History Main / SuperPersistentMissile

5th Feb '16 1:39:01 AM Underachiever
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[[folder: Tabletop Games ]] * {{Tabletop RPG}}s, especially ones with build-your-own-attack rules, will sometimes allow for attacks that can try again on the next turn (and possibly the one after that, and so on) if the initial to-hit roll misses. For example, the "Guided Missiles" stunt in ''TabletopGame/StarblazerAdventures'' will allow a starship to use its Projectile Weapons skill to fire, well, [[ExactlyWhatItSaysOnTheTin guided missiles]] that will keep attacking their target on successive turns until they hit, are shot down, or their effective skill (which drops a bit with each attack) is reduced to zero. [[/folder]]
12th Nov '15 8:42:02 AM demonfiren
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* In ''WesternAnimation/SWATKats'', the Metalikats once fired "The Relentless Missile" at the hero's jet eventually they do get rid of it by useing a decoy while turning off their engines.
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* In ''WesternAnimation/SWATKats'', the Metalikats once fired "The Relentless Missile" at the hero's jet jet; eventually they do get rid of it by useing a decoy while turning off their engines.
26th Aug '15 1:27:43 AM TuefelHundenIV
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* ''VideoGame/FromTheDepths'': Due to the missiles being custom built it is not uncommon for a missile to make multiple attack passes on the target as long as its fuel holds out.
23rd Jun '15 2:01:52 PM malter
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* Bullet Bills in ''VideoGame/SuperMarioGalaxy'' become like this when you get close. You can [[WronskiFeint use it to your advantage]].
5th Jun '15 10:00:01 AM delta1
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* ''VideoGame/RogueSquadron'' has missile turrets in most of the later levels. The persistence of the missiles seems to vary throughout the game, but at the worst you'll see them making multiple passes against you and following you through any maneuvers you make. If you're fortunate enough to be flying a ship that can outrun the missiles, you can switch your camera view and then start flying in circles...then watch all those missiles follow you around in circles until they run out of fuel. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss and come around for another pass, then miss again, until you see them flying rings around the target like they're electrons circling an atomic nucleus.
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* ''VideoGame/RogueSquadron'' has missile turrets in most of the later levels. The persistence of the missiles seems to vary throughout the game, but at the worst you'll see them making multiple passes against you and following you through any maneuvers you make. If you're fortunate enough to be flying a ship that can outrun the missiles, you can switch your camera view and then start flying fly around in circles...circles, then watch all those missiles follow you around in circles until they run out of fuel. around. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss and come around for another pass, miss, turn around, then miss again, until you see them flying rings around the target like they're electrons circling orbiting an atomic nucleus.atom. * ''VideoGame/WorldInConflict'': anti-air missiles will sometimes bug out and miss their intended target even though the game intends for it to register as a hit. The missile will then fly around in rings until it hits the target helicopter.
16th May '15 3:03:59 PM demonfiren
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* ''VideoGame/RogueSquadron'' has missile turrets in most of the later levels. The persistence of the missiles seems to vary throughout the game, but at the worst you'll see them making multiple passes against you and following you through any maneuvers you make. If you're fortunate enough to be flying a ship that can outrun the missiles, you can switch your camera view and then start flying in circles...then watch all those missiles follow you around in circles until they run out of fuel. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss and come around for another pass, then miss again, until you see them flying rings around the target like they're electrons circling an atomic nuclei.
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* ''VideoGame/RogueSquadron'' has missile turrets in most of the later levels. The persistence of the missiles seems to vary throughout the game, but at the worst you'll see them making multiple passes against you and following you through any maneuvers you make. If you're fortunate enough to be flying a ship that can outrun the missiles, you can switch your camera view and then start flying in circles...then watch all those missiles follow you around in circles until they run out of fuel. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss and come around for another pass, then miss again, until you see them flying rings around the target like they're electrons circling an atomic nuclei.nucleus.
16th Apr '15 7:31:43 PM delta1
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* [=SAMs=] in ''VideoGame/CommandAndConquerTiberianSun''. They will chase your helicopters across the ''entire map'' and they ''will'' hit since you don't have time to land before they catch up with you.
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* [=SAMs=] Anti-air missiles in ''VideoGame/CommandAndConquerTiberianSun''. They will chase your helicopters aircraft across the ''entire map'' and they ''will'' hit since you don't have time to land before they catch up with you.you. Oddly enough though, this doesn't happen if they're firing at jumpjet infantry and the target moves out of range.

* ''VideoGame/StarTrekOnline'' plays this oddly, as whether or not a given torpedo hits the target is predetermined by the RNG when it's fired. So you can have one torpedo fired at an [[FragileSpeedster escort]] or SpaceFighter follow its every maneuver until it hits the range cutoff, and then aim your next shot at a ''stationary target'' and have it randomly careen off into space..
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* ''VideoGame/StarTrekOnline'' plays this oddly, as whether or not a given torpedo hits the target is predetermined by the RNG when it's fired. So you can have one torpedo fired at an [[FragileSpeedster escort]] or SpaceFighter follow its every maneuver until it hits the range cutoff, and then aim your next shot at a ''stationary target'' and have it randomly careen off into space..space... * ''VideoGame/RogueSquadron'' has missile turrets in most of the later levels. The persistence of the missiles seems to vary throughout the game, but at the worst you'll see them making multiple passes against you and following you through any maneuvers you make. If you're fortunate enough to be flying a ship that can outrun the missiles, you can switch your camera view and then start flying in circles...then watch all those missiles follow you around in circles until they run out of fuel. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss and come around for another pass, then miss again, until you see them flying rings around the target like they're electrons circling an atomic nuclei.
16th Apr '15 4:59:16 PM R1ck1
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* ''VideoGame/{{Dota 2}}'' features the BunglingInventor Gyrocopter's homing missile--a comically large bomb with a fuse that doggedly tracks its target. It picks up speed and hurts more the faster it goes.
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* ''VideoGame/{{Dota 2}}'' features the BunglingInventor Gyrocopter's homing missile--a comically large bomb with a fuse that doggedly tracks its target. It picks up speed and hurts more the faster farther it goes.
8th Mar '15 3:55:57 PM Tropeless
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Removing redundant example.
* ''VideoGame/StarTrekOnline'' plays this oddly, as whether or not a given torpedo hits the target is predetermined by the RNG when it's fired. So you can have one torpedo fired at an [[FragileSpeedster escort]] or SpaceFighter follow its every maneuver until it hits the range cutoff, and then aim your next shot at a ''stationary target'' and have it randomly careen off into space. * The spiny ("blue") shells from ''VideoGame/MarioKart'', once fired, will always hit something, though that something varies by the particular game. In some, they'll unerringly hit the race leader. In others, they'll unerringly hit whoever was race leader ''at the time the shell was launched''. It's possible, with an extremely well-timed shunt, to dodge them in ''Double Dash'', but it's difficult to the point of being functionally impossible.
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* ''VideoGame/StarTrekOnline'' plays this oddly, as whether or not a given torpedo hits the target is predetermined by the RNG when it's fired. So you can have one torpedo fired at an [[FragileSpeedster escort]] or SpaceFighter follow its every maneuver until it hits the range cutoff, and then aim your next shot at a ''stationary target'' and have it randomly careen off into space. * The spiny ("blue") shells from ''VideoGame/MarioKart'', once fired, will always hit something, though that something varies by the particular game. In some, they'll unerringly hit the race leader. In others, they'll unerringly hit whoever was race leader ''at the time the shell was launched''. It's possible, with an extremely well-timed shunt, to dodge them in ''Double Dash'', but it's difficult to the point of being functionally impossible.space..
17th Feb '15 5:15:39 AM Omeganian
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* In ''WesternAnimation/JusticeLeague'', Darksied's Omega Beam will NOT stop following its target (they will even change directions at a corner) until they hit something, which will almost always be the intended victim.
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* In ''WesternAnimation/JusticeLeague'', Darksied's Darkseid's Omega Beam will NOT stop following its target (they will even change directions at a corner) until they hit something, which will almost always be the intended victim.
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