Hero-Tracking Failure: Difference between revisions

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* ''[[Power Rangers]]'' and ''[[Super Sentai]]'' villains consistently hit near the ''feet'' of the charging enemy.
* In the dramatized battle of the "Navy SEAL vs. Israeli Commando" episode of ''[[Deadliest Warrior]]'', the SEAL leader runs in front of gunfire from three Commandos, all of which miss him by inches.
* In the ''[[Doctor Who (TV)|Doctor Who]]'' episode "Victory of the Daleks", the Daleks, five of them, fail to shoot the Doctor who's in the process of running away....after it was proven a single Dalek could shoot down five planes in flight.
 
== [[Video Games]] ==
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* The ''[[Alien vs. Predator]]'' PC-games averted this in the case of the Marine and the Predator characters, but played it straight for the Alien when controlled by the players. Justified in that since it is fast and harder to see in Infrared the Alien is harder for auto-turrets to track, but it's mainly for gameplay as otherwise the Alien would be defenseless against such obstacles.
** Most of the time there was an alternate route around the auto-turret, allowing the Alien player to sneak up to it from behind.
* ''[[Eve Online]]'' uses this trope to [[PVP -Balanced|balance]] slow, large, long-range ships against fast, small, short-range ships. If the target orbits a ship fast enough, the long-range turrets can't keep up.
* One of the cut-scenes in ''[[Resident Evil]]: Code Veronica'' has this with one of the characters outrunning the strafing minigun fire from a helicopter. Naturally it was knocked off for ''[[Resident Evil]] The Movie 2''.
** What made the least sense in this one is that the helicopter pilot decided to strafe rather than turn.
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* The common FPS tactic of "circle strafing", orbiting your target while firing, largely depends on it actually being quite hard for the defender to correctly sync their rotation speed even if trying to allow for lead-ahead.
* Averted by the better bots in programming game [[Robo Code]]---a lot of effort is put into analysing the movement patterns of targets and trying to guess where they're going to dodge to.
** Nearly omnipresent in [[Robo War]], due to the limitations of integer arithmetic. There's a reason why most of the top robots [[No Range Like Point -Blank Range|get up-close and personal with their targets]].
* Downright weird example in the first ''[[Mercenaries]]'' game. Hard to tell if the game has tracking AI, but the bullets move so slowly that you can dodge them pretty easily. Seriously, you can see the bullets coming for you, and a simple sidestep is all it takes.
* A [[Real Life]] example in games: You. You're probably gonna be doing this a lot when it comes to trueshot attacks in most games. Particularly RTS games.
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* Averted in the ''[[Halo]]'' series, especially on Legendary difficulty.
* In one [[Quick Time Event]] in ''[[Tomb Raider]] Anniversary'', [http://www.youtube.com/watch?feature=player_detailpage&v=9AK6FOl34M8#t=163s Lara breaks free of her captor] and runs toward another baddie, a [[Pretty Fly for A White Guy|wangsta]] with [[Guns Akimbo]] SMGs. He actually aims at her face, then aims down at her legs. Of course, if the player fails the QTE, he hits and kills her anyway. In a later cutscene, he misses her by inches as she runs away, though at least he aims at her center mass. And then ''again'' at her feet a few seconds later.
* In ''[[Freedroid RPG]]'' the [[Player Character]] can be hit by [[Painfully -Slow Projectile]] of the low-level shooter (139) only when standing still or walking straight toward or from it. Justified, since 139 is originally an utility bot that was never supposed to shoot anything with a plasma gun (nee trash incinerator).
* The Husks in ''[[Killing Floor (Video Game)|Killing Floor]]'' are very good at leading their target, and often don't even fall for last minute changes of direction. The only two really safe ways to avoid being hit are to keep them at a very long distance so you have time to move, or just keep something solid between you and them.
* Most [[Shoot'Em Up|Shoot 'em Up]] games play this trope straight. Dodging such patterns with tiny motions is called [http://www.youtube.com/watch?v=iEyKcTKQ-r0 streaming]. However, [[Tropes Are Tools|tropes are not always bad]]: Projectiles aimed at you force you to move, and while on the move you often have to dodge other bullets. [http://www.youtube.com/watch?v=_uOnHK-ZnsI&t=1m15s Touhou] brings us a decent example.
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[[Category:Index Failure]]
[[Category:Hero Tracking Failure]]
[[Category:Trope]]