Roboteching: Difference between revisions

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== [[Anime]] and [[Manga]] ==
* Used in ''[[Project A-ko]]'' -- though, oddly, a freeze-frame reveals the missiles to be cans of Coca-Cola.
** This is a parody of several missiles fired in ''[[Super Dimension Fortress Macross]]: Do you Remember Love?'', where some of the missiles were drawn as cans of beer.
* In ''[[Transformers Energon]]'', [[Combining Mecha|Wing Optimus's]] "Meteor Attack Mode" fires a [[Beam Spam]] along with a small [[Chest Blaster]], which then absorbs the individual streams of energy to form an insanely powerful [[Wave Motion Gun]].
* In ''[[Dragon Ball|Dragon Ball Z]],'' Piccolo becomes irritated at Android 17's ability to dodge his attacks, and develops the Hellzone Grenade, which fires a swarm of small energy blasts at seemingly random angles. They hover in a rough sphere around the target, at which point Piccolo exclaims "Try dodging ''this,''" and it goes boom.
** Predictably enough, in the various Budokai Tenkaichi games the attack is perfectly dodgeable as long as you time it right.
*** Not in the Budokai games (entirely different set of games, believe it or not). In those, you can only dodge the initial combo that triggers the cutscene-based attack. The only way Piccolo can screw it up then is if he fails the quicktime event, and even then, it only results in fewer grenades, not a dodge.
** Goku was once able to control where his [[Kamehame Hadoken|Kamehameha]] was going against Raditz.
** Yamcha's So Ki Dan (Spirit Ball in the english dub) which he could continuously redirect at its target.
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* Beams fired by Nobles' ships in ''[[Wolf's Rain]]'' will maneuver quite extensively to track their target, if they don't hit it straight. At one point, a single beam splits in two to hit different targets.
* The missile attacks in the third episode of [[Martian Successor Nadesico]] are intentionally choreographed to the point of outright parody as part of the show's affectionate tweaking of classic super robot anime tropes.
* In [[Space Adventure Cobra]], Cobra's [[Arm Cannon|psychogun]] does this with ease. Justified by it being a completely mind-controlled weapon, projecting his Qi life force as deadly beams.
* In [[Kenichi: The Mightiest Disciple]], Shigure managed to pull this off with [[Rule of Cool|shuriken]]!
 
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== [[Live Action TV]] ==
* ''[[Red Dwarf]]'': The episode ''Polymorph'' features bazookoid weapons that fire ''heat-seeking laser bolts'', which are eventually trapped going round and round in a circle on a deserted deck {{spoiler|and eventually pop up as a [[Chekhov's Gun]] to kill the enemy}}. Unusually, the novelisation still calls them laser bolts and does not substitute something more scientifically accurate, which it does for several other technologies from the series.
* One episode of ''[[Airwolf]]'' had a missile fired in '''very''' approximately the direction of the enemy ground troops. They laughed when they saw the missile's flight path wouldn't bring it near enough to hurt them. Then the gunner activated the terminal-guidance laser....
* [[Kamen Rider Double]]'s '''{{color|gold|Luna}}{{color|blue|Trigger}}''' form fires Roboteching [[Energy Weapons|energy bullets]]; its [[Finishing Move|Maximum Drive]], Trigger Full Burst, fires a barrage of them.
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* Several warships in the ''[[Xenosaga]]'' series fire beams at angles away from the ship, which then make a sharp angled turn straight ahead.
** This also occurs in the anime ''[[Gall Force]]'', although the "lasers" may actually be cheaply-animated missiles.
*** No, their missiles Roboteched the traditional way. Those were definitely beams. You could even see them tearing through the ships they hit.
* Taito's Ray Series (''[[Ray Force]]'', ''[[Ray Storm]]'', and ''[[Ray Crisis]]'') and several other shmups by them have Roboteching lasers sometimes fired by enemies.
** [[Crimzon Clover]] took heavy inspiration from this, but with ''more lasers'' - an adept player can fire about 30 homing lasers in one second.
* ''[[Command and& Conquer]] Red Alert 2'' had the Russian Dreadnoughts do this when they were facing away from their target. It would make more sense if they tracked...
** MLRS units can also do this in some games of the series, aswell as in other games. ''[[World in Conflict]]'', for example.
** This is a default behavior for games using the ''Red Alert 2 / Tiberian Sun'' engine. If an ordinary missile (ie. one that does not have a model like V3s) has its target destroyed before impact, it will Robotech vertically upwards and explode harmlessly.
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** For that matter, ''[[Metal Gear Solid]] 2'' had a missile that, once fired, the player would control in first person view. One puzzle required the player to guide said missile through a maze of ventilation ducts. I am not making this up.
*** It actually showed up in the [[Older Than They Think|original]] ''[[Metal Gear]]'', as well as the first ''[[Metal Gear Solid]]''.
**** The same in ''[[Super Smash Bros.|Super Smash Bros Brawl]]''.
*** The concept of player-guided missile is [[Older Than They Think|older than that]], though. It was used at least in the 1986 Commodore Amiga classic ''[[wikipedia:Starglider|Starglider]]''.
*** And earlier, in the 1984 classic ''Archon II: Adept'', for the titular game piece.
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* Hit detection for non-ballistic long-range attacks in ''[[World of Warcraft]]'' is done upon firing. If the target moves, the projectile will track the target until it hits, even ignoring obstacles. In earlier patches, this also applied to beam-type spells like the warlock's Drain Life or the mage's Arcane Missiles. As long as the magic-user could start casting the spell, it would continue to hit the target, no matter how far the target moved.
** Fun fact: a player on an upgraded flying mount (which allows one to travel at about 4x normal speed and... well, fly) is ''faster'' than most spell "missiles". It's possible to actually string missiles along behind you if you fly far enough. You'll take damage from the spell pretty soon even if it doesn't catch you, but the visual effect will keep following.
* [[BattleTech|Mechwarrior]] 2 and 3 do this with Long Range Missile pods and guided (Streak) Short Range Missiles. 2's expansion pack especially - the player can tag the target Beagle Active Probe, turn 180 degrees away, and fire the pod, and missiles will immediately do a "Fifth Element" impression.
* This is the key ability of the ''[[Ace Combat]]'' QAAMs, given how wimpy the standard missiles are at tracking and staying with targets. Some anti-ground missiles also make sharp turns to hit their targets from above. You also sometimes have cruise missiles leading you on a rather spinny chase.
* The early Mac game ''Airborne!'' (lone anti-aircraft gunner in the corner vs. the world) gave you the option of guided or unguided shells. With the former, the mouse controlled all friendly bullets on the screen as a unit, turning them into an undulating wave.
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* Battlefront 2 plays this trope straight and averts it. Interceptor fighters' and Imperial and CIS shuttles have small guided missiles that can sometimes dodge around things to catch their targets (though their targets are more maneuverable), while normal anti-tank rockets mostly just travel in a straight line.
* The Bullseye of [[Resistance]] does this with bullets much like The Fifth Element. You shoot a tag onto an enemy and all bullets head directly to said target regardless of trajectory.
** A particularly amusing trick is as follows: tag a wall. Fire off a clip or so and watch as the bullets swarm around the tag. Tag an enemy and see ''all'' the bullets head to their new target en masse.
* [[Tyrian]] calls these 'semi-seeking missiles'. They fly vertically down the screen, in the scrolling direction, then when they're level with the player, they turn through 90 degrees and fly towards him.
* Thanks to a [[Good Bad Bugs|Good Bad Bug]] in [[Red Dead Redemption]] that involves the lead character's [[Bullet Time]], you can induce this behavior in thrown projectiles and explosives, making them perfect anti-air and anti-ground weapons.
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== [[Real Life]] ==
* Despite public perception to the contrary, certain missiles actually behave ''almost'' like this. While they are not fired in massive salvos, as in ''[[Robotech]]'', often a missile will waver back and forth in flight a moment as its guidance system makes gross corrections.
** More directly analogous, many missiles launched out of vertical tubes on warships will robotech almost exactly: the missile goes straight up (to clear the ship), then abruptly change direction. On their final approach to a ship, they will "pop-up and dive" onto the top of the vessel. Some anti-tank missiles will do the same thing, flying over the tank then dropping straight down.
** The AIM-54 Phoenix long-range air-to-air missile was designed to climb to high altitude immediately after launch, in order to take advantage of the thinner, less draggy upper atmosphere. When approaching the enemy it would perform a diving attack from high altitude, striking the unfortunate target before it knew what was coming.
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*** The BBC's Foreign Affairs Chief John Simpson reported seeing a cruise missile in Baghdad fly "down the street and turn left at the traffic lights."
**** A Bloom County comic strip even depicted a missile stopping to ask for directions, "Excuse, please, which way to Saddam Hussein?"
*** This is pretty much the entire point of cruise missiles.
** The AIM-9 Sidewinder missile series reputedly got its official designation from the side-to-side wavering performed by early models, similar to that of the Sidewinder snake. "Top attack" missiles designed to fly straight to a target, climb to a high altitude nearby, and "drop" on top of enemies are a standard of NATO military forces, under the rationale "people don't armour the top sections of tanks as much as the front or sides."
*** The top of the tank is almost always the weakest point, and tanks have not been redesigned since these missiles have begun to be deployed en mass. However, it is likely that newer tank designs will sport significantly stronger armor on the top because of this trend.
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* The CBU-07 Sensor Fuzed Weapon. It dispenses 10 submunitions, each containing 4 individually auto-targetting, self-guiding skeets. They have a VERY complicated way of maneuvering themselves at each stage so that they can effectively saturate an armored force over a substantial area.
* The M982 Excalibur is a GPS-guided artillery shell that can robotech mid flight to curve around obstacles. In one of the tests the shell was deliberately fired 4 miles off target and was still able to strike within a few feet of the bullseye.
* The Russian P-700 Granit takes the missile swarm thing one step further. While it's possible to fire just one, they are meant to be fired together in packs: One will take the lead and pop up now and then to acquire targets; the others stay as low as possible. When they get close, they get assigned different targets and veer off to hit theirs.
* Any missile with a top attack mode, like the FGM-148 Javelin does this to a certain degree. When firing in top-attack mode, missile go up a long way, then shoot back down to hit the top of tanks, but they aren't fired in that trajectory. They just first straight, then the missile does the rest.
* The latest in [[Homing Projectile]] technology is [http://io9.com/5880884/this-self+guided-bullet-can-chase-you-down-from-over-a-mile-away a self-guiding bullet] equipped with a targeting laser, an eight-bit CPU, and movable fins.