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* In JLA #10 (GrantMorrison era), [[GreenArrow]] (Connor Hawke) uses this to defeat the Hologram [[TheFlash Flash]] of the Revenge Squad.

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* In JLA #10 (GrantMorrison era), [[GreenArrow]] GreenArrow (Connor Hawke) uses this to defeat the Hologram [[TheFlash Flash]] of the Revenge Squad.
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* In ''AgeOfEmpires 2'', this is actually a researchable upgrade called "Ballistics" which improves the accuracy of your ranged attackers.

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* In ''AgeOfEmpires 2'', this is actually a researchable upgrade called "Ballistics" which improves the accuracy of your ranged attackers.attackers by applying this trope. Without it archers and towers shoot at the target's current location, making most moving targets hard to hit.




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* One of the stages in ''DonkeyKongCountry 3'' has frequent lightning strikes aimed in this way. The constant need to trick the lightning in addition to the usual platforming challenges makes this level [[ThatOneLevel infamously]] NintendoHard.
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* ''SilentScope''. Several levels take place on moving vehicles, further emphasizing this trope.
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** There are, in fact, three kinds of ranged weapon in Team Fortress 2: hitscan, projectile, and special. The first generally includes basic firearms, like the shotguns, pistols, sniper rifles, revolvers, and miniguns. The second involves any weapon that manifests an in-game object, such as grenades, arrows, and the aforementioned rocket launcher. These are special in that players must not only lead their shots (as these weapons have a flight time), but they can also be [[PlayingTennisWithTheBoss reflected]] by the Pyro. The last, the 'special' weapons, are those which have a travel time but can't be reflected, which thus far include needles and fire.
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* Brendan Fraser brings this up in ''TheMummy Returns'' just before Rachel Weisz is about to cover him with a rifle.

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* Brendan Fraser brings this up in ''TheMummy Returns'' just before Rachel Weisz RachelWeisz is about to cover him with a rifle.
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flying discus launchers -> clay pigeon traps


This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply hurt whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)

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This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers clay pigeon traps for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply hurt whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)
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** A (in)famous attribute of multiplayer in the PC version of ''Halo: Combat Evolved'' was that you had to lead your shots when sniping with the pistol or sniper rifle, despite the weapons being supposedly hitscan, due to consistent lag.
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Gunnery Sergeant wanted berated them for not acquiring a computer shooting solution not for not leading the target.


* ''MassEffect 2'' doesn't require you to do this in combat, but at one point you can listen to a gunnery sergeant lecture a pair of soldiers for not leading their targets when firing ship-mounted weapons of mass destruction.
** You don't eyeball it!
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* In early chapters of ''[=~666 Satan~=]'' it is repeatedly made a point that you should ''not'' dodge attacks by [[InASingleBound jumping into the air]] because then the other guy can just use this method to attack you as you're landing.
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This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply spawn a projectile in whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)

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This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply spawn a projectile in hurt whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)
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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[YouFailPhysicsForever ignore this]].

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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[YouFailPhysicsForever ignore this]]. \n Perhaps they are taking account of very long ranges - 20,000 miles is a tenth of a light-second - and absurdly high speeds; a ship moving at Earth escape velocity covers ''a lot'' of ground in a tenth of a second.



* In ''TheLordOfTheRings'', Legolas is naturally a master of this skill. One instance: he shoots at a distant Warg-riding orc, the arrow is in flight for about five seconds, and hits dead centre for an instant kill.

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* In ''TheLordOfTheRings'', Legolas is naturally a master of this skill. One instance: he shoots at a distant Warg-riding orc, the arrow is in flight for about five seconds, and hits dead centre for an instant kill.
kill on a target that has covered about a hundred yards in the intervening time.
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* In ''TheLordOfTheRings'', Legolas is naturally a master of this skill. One instance: he shoots at a distant Warg-riding orc, the arrow is in flight for about five seconds, and hits dead centre for an instant kill.
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-->-- '''WayneGretzky'''

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-->-- '''WayneGretzky'''
'''Wayne Gretzky'''



* TeamFortress2: You have to lead with the soldier's rocket launcher, since [[PainfullySlowProjectile the rockets are slow]]. Oh, and aim for the ground for splash damage.

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* TeamFortress2: ''TeamFortress2'': You have to lead with the soldier's rocket launcher, since [[PainfullySlowProjectile the rockets are slow]]. Oh, and aim for the ground for splash damage.
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* LeagueOfLegends requires this with every character with a skill shot (especially [[DifficultButAwesome Ezreal]], who, skill-wise, has nothing but skill shots).
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This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were a [[RealityIsUnrealistic break from reality]] because of engine constraints; hitscan weapons didn't so much use "bullets" as simply spawn a projectile in whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)

to:

This is called Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were a [[RealityIsUnrealistic break from reality]] an AcceptableBreakFromReality because of engine constraints; hitscan weapons didn't so much use "bullets" as simply spawn a projectile in whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)
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[[AC:Comic Books]]
* In JLA #10 (GrantMorrison era), [[GreenArrow]] (Connor Hawke) uses this to defeat the Hologram [[TheFlash Flash]] of the Revenge Squad.
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->''"I skate to where the puck is going, not to where the puck has been."''
-->-- '''WayneGretzky'''
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* While not the spirit of this trope, it's definitely to the letter to try and play a multiplayer FPS with a particularly high ping. The server won't process your moves until a fraction of a second (or more, if the connection is bad enough) after you do them, so you always have to lead your target (and pray).

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* While not the spirit of this trope, it's definitely to the letter to try and play a multiplayer FPS with a particularly high ping. The server won't process your moves until a fraction of a second (or more, if the connection is bad enough) after you do them, so you always may have to lead your target (and pray).pray). This has been mostly averted by lag compensation, and is only common in older games like {{Quake}} and {{Doom}}.
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* TeamFortress2: You have to lead with the soldier's rocket launcher, since the rockets are slow. Oh, and aim for the ground for splash damage.

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* TeamFortress2: You have to lead with the soldier's rocket launcher, since [[PainfullySlowProjectile the rockets are slow.slow]]. Oh, and aim for the ground for splash damage.
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* In ''PrincessMononoke'', Irontown's riflemen consistently do this while fending off San's [[StormTheCastle assault]]. [[ImprobableAimingSkills They only miss]] because San is more agile than a superball on speed, but every last shot is millimeters off (and the last one [[spoiler:successfully blows her off her feet and stuns her]].

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* In ''PrincessMononoke'', Irontown's riflemen consistently do this while fending off San's [[StormTheCastle [[StormingTheCastle assault]]. [[ImprobableAimingSkills They only miss]] because San is more agile than a superball on speed, but every last shot is millimeters off (and the last one [[spoiler:successfully blows her off her feet and stuns her]].
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[[AC:Anime and Manga]]
* In ''PrincessMononoke'', Irontown's riflemen consistently do this while fending off San's [[StormTheCastle assault]]. [[ImprobableAimingSkills They only miss]] because San is more agile than a superball on speed, but every last shot is millimeters off (and the last one [[spoiler:successfully blows her off her feet and stuns her]].
** Additionally, Lady Eboshi specifically instructs the riflewomen flanking her to hold their fire while San [[IHaveTheHighGround is on the roof]], and aim for her landing spot instead.
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* ''SteelBattalion'': 2nd-and-3rd-gen VTs have the Forecast Shooting System (FSS), which can be toggled on or off. The game has a built-in aimbot of sorts when locked on to an enemy target that keeps the weapons trained on said target regardless of where the right stick has its reticle, and most of the weapons fire very slow projectiles that can easily be dodged with a slidestep, so FSS helps quite a bit, but is not so good as to make it a ''GameBreaker''. Without it, the weapon aiming is not compensated at all, effectively forcing 1st-gen VT pilots to aim manually without lock-on.
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* ''S4 League'': The Railgun sniping weapon is extremely powerful but has a half second delay when shot.
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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games ignore this.

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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[YouFailPhysicsForever ignore this.this]].

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Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games ignore this.



* Most space combat sims (Such as the ''{{X-Wing}}'' and ''{{Freespace}}'' series) have a target reticule on the HUD showing where an enemy ship will be when it and your lasers converge, assuming it doesn't evade. Obviously, you want to be aiming for this.

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* Most space combat sims (Such as the ''{{X-Wing}}'' and ''{{Freespace}}'' series) have a target reticule on the HUD showing where an enemy ship will be when it and your lasers [[YouFailPhysicsForever lasers]] converge, assuming it doesn't evade. Obviously, you want to be aiming for this.
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In Aces and Eights, Kentucky Windage is a talent you can buy which effectivly makes you a better shot by aiming off target.

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In *In Aces and Eights, Kentucky Windage is a talent you can buy which effectivly makes you a better shot by aiming off target.
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[[AC: RoleplayingGames]]

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[[AC: RoleplayingGames]]TabletopGames]]

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This is called Leading, and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were a [[RealityIsUnrealistic break from reality]] because of engine constraints; hitscan weapons didn't so much use "bullets" as simply spawn a projectile in whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)

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This is called Leading, Leading (Or windage), and is a RealLife tactic and training method. It's why you use the flying discus launchers for hunting practice, and is a key element in air-to-air gun combat. VideoGames used to avert this trope with HitScan weapons, which were a [[RealityIsUnrealistic break from reality]] because of engine constraints; hitscan weapons didn't so much use "bullets" as simply spawn a projectile in whatever was under the player's crosshairs at the time, regardless of distance. The alternative was the PainfullySlowProjectile, where the player not only has to lead the target, but actually shoot the bullet ''past'' where the enemy is, so the enemy will indeed walk right into it. But today games are much more complex and realistic, and a more moderate form of leading the target has reasserted itself. Slower projectiles obviously need more lead time, and sniping can be a real nightmare. (The hitscan model is sometimes retained when energy, laser or other lightspeed weapons are available.)


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[[AC: RoleplayingGames]]
In Aces and Eights, Kentucky Windage is a talent you can buy which effectivly makes you a better shot by aiming off target.
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** You don't eyeball it!
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See HeroTrackingFailure for when the villains fail to do this.

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See HeroTrackingFailure for when the villains [[ImperialStormtrooperMarksmanshipAcademy fail to do this.
this]].

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