant.
5th Jan '16 9:23:48 PM FordPrefect
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This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use clay pigeon traps for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply hurt whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.
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This is called Leading (Or leading (or windage), and is a RealLife tactic and training method. It's why you use clay pigeon traps for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply hurt whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.
25th Dec '15 9:11:17 PM TheWanderer
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Added DiffLines:
[[AC: Web Video]] * When Vegeta attempts to fight [[EvilOverlord Freeza]] in ''WebVideo/DragonballZAbridged'', Piccolo notes that none of Vegeta's {{Ki Attack}}s are landing because Vegeta is failing to do this.
3rd Nov '15 3:27:33 AM HopeFox
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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[FrickinLaserBeams ignore this]]. Perhaps they are taking account of very long ranges - 20,000 miles is a tenth of a light-second - and absurdly high speeds; a ship moving at Earth escape velocity covers ''a lot'' of ground in a tenth of a second.
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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[FrickinLaserBeams ignore this]]. Perhaps they are taking account of very long ranges - 20,000 miles is a tenth of a light-second - and absurdly high speeds; a ship moving at Earth escape velocity covers ''a lot'' of ground in a tenth of a second. second. There may also be a delay between squeezing the trigger and actually releasing the beam.
9th Oct '15 4:38:33 PM nombretomado
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* The N64 versions of ''VideoGame/GoldenEye1997'' and ''PerfectDark'' had this [[InvertedTrope inverted]]; round-firing weapons worked with hitscan, while energy and laser weapons had to lead the target (primarily because the laser beams had to be animated traveling from barrel to target). It's hard to notice this because of both games' default auto-aim setting and slow movement speed, but it's there.
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* The N64 versions of ''VideoGame/GoldenEye1997'' and ''PerfectDark'' ''VideoGame/PerfectDark'' had this [[InvertedTrope inverted]]; round-firing weapons worked with hitscan, while energy and laser weapons had to lead the target (primarily because the laser beams had to be animated traveling from barrel to target). It's hard to notice this because of both games' default auto-aim setting and slow movement speed, but it's there.
25th Sep '15 4:03:26 PM nombretomado
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* In JLA #10 (Creator/GrantMorrison era), GreenArrow (Connor Hawke) uses this to defeat the Hologram [[TheFlash Flash]] of the Revenge Squad.
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* In JLA #10 (Creator/GrantMorrison era), GreenArrow ComicBook/GreenArrow (Connor Hawke) uses this to defeat the Hologram [[TheFlash Flash]] of the Revenge Squad.
22nd Sep '15 11:53:41 PM MSTOP
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*''VideoGame/MetroidPrime2Echoes'' has two examples: the Alpha Splinter, who only uses this tactic ''before'' it gets possessed by the Ing; and the Power Bomb Guardian, who tries to throw its Power Bombs ahead of Samus as she navigates along Spider Ball tracks.
17th Aug '15 10:12:35 AM MarsJenkar
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* The photon torpedoes shot at the climax of ''Film/StarTrekFirstContact'' are shot noticeably in front of the target... [[spoiler:and miss just ''behind'' it, as the shooter intended]].
22nd Jun '15 10:03:31 AM poi99
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That wasn't a rhetorical question.
'''Gunner''': [[RhetoricalQuestionBlunder Easy. You just don't lead 'em so much. Ain't war hell?]]
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'''Gunner''': [[RhetoricalQuestionBlunder [[AmbiguousSyntax Easy. You just don't lead 'em so much. Ain't war hell?]]
4th Jun '15 1:58:52 PM MinsiII
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** Anti-Aircraft Gun Laying is the most challenging since an airplane is an object that moves in three dimensions instead of two like a ground object. The revolutionary advent of the Proximity Fuse has made this significantly easier. ** Stadiametric Rangefinding was the most common technique for aiming guns used by the army. This has since been largely superseded by electronic devices such as Laser Rangefinders but not completely replaced due to the threat of electronic countermeasures. ** 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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** Anti-Aircraft Gun Laying is the most challenging since an airplane is an object that moves in three dimensions instead of two like a ground object. The revolutionary advent of the [[http://en.wikipedia.org/wiki/Proximity_fuze Proximity Fuse Fuse]] has made this significantly easier. ** [[http://en.wikipedia.org/wiki/Stadiametric_rangefinding Stadiametric Rangefinding Rangefinding]] was the most common technique for aiming guns used by the army. This has since been largely superseded by electronic devices such as [[http://en.wikipedia.org/wiki/Laser_rangefinder Laser Rangefinders Rangefinders]] but not completely replaced due to the threat of electronic countermeasures. ** 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...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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