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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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* The ''TotalWar'' series has archer units, some 200-man strong, and all arrows are animated with ballistic trajectory. You can actually move your camera to watch the volley of arrows fly all the way to the target. They do not always hit, of course. Also the trajectory means that arrows can hit friendly units in the back if they are in the way, although archers usually fire upwards over the heads of friendly units when necessary.
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* The ''TotalWar'' ''VideoGame/TotalWar'' series has archer units, some 200-man strong, and all arrows are animated with ballistic trajectory. You can actually move your camera to watch the volley of arrows fly all the way to the target. They do not always hit, of course. Also the trajectory means that arrows can hit friendly units in the back if they are in the way, although archers usually fire upwards over the heads of friendly units when necessary.
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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 {{Robotechning}} capability! StupidJetpackHitler in action, maybe?
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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 {{Robotechning}} {{Roboteching}} capability! StupidJetpackHitler in action, maybe?
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* ''CompanyOfHeroes'', using the same engine as ''Dawn of War'', has the same issues - though it fixed the 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.
** On the other hand, projectiles rolled to hit will follow the terrain to avoid colliding before hitting the target, even though this is cleverly hidden by the line-of-sight limitation of most weapons. This anomalous projectile tracking can be easily observed in action on the Sottevast level of the vanilla campaign, abusing the German installation's wonky hit detection allowing units on the ground to shoot up at the roof from certain spots and vice versa. Moving an infantry unit into range of the [[{{BFG}} 88mm flak cannon]] on the roof will cause the flak cannon to hit the roof due to the inherent accuracy penalty almost always rolling a miss. However, moving a Sherman to the same spot will cause the flak cannon's shot to streak across the roof then {{Robotech}} vertically downwards to hit the tank.
*** Even more hilariously, while such ordinance exists in real life, it was only invented during the Cold War. StupidJetpackHitler, maybe?
** On the other hand, projectiles rolled to hit will follow the terrain to avoid colliding before hitting the target, even though this is cleverly hidden by the line-of-sight limitation of most weapons. This anomalous projectile tracking can be easily observed in action on the Sottevast level of the vanilla campaign, abusing the German installation's wonky hit detection allowing units on the ground to shoot up at the roof from certain spots and vice versa. Moving an infantry unit into range of the [[{{BFG}} 88mm flak cannon]] on the roof will cause the flak cannon to hit the roof due to the inherent accuracy penalty almost always rolling a miss. However, moving a Sherman to the same spot will cause the flak cannon's shot to streak across the roof then {{Robotech}} vertically downwards to hit the tank.
*** Even more hilariously, while such ordinance exists in real life, it was only invented during the Cold War. StupidJetpackHitler, maybe?
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* ''CompanyOfHeroes'', using the same engine as ''Dawn of War'', has the same issues - though it partially fixed the ''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.
** On the other hand, projectiles rolled to hit will follow the terrain to avoid colliding before hitting the target, even though this is cleverly hidden by the line-of-sight limitation of most weapons. This anomalous projectile tracking can be easily observed in action on the Sottevast level of the vanilla campaign, abusing the German installation's wonky hit detection allowing units on the ground to shoot up at the roof from certain spots and vice versa. Moving an infantry unit into range of the [[{{BFG}} 88mm flak cannon]] on the roof will cause the flak cannon to hit the roof due to the inherent accuracy penalty almost always rolling a miss. However, moving a Sherman to the same spot will cause the flak cannon's shot to streak across the roofthen {{Robotech}} towards the tank, do a sudden 90° turn vertically downwards when almost over the tank, drop down to street level and finally do another 90° turn back to horizontal to hit the tank.
tank's side.
*** 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 ColdWar. StupidJetpackHitler, War - and even currently existing state-of-the-art models don't have such {{Robotechning}} capability! StupidJetpackHitler in action, maybe?
** On the other hand, projectiles rolled to hit will follow the terrain to avoid colliding before hitting the target, even though this is cleverly hidden by the line-of-sight limitation of most weapons. This anomalous projectile tracking can be easily observed in action on the Sottevast level of the vanilla campaign, abusing the German installation's wonky hit detection allowing units on the ground to shoot up at the roof from certain spots and vice versa. Moving an infantry unit into range of the [[{{BFG}} 88mm flak cannon]] on the roof will cause the flak cannon to hit the roof due to the inherent accuracy penalty almost always rolling a miss. However, moving a Sherman to the same spot will cause the flak cannon's shot to streak across the roof
*** 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
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* The arrow examples come from the earlier ''Videogame/AgeOfEmpires'' games.
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* ''CompanyOfHeroes'' has a somewhat interesting duality in this respect. 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, 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.
** Or, even more ludicrously, a shell from a Pak 38 anti-tank gun curving into an M-8 armoured car.
** Or, even more ludicrously, a shell from a Pak 38 anti-tank gun curving into an M-8 armoured car.
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* ''CompanyOfHeroes'' ''VideoGame/DawnOfWar'' has a somewhat interesting duality an unusual example with the Tau Skyray gunship's missiles. They seem to miss more often than not, but when they do, they often overshoot the target before suddenly pitching more than 90° to crash back into the target.
** This trope seems to apply to all ranged weapons from ''Dark Crusade'' onwards. Even hitscan weapons seem to work by applying continuous damage over time without bothering to synchronize the damage ticks with the shooter's animations, often resulting inthis respect.the target dropping dead a split second before the shooter even pulls the trigger.
** Rolls to hit for missile weapons are always calculated on launch - but as ''Dawn of War'' didn't have scatter values or terrain collision detection like ''Company of Heroes'' does, misses result in the missile simply flying in a straight line following the terrain until it despawns, flying through everything in the way with no collision detection whatsoever.
* ''CompanyOfHeroes'', using the same engine as ''Dawn of War'', has the same issues - though it fixed the 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 thetarget, 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.
**Or, On the other hand, projectiles rolled to hit will follow the terrain to avoid colliding before hitting the target, even though this is cleverly hidden by the line-of-sight limitation of most weapons. This anomalous projectile tracking can be easily observed in action on the Sottevast level of the vanilla campaign, abusing the German installation's wonky hit detection allowing units on the ground to shoot up at the roof from certain spots and vice versa. Moving an infantry unit into range of the [[{{BFG}} 88mm flak cannon]] on the roof will cause the flak cannon to hit the roof due to the inherent accuracy penalty almost always rolling a miss. However, moving a Sherman to the same spot will cause the flak cannon's shot to streak across the roof then {{Robotech}} vertically downwards to hit the tank.
*** Even moreludicrously, a shell from a Pak 38 anti-tank gun curving into an M-8 armoured car.hilariously, while such ordinance exists in real life, it was only invented during the Cold War. StupidJetpackHitler, maybe?
** This trope seems to apply to all ranged weapons from ''Dark Crusade'' onwards. Even hitscan weapons seem to work by applying continuous damage over time without bothering to synchronize the damage ticks with the shooter's animations, often resulting in
** Rolls to hit for missile weapons are always calculated on launch - but as ''Dawn of War'' didn't have scatter values or terrain collision detection like ''Company of Heroes'' does, misses result in the missile simply flying in a straight line following the terrain until it despawns, flying through everything in the way with no collision detection whatsoever.
* ''CompanyOfHeroes'', using the same engine as ''Dawn of War'', has the same issues - though it fixed the 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
**
*** Even more
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* Rockets shot at aircraft in ''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]].
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* Rockets shot at aircraft in ''CommandAndConquerGenerals'' ''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]].
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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* ''DawnOfWar'' has an unusual example with the Sky Ray tank's missiles. They seem to miss more often than not, but when they hit they often overshoot the target before suddenly pitching more than 90° to crash back into the target.
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* Rockets shot at aircraft in ''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]].
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* In ''VideoGame/KingdomHearts3D'', one of the Zolephant dream eater's attacks is to carelessly chuck a boulder straight into the sky and out of sight, after which it'll proceed to land directly on your head a moment later if you aren't moving when it comes down. It also inexplicably ''multiplies'', becoming a rain of equally sized boulders that'll hit every enemy or ally in the near vicinity.
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* In ''VideoGame/KingdomHearts3D'', ''VideoGame/KingdomHearts3DDreamDropDistance'', one of the Zolephant dream eater's attacks is to carelessly chuck a boulder straight into the sky and out of sight, after which it'll proceed to land directly on your head a moment later if you aren't moving when it comes down. It also inexplicably ''multiplies'', becoming a rain of equally sized boulders that'll hit every enemy or ally in the near vicinity.
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** In particular, the ''VideoGame/GundamVsSeries'' grants better homing abilities to attacks when executed at closer ranges. A couple of the games have a GoodBadBug wherein one can trick the game into giving the improved homing at any range, giving the player quite literally inhuman accuracy.
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** In particular, the ''VideoGame/GundamVsSeries'' grants better homing abilities improved tracking to attacks when executed at closer ranges. A couple of the games have a GoodBadBug wherein where, by quickly changing between a close and a distant target while firing, one can trick the game into giving the improved homing at any range, tracking to a long-range attack, giving the player quite weapon literally inhuman accuracy.impossible homing capabilities.
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Namespacing.
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* Cheerfully played UpToEleven in 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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* Cheerfully played UpToEleven in 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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** In particular, the ''GundamVsSeries'' grants better homing abilities to attacks when executed at closer ranges. A couple of the games have a GoodBadBug wherein one can trick the game into giving the improved homing at any range, giving the player quite literally inhuman accuracy.
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** In particular, the ''GundamVsSeries'' ''VideoGame/GundamVsSeries'' grants better homing abilities to attacks when executed at closer ranges. A couple of the games have a GoodBadBug wherein one can trick the game into giving the improved homing at any range, giving the player quite literally inhuman accuracy.
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** Some weapons can miss though. Like in ''VideoGame/{{Warcraft}} III'', Human Mortars, in ''Franchise/StarCraft'', Terran Siege Tanks.
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** Some weapons can miss though. Like in ''VideoGame/{{Warcraft}} III'', ''VideoGame/WarcraftIII'', Human Mortars, in ''Franchise/StarCraft'', Terran Siege Tanks.
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** [[{{Warcraft}} WarCraft II]] has it for some projectiles. Although cannonballs and [[{{BreathWeapon}} dragon breath]] fly in straight lines, arrows (from archers or towers) curve to track their targets. Most units are slow enough that the effect is barely noticeable, but against certain fast units the arrows can sometimes be seen making 90 degree turns in midair.
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** [[{{Warcraft}} WarCraft II]] ''VideoGame/WarCraftII'' has it for some projectiles. Although cannonballs and [[{{BreathWeapon}} dragon breath]] fly in straight lines, arrows (from archers or towers) curve to track their targets. Most units are slow enough that the effect is barely noticeable, but against certain fast units the arrows can sometimes be seen making 90 degree turns in midair.
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It's not uncommon to find video games in which the damage of a projectile attack is calculated independently of the on-screen projectile actually hitting its target. Things get extra weird when the on-screen visuals are subservient to the calculations, as opposed to the other way around.
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* Gigas in ''Videogame/FinalFantasyXI'' toss boulders as a ranged attack. Said boulders travel to their target in a straight line and always hit in the animation, gravity and obstacles be damned.
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* Gigas in ''Videogame/FinalFantasyXI'' toss boulders as a ranged attack. Said boulders travel to their target in a straight line and always hit show an impact in the animation, gravity and obstacles be damned.damned. Of course, like the ''City of Heroes'' example above, whether or not the boulder actually hits is independent of this.
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added Gamers example
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* Cheerfully played UpToEleven in 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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[[AC:Western Animation]]
* [[WesternAnimation/WileECoyoteAndTheRoadRunner Wile E Coyote]] has been plagued with these on more than one occasion.
* [[WesternAnimation/WileECoyoteAndTheRoadRunner Wile E Coyote]] has been plagued with these on more than one occasion.
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* ''DawnOfWar'' has an unusual example with the Sky Ray tank's missiles. They seem to miss more often than not, but when they hit they often overshoot the target before suddenly pitching more than 90° to crash back into the target.
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Added War Craft II example.
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** [[{{Warcraft}} WarCraft II]] has it for some projectiles. Although cannonballs and [[{{BreathWeapon}} dragon breath]] fly in straight lines, arrows (from archers or towers) curve to track their targets. Most units are slow enough that the effect is barely noticeable, but against certain fast units the arrows can sometimes be seen making 90 degree turns in midair.
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** This also occurs in ChampionsOnline. The player character can be teleporting (read: an intangible, invisible mass of energy) and whatever projectiles were launched will pursue you to the point of staying at the exact point where your character is floating. Amusingly, they will not register the hit until after the player completes the teleport.
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** This also occurs in ChampionsOnline.''VideoGame/ChampionsOnline''. The player character can be teleporting (read: an intangible, invisible mass of energy) and whatever projectiles were launched will pursue you to the point of staying at the exact point where your character is floating. Amusingly, they will not register the hit until after the player completes the teleport.
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[[AC:Fighting]]
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[[AC:Fighting]]
* ''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.
* ''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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** This can even happen when summoned (i.e. teleported) to another zone, as long as it's on the same continent. Not often seen, but funny.
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Compare StalactiteSpite. Use of this trope may grow less frequent over time as proper physics rendering becomes more advanced, easier to do and ''expected'' by players of genres where it was once endemic but at the same time it may be continued as a {{Retraux}} touch.
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Compare StalactiteSpite. Use of this trope may grow less frequent over time as proper physics rendering becomes more advanced, easier to do and ''expected'' by players of genres where it was once endemic but at the same time it may be continued as a {{Retraux}} touch.
touch. If this happens with FrickinLaserBeams, you've got HomingLasers.
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* Blizzard's games are notorious for this: ''Videogame/{{Starcraft}}'' (at least) feature projectiles which can track a fast enemy all the way across the map- easily 20 or more times the official range of the unit which fired them.
** Some weapons can miss though. Like in Warcraft 3, Human Mortars, in Starcraft, Terran Siege Tanks.
*** A literal example in Warcraft 3. Ancient Protectors(treants 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.
** One of the most ridiculous example would be the attack of the Zerg Devourers, a spray of acid that move slower than any other projectile in the game If the Devourer attacks a Carrier's [[AttackDrone Interceptor]] (fastest unit in the game) the acid cloud will start orbiting the Carrier, while trailing the interceptor.
** Some weapons can miss though. Like in Warcraft 3, Human Mortars, in Starcraft, Terran Siege Tanks.
*** A literal example in Warcraft 3. Ancient Protectors(treants 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.
** One of the most ridiculous example would be the attack of the Zerg Devourers, a spray of acid that move slower than any other projectile in the game If the Devourer attacks a Carrier's [[AttackDrone Interceptor]] (fastest unit in the game) the acid cloud will start orbiting the Carrier, while trailing the interceptor.
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* Blizzard's games are notorious for this: ''Videogame/{{Starcraft}}'' ''Videogame/{{StarCraft I}}'' (at least) feature features projectiles which can track a fast enemy all the way across the map- easily 20 or more times the official range of the unit which fired them.
** Some weapons can miss though. Like inWarcraft 3, ''VideoGame/{{Warcraft}} III'', Human Mortars, in Starcraft, ''Franchise/StarCraft'', Terran Siege Tanks.
*** A literal example inWarcraft 3. ''Warcraft III''. Ancient Protectors(treants 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.
** One of the most ridiculous example would be the attack of the Zerg Devourers, a spray of acid that move slower than any other projectile in the game If the Devourer attacks a Carrier's [[AttackDrone Interceptor]] (fastest unit in the game) the acid cloud will start orbiting the Carrier, while trailing the interceptor. The Spore Colony's attack is faster, but again, can home on targets without any apparent way to do so.
** Some weapons can miss though. Like in
*** A literal example in
** One of the most ridiculous example would be the attack of the Zerg Devourers, a spray of acid that move slower than any other projectile in the game If the Devourer attacks a Carrier's [[AttackDrone Interceptor]] (fastest unit in the game) the acid cloud will start orbiting the Carrier, while trailing the interceptor. The Spore Colony's attack is faster, but again, can home on targets without any apparent way to do so.
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namespace
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* The ''{{Myth}}'' series is another notable example of free-flying projectile physics, (in)famous for the [[VideogameCrueltyPotential horribly messy friendly fire]] caused by only somewhat accurately aimed arrows, spears, and ''high explosives'' arcing over the terrain and interacting unpredictably with objects.
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* The ''{{Myth}}'' ''VideoGame/{{Myth}}'' series is another notable example of free-flying projectile physics, (in)famous for the [[VideogameCrueltyPotential horribly messy friendly fire]] caused by only somewhat accurately aimed arrows, spears, and ''high explosives'' arcing over the terrain and interacting unpredictably with objects.
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** The game does shave the trope closer than normal for an MMORPG, though: a projectile can go from "hit" to "miss" while being launched or thrown, if not after the instant it actually enters flight. And the use of ConcealmentEqualsCover to disrupt the aiming process also goes beyond the normal level.
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* ''Videogame/DragonAge'' does this with arrows (anyone see a pattern?) but the boulders don't track. Just their damage. Which isn't annoying at all.
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* ''Videogame/DragonAge'' ''VideoGame/DragonAgeOrigins'' does this with arrows (anyone see a pattern?) but the boulders don't track. Just their damage. Which isn't annoying at all.
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* Machinegun bullet streams and lasers in many ''Anime/{{Gundam}}'' games tend to do this as well, but most players don't seem to mind.
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* Machinegun bullet streams and lasers in many ''Anime/{{Gundam}}'' ''Franchise/{{Gundam}}'' games tend to do this as well, but most players don't seem to mind.
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** That said it doesn't explain how the homing still works when the entire level is constructed of metal.
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* [[Music/WeirdAlYankovic Weird Al's]] UHF, in a parody of ''RaidersOfTheLostArk'', started with the boulder rolling down the track to the adventurer, then continuing to follow him '''outside''' the cave and into a city, where it chased him down city streets--even doubling back on its track.
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* [[Music/WeirdAlYankovic Weird Al's]] UHF, ''Film/{{UHF}}'', in a parody of ''RaidersOfTheLostArk'', ''Film/RaidersOfTheLostArk'', started with the boulder rolling down the track to the adventurer, then continuing to follow him '''outside''' the cave and into a city, where it chased him down city streets--even doubling back on its track.
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This is a Video Game trope, and not about literal boulders. Wile\'s got no country here.
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[[AC:Western Animation]]
* [[WesternAnimation/WileECoyoteAndTheRoadrunner Wile E. Coyote]] is often assaulted by these.
* [[WesternAnimation/WileECoyoteAndTheRoadrunner Wile E. Coyote]] is often assaulted by these.