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* Missiles in the ''[[Videogame/{{X}} X-Universe]]'' will ''always'' continue to pursue their targets, so long as they have fuel [[CaptainObvious and they're not dumbfire]]. The only way to stop a missile is to shoot it down or outrun it. Missile Frigates fire especially long-ranged missiles which are RoboTeching, [[RecursiveAmmo recursive]], and will target new enemies upon the destruction of their original target; which can lead to fighter craft spinning around wildly, attempting to avoid the hundreds of missiles spinning around them furiously and attempting to out-turn the fighter.

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* Missiles in the ''[[Videogame/{{X}} X-Universe]]'' will ''always'' continue to pursue their targets, so long as they have fuel [[CaptainObvious and they're not dumbfire]].dumbfire. The only way to stop a missile is to shoot it down or outrun it. Missile Frigates fire especially long-ranged missiles which are RoboTeching, [[RecursiveAmmo recursive]], and will target new enemies upon the destruction of their original target; which can lead to fighter craft spinning around wildly, attempting to avoid the hundreds of missiles spinning around them furiously and attempting to out-turn the fighter.


* The QAAM from the later ''VideoGame/AceCombat'' games is one of the only missiles in the game that can turn around, and is incredibly hard for the AI to dodge.

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* The QAAM (Quick Maneuver Air-to-Air Missile) from the later ''VideoGame/AceCombat'' games is one of the only missiles in the game that can turn around, and is incredibly hard for the AI to dodge.

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* In one episode of ''WesternAnimation/ThePowerpuffGirls'', Bubbles's birthday present is an empty box with a target painted on the inside of its lid. As she and the other girls soon discover, opening the box activates a missile that will rocket itself toward that target, no matter what, and it travels as quickly as Bubbles can fly. It takes Bubbles a few moments to realize she can just toss the lid far away so the missile will collide with the target and explode where it won't harm anyone.

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* Every missile in ''VideoGame/XCOMInterceptor'' engages in ridiculous turns to try to hit the target, and if they miss, they swing around to try again. They can be avoided by outrunning them, shooting them down, or successfully side-slipping away from the with thrust vector engines. The problem is that enemies are ''really good'' about using their thrust vector engines on a moment's notice, making hitting the enemy fighters with missiles a dubious prospect at best, ''even though'' the missiles are super persistent. That, and the fact that missiles have limited ammunition, while beam weapons have infinite ammo, more consistent damage potential, and far more characteristics[[note]]such as beams that bypass shields, or beams that fire rapidly, or beams that attempt to psionicly dominate a foe, or beams that disable enemy fighters instead of destroying them[[/note]], makes missiles basically worthless[[note]]The exception is fusion torpedoes, which are used to destroy enemy bases. You ''can'' destroy a base with enough beam fire, but you'll save yourself a lot of time if you just ripple off a few torpedoes instead.[[/note]].

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* The [[FunWithAcronyms S.L.A.M.]] (Super-Sonic Low Altitude Missile) was a concept by the air force conceived as back up plan in case [=ICBMs=] didn't pan out. It would have been powered by a nuclear Ramjet, allowing the thing to fly for upwards of ''three years'' before the reactor failed. It was also would have been one of the smartest missiles of its time, as it would have had a very large "brain" to go with its large size. In its anti-ship mode it would have effectively been this, not only would it not have given up, it would have had up to ''sixty'' warheads.


The munitions equivalent of the SuperPersistentPredator, [[HomingProjectile this heat-seeking or similarly guided missile]] just ''will not give up''. HighSpeedMissileDodge? It'll just come back for another try. Hide behind something? It'll [[{{Roboteching}} go around]]. Try to [[MisguidedMissile mess with its targeting]]? It's not fooled. You can't even outrun it, because it has truly boggling range. Basically, when a Super Persistent Missile is chasing you, the only things you can do are shoot it down or die.

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The munitions HomingProjectile equivalent of the SuperPersistentPredator, [[HomingProjectile this heat-seeking or similarly guided missile]] weapon just ''will not give up''. HighSpeedMissileDodge? It'll just come back for another try. Hide behind something? It'll [[{{Roboteching}} go around]]. Try to [[MisguidedMissile mess with its targeting]]? It's not fooled. You can't even outrun it, because it has truly boggling range. Basically, when a Super Persistent Missile is chasing you, the only things you can do are shoot it down or die.


[[folder: Comic Books]]
* ComicBook/{{Darkseid}}'s Omega Beams work in this particular fashion, chasing after its targets until it reaches them.
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[[folder: Real Life]]
* While missiles haven't gotten to this extent yet, we are very close. New Infrared Guided Missiles are either in service, or are being researched, that are able to tell the difference between a decoy flare and a jet engine, and won't 'go stupid' and chase after bogus heat signatures [[note]]like the sun or scattered heat reflections on the ground.[[/note]]. To add insult to injury, even being on an enemy planes Six won't protect you, as the missiles can 'look' behind them, and whip around to hit targets behind the launching aircraft. Worse yet, as the computers get smarter, the missiles will as well, and they'll get increased range and agility. With all of this in the works, future air battles could very well become a mix of this, and MacrossMissileMassacre.
* It is theorized that when battles go into space, Missiles will become this by default. The reason? Because in space, their speed and acceleration will allow them to out-pace any manned craft, while their agility would turn the pilot of a manned craft to paste. In effect, when war goes to space, the only way to deal with a missile will be to shoot it down.
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[[folder:Fan Works]]
* ''Plan 7 of 9 from Outer Space''. An ArmsDealer shows off a smartgun that's so smart, the bullets can track down a target at any range by disguising themselves as a member of the [[IntimidatingRevenueService Internal Revenue Service]].
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** ''VideoGame/StarFox64'': Several bosses fire missiles that track you continuously. It's usually not too difficult to knock out the boss before it floods the area with missiles, but for less experienced players this could be an issue.



* ''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 flying a ship that can outrun the missiles, you can switch your camera view and fly around in circles, then watch all those missiles follow you around. This also applies to your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss, turn around, then miss again, until you see them flying rings around the target like they're electrons orbiting an 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.

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* ''VideoGame/RogueSquadron'' has missile turrets in most of ''VideoGame/RogueSquadron'': Enemy missiles, as well as your own, will loop around for another pass if they happen to miss 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. first time around. If you're flying a ship that can outrun the missiles, you can switch your camera view and fly around in circles, then watch all those look at the trail of missiles follow following you around. This also applies The missiles do run out of fuel eventually though, so you're not doomed to be hit by them. It's particularly funny during the Moff Seerdon battle, where your own missiles; if you fire them at Moff Seerdon's shuttle, sometimes they'll miss, turn around, missiles have a tendency to miss Seerdon himself and then miss again, until you see them flying rings start to fly around the target like they're electrons orbiting an atom.
him in rings.
* ''VideoGame/WorldInConflict'': anti-air missiles will sometimes occasionally bug out and miss physically fail to impact their intended target even though the game intends for it to register as a hit. The missile will then fly around the target in rings until it hits the target helicopter.eventually hits.

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* ''VideoGame/StarFoxAssault'' has Predator Rockets. These are one of the few, if not the only, weapon that will hunt down Arwings and Wolfens even if the target does a loop.


* The QAAM from the later ''AceCombat'' games is one of the only missiles in the game that can turn around, and is incredibly hard for the AI to dodge.

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* The QAAM from the later ''AceCombat'' ''VideoGame/AceCombat'' games is one of the only missiles in the game that can turn around, and is incredibly hard for the AI to dodge.

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* In ''Videogame/PlanetSide 2'', the Swarm handheld missile launcher can fire slow and maneuverable or fast and unmaneuverable missiles. Both missiles are incredibly persistent and it's not uncommon for them to chase fighters for kilometers. If they overshoot, they'll turn around and make another pass. The only hope to evade them is to use flares, wait for their huge fuel tanks to run out, or try to bait them into smashing into a wall.

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** ''Film/RevengeOfTheSith'' has some that are ''too'' persistent; a pair of missiles are launched at Anakin's fighter, and when he spins it they corkscrew around to match until they collide and explode.

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* The novel ''Patton's Spaceship'' and its sequels have the SHAKK, a gun that fires projectiles that look like miniature BBs at Mach 10. They automatically home into whatever they're aimed at (though given their speed they don't really need to home too much), and when they hit they'll automatically burrow through the body to the target's head and will start circling around inside it until they've used up all their remaining velocity. Or, if they hit a nonhuman target, they'll travel to its center of mass, automatically attacking any important organs or pieces of equipment (if a machine) and swirl around in there. And they don't lose any momentum while changing direction, either. They're probably second only to ComicBook/{{Darkseid}}'s Omega Beams in power as far as this trope goes.

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