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* In ''WebAnimation/StarWreck'', when Pirk realizes that twinklers (phasers) do nothing against the ''Excavator'' (''Excalibur'' from ''Series/{{Crusade}}''), he decides to fire all of the ''Kickstart''[='s=] (''Sovereign'' from ''Franchise/StarTrek'') light bulbs (photon torpedoes) at it. While [[TheBigGuy Dworf]] is the weapons officer, Pirk wants to be the one to do it. He aims directly at the ''Excavator'' and fires. Every shot misses. Dworf laughs and tells him that he should have been firing ahead of the enemy. Pirk angrily asks why nobody has told him that before.

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* In ''WebAnimation/StarWreck'', when Pirk realizes that twinklers (phasers) do nothing against the ''Excavator'' (''Excalibur'' from ''Series/{{Crusade}}''), he decides to fire all of the ''Kickstart''[='s=] (''Sovereign'' from ''Franchise/StarTrek'') light bulbs balls (photon torpedoes) at it. While [[TheBigGuy Dworf]] Dwarf]] is the weapons officer, Pirk wants to be the one to do it. He aims directly at the ''Excavator'' and fires. Every shot misses. Dworf Dwarf laughs and tells him that he should have been firing ahead of the enemy. Pirk angrily asks why nobody has told him that before.before and that the computer should've been able to lead the target for him, [[NeverMyFault even though he purposefully switched to manual targetting before taking the shot.]]
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* ''VideoGame/BanjoKazooie'': One major source of difficulty in the FinalBoss against Gruntilda is the fact that, in addition to throwing fireballs more quickly, and the fireballs themselves moving faster, she begins to start leading the target near the end of the fight, meaning the player will have to constantly be zigzagging to avoid anything.
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This is called leading (or windage), and is a RealLife tactic and training method. It's why you use 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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This is called leading (or windage), and is a RealLife tactic and training method. It's why you use 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 laser, or other lightspeed weapons are available.



Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[SlowLaser ignore this]]. Perhaps they are taking into account 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. There may also be a delay between squeezing the trigger and actually releasing the beam.

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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 [[SlowLaser ignore this]]. Perhaps they are taking into account 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. There may also be a delay between squeezing the trigger and actually releasing the beam.



* Similar to ''Film/SukiyakiWesternDjango'', ''Film/{{Wanted}}'' had the assassins curve the bullets mid flight as part of their GunKata powers, effectively leading and boomeranging shots.

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* Similar to ''Film/SukiyakiWesternDjango'', ''Film/{{Wanted}}'' had the assassins curve the bullets mid flight mid-flight as part of their GunKata powers, effectively leading and boomeranging shots.



* In ''Film/{{Goldfinger}}'', part of Oddjob's ImprobableAimingSkills with his lethal hat are because of this trope; he noticeably aims a significant distance in front of his moving target, and hits her cleanly on the neck despite the hat being much more slow moving than a bullet or an arrow.

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* In ''Film/{{Goldfinger}}'', part of Oddjob's ImprobableAimingSkills with his lethal hat are because of this trope; he noticeably aims a significant distance in front of his moving target, and hits her cleanly on the neck despite the hat being much more slow moving slow-moving than a bullet or an arrow.
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Frickin Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[FrickinLaserBeams ignore this]]. Perhaps they are taking into account 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. There may also be a delay between squeezing the trigger and actually releasing the beam.

to:

Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[FrickinLaserBeams [[SlowLaser ignore this]]. Perhaps they are taking into account 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. There may also be a delay between squeezing the trigger and actually releasing the beam.



* Most space combat sims (such as the ''VideoGame/XWing'' and ''VideoGame/FreeSpace'' series) have a target reticule on the HUD showing where an enemy ship will be when it and your [[FrickinLaserBeams 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 ''VideoGame/XWing'' and ''VideoGame/FreeSpace'' series) have a target reticule on the HUD showing where an enemy ship will be when it and your [[FrickinLaserBeams [[SlowLaser lasers]] converge, assuming it doesn't evade. Obviously, you want to be aiming for this.



** ''Mechwarrior'' games present a further challenge with any mech equipped with mixed laser and ballistic weapons. [[FrickingLaserBeams Lasers]] will typically ''not'' require leading the target,[[note]]or at least, minimal lead[[/note]] [[RailGun Gauss Rifles]] slightly more lead, and [[MoreDakka autocannon and machine guns]] more lead still, a combination that makes the famous AlphaStrike an AwesomeButImpractical tactic for all but near point blank shots.

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** ''Mechwarrior'' games present a further challenge with any mech equipped with mixed laser and ballistic weapons. [[FrickingLaserBeams [[EnergyWeapon Lasers]] will typically ''not'' require leading the target,[[note]]or at least, minimal lead[[/note]] [[RailGun Gauss Rifles]] slightly more lead, and [[MoreDakka autocannon and machine guns]] more lead still, a combination that makes the famous AlphaStrike an AwesomeButImpractical tactic for all but near point blank shots.
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This is called leading (or windage), and is a RealLife tactic and training method. It's why you use 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.

to:

This is called leading (or windage), and is a RealLife tactic and training method. It's why you use 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 {{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.



* Essential with energy weapons in the ''[[VideoGame/{{X}} X-Universe]]'' series, since the shots are anything ''but'' HitScan. AI ships will do it automatically, as will turrets if the player isn't controlling them directly. For [[FixedForwardFacingWeapon spinal mounts]], it helps to install both Fight Command Software packages. Mark 1 adds a cursor to your targeting reticule that marks where the target will be when the shot gets there (assuming it maintains the same heading), and Mark 2 allows you to set the guns to auto-aim for that point.

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* Essential with energy weapons in the ''[[VideoGame/{{X}} X-Universe]]'' series, since the shots are anything ''but'' HitScan.hitscan. AI ships will do it automatically, as will turrets if the player isn't controlling them directly. For [[FixedForwardFacingWeapon spinal mounts]], it helps to install both Fight Command Software packages. Mark 1 adds a cursor to your targeting reticule that marks where the target will be when the shot gets there (assuming it maintains the same heading), and Mark 2 allows you to set the guns to auto-aim for that point.
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* In ''VideoGame/GrandTheftAutoV'', Michael takes control of a special turret to shoot down a plane. He acknowledges that due to how far-away said plane is, the turret’s bullets won’t reach the plane’s turbines if directly shot at, so the turret creates a red square for him to shoot at so the bullets will hit.
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* In ''VideoGame/Kirby64TheCrystalShards'', one room in the third level of Shiver Star has three large cannons in the background of a cyclical room. Not only do they shoot much more often than other cannons in the game but they predict where Kirby is likely to be going and shoot there instead. Since they're the only cannon enemies in the entire game, if not ''the entire series'', to behave like this it's practically guaranteed to catch you off-guard the first time, but thankfully you can take refuge behind some objects to keep out of their line of fire.
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* When Vegeta attempts to fight [[EvilOverlord Freeza]] in ''WebVideo/DragonballZAbridged'', Piccolo notes that none of Vegeta's {{Ki Attack}}s are landing because Vegeta is failing to do this.

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* When Vegeta attempts to fight [[EvilOverlord Freeza]] in ''WebVideo/DragonballZAbridged'', Piccolo notes that none of Vegeta's {{Ki Attack}}s Manipulation}}s are landing because Vegeta is failing to do this.
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* In early chapters of ''Manga/SixSixSixSatan'' 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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* In early chapters of ''Manga/SixSixSixSatan'' ''Manga/OPartsHunter'' 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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* The final boss of ''VideoGame/SpyroYearOfTheDragon'' does this fairly well. If you run in a straight line for a while then those fireballs will hit you.

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* ''VideoGame/SpyroYearOfTheDragon'':
** After taking a couple of hits, Spike the boss of Midday Mountain will begin leading you with his ''third'' shot to trick you into running out of the path of his two previous shots and directly into the last one.
**
The final boss of ''VideoGame/SpyroYearOfTheDragon'' does this fairly well as well. If you run in a straight line for a while then those fireballs will hit you.

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** [[StuffBlowingUp Torgue weapons]] in ''2'' all fire {{Painfully Slow Projectile}}s, thus one of the loading screen tips emphasizes the important of leading.

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** [[StuffBlowingUp Torgue weapons]] in ''2'' all fire {{Painfully Slow Projectile}}s, thus one Projectile}}s; they basically function as pint-sized rocket launchers. One of the loading screen tips emphasizes the important of leading.leading.
** Rock-slinging Bullymongs in ''2'' also take into account your motion direction when throwing a stone at you. They usually throw them long and slow enough to give you time to react and change motion, but you still have to be mindful of their direction.



** VideoGame/WorldOfWarships also requires this to a larger degree. Not just for guns but torpedoes as well.

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** VideoGame/WorldOfWarships ''VideoGame/WorldOfWarships'' also requires this to a an even larger degree.degree; learning to lead your target is the very first skill you need to learn when you first start playing. Not just for guns but torpedoes as well. The community has even developed the "circle method" to explain target leading theory, in which you visualize an imaginary circle flat around your target and aim at the circle's borders instead of your target itself.
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** ''Mechwarrior'' games present a further challenge with any mech equipped with mixed laser and ballistic weapons. [[FrickingLaserBeams Lasers]] will typically ''not'' require leading the target,[[note]]or at least, minimal lead[[/note]] [[RailGun Gauss Rifles]] slightly more lead, and [[MoreDakka autocannon and machine guns]] more lead still, a combination that makes the famous AlphaStrike an AwesomeButImpractical tactic for all but near point blank shots.
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* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, while a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different [=ACs=] can have different lock-on dynamics at work. A savvy opponent will try to zig-zag to fake out a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.

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* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange orange[[labelnote:*]](or whatever color your UI is currently set to)[[/labelnote]] "soft"-lock will make you shoot where your target currently is, while a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different [=ACs=] can have different lock-on dynamics at work. A savvy opponent will try to zig-zag to fake out a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.
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* In ''Film/StarWreck'', when Pirk realizes that twinklers (phasers) do nothing against the ''Excavator'' (''Excalibur'' from ''Series/{{Crusade}}''), he decides to fire all of the ''Kickstart''[='s=] (''Sovereign'' from ''Franchise/StarTrek'') light bulbs (photon torpedoes) at it. While [[TheBigGuy Dworf]] is the weapons officer, Pirk wants to be the one to do it. He aims directly at the ''Excavator'' and fires. Every shot misses. Dworf laughs and tells him that he should have been firing ahead of the enemy. Pirk angrily asks why nobody has told him that before.

to:

* In ''Film/StarWreck'', ''WebAnimation/StarWreck'', when Pirk realizes that twinklers (phasers) do nothing against the ''Excavator'' (''Excalibur'' from ''Series/{{Crusade}}''), he decides to fire all of the ''Kickstart''[='s=] (''Sovereign'' from ''Franchise/StarTrek'') light bulbs (photon torpedoes) at it. While [[TheBigGuy Dworf]] is the weapons officer, Pirk wants to be the one to do it. He aims directly at the ''Excavator'' and fires. Every shot misses. Dworf laughs and tells him that he should have been firing ahead of the enemy. Pirk angrily asks why nobody has told him that before.
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None

Added DiffLines:

* In ''Film/StarWreck'', when Pirk realizes that twinklers (phasers) do nothing against the ''Excavator'' (''Excalibur'' from ''Series/{{Crusade}}''), he decides to fire all of the ''Kickstart''[='s=] (''Sovereign'' from ''Franchise/StarTrek'') light bulbs (photon torpedoes) at it. While [[TheBigGuy Dworf]] is the weapons officer, Pirk wants to be the one to do it. He aims directly at the ''Excavator'' and fires. Every shot misses. Dworf laughs and tells him that he should have been firing ahead of the enemy. Pirk angrily asks why nobody has told him that before.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different [=ACs=] can have different lock-on dynamics at work. A savvy opponent will try to zig-zag to avoid a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.

to:

* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and while a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different [=ACs=] can have different lock-on dynamics at work. A savvy opponent will try to zig-zag to avoid fake out a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.

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* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different [=ACs=] can have different lock-on dynamics at work. A savvy opponent will try to zig-zag to avoid a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.


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* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different [=ACs=] can have different lock-on dynamics at work. A savvy opponent will try to zig-zag to avoid a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different ACs have different lock-on mechanics at work. A savvy opponent will try to zig-zag to avoid a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.

to:

* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different ACs [=ACs=] can have different lock-on mechanics dynamics at work. A savvy opponent will try to zig-zag to avoid a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/ArmoredCore'' has two CameraLockOn states: an orange "soft"-lock will make you shoot where your target currently is, and a red "hard"-lock takes velocity into account automatically. This is governed by your customizable Fire Control System, so different ACs have different lock-on mechanics at work. A savvy opponent will try to zig-zag to avoid a hard-lock, though this means a soft-lock might still hit them. Also, some DifficultButAwesome weapons can only be aimed manually, requiring you to do this yourself.
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* Requirement to shoot farther away targets in ''Super Scope 6''.
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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 [[FrickinLaserBeams ignore this]]. Perhaps they are taking into account 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. There may also be a delay between squeezing the trigger and actually releasing the beam.

to:

Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[FrickinLaserBeams ignore this]]. Perhaps they are taking into account 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. There may also be a delay between squeezing the trigger and actually releasing the beam.



* In RealLife throwing a ball is similar, with the ability to lead a teammate being an essential skill for quarterbacks in UsefulNotes/AmericanFootball. The ball has a certain flight time depending on factors like arm strength, throwing style, and how much it spins as it flies, so a QB has to throw to where his receiver is going to be in a second or two.

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* In RealLife throwing a ball is similar, with the ability to lead a teammate being an essential skill for quarterbacks in UsefulNotes/AmericanFootball. The ball has a certain flight time depending on factors like arm strength, throwing style, and how much it spins as it flies, so a QB has to throw to where his receiver is going to be in a second or two. Of course, in this case the receiver ''wants'' to be hit, and will adjust his own course toward where the ball is going to be.



* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' requires this for archery for any enemy that moves or if Link is moving while shooting. Enemies will attempt to track Link's movements with varying levels of success as well - Bokoblins are pretty bad about it (to the extent that Link actively dodging in any way will make them more likely to hit their allies), while Octoroks are experts - if Link's movements are in a straight line, Octoroks ''will'' accurately shoot him on the move.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' requires this for archery for any enemy that moves or if Link is moving while shooting. Enemies will attempt to track Link's movements with varying levels of success as well - -- Bokoblins are pretty bad about it (to the extent that Link actively dodging in any way will make them more likely to hit their allies), while Octoroks are experts - -- if Link's movements are in a straight line, Octoroks ''will'' accurately shoot him on the move.



*** Radar-controlled gunlaying revolutionized the firing solution problem, and it was the reason why USS Washington and USS South Dakota sunk Japanese battleship Kirishima almost leisurely. Even later, the electronic computers superseded the mechanical fire control tables, turning naval artillery effectively into pure mathematics.
*** Because the first Torpedoes were unguided, all Torpedo-equipped vessels needed to get close to the enemy or make very hopeful guesses as to where the target will be and fire on those locations instead. The introduction of guidance systems was a desperately needed improvement which increased the probability of a hit by allowing torpedoes to correct their path mid-flight.

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*** Radar-controlled gunlaying revolutionized the firing solution problem, and it was the reason why USS Washington ''Washington'' and USS South Dakota ''South Dakota'' sunk Japanese battleship Kirishima ''Kirishima'' almost leisurely. Even later, the electronic computers superseded the mechanical fire control tables, turning naval artillery effectively into pure mathematics.
*** Because the first Torpedoes torpedoes were unguided, all Torpedo-equipped torpedo-equipped vessels needed to get close to the enemy or make very hopeful guesses as to where the target will be and fire on those locations instead. The introduction of guidance systems was a desperately needed improvement which increased the probability of a hit by allowing torpedoes to correct their path mid-flight.
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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 [[FrickinLaserBeams ignore this]]. 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. There may also be a delay between squeezing the trigger and actually releasing the beam.

to:

Lasers, due to moving at the speed of light, should not be expected to follow this rule. Regardless, plenty of space combat games [[FrickinLaserBeams ignore this]]. Perhaps they are taking into 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. There may also be a delay between squeezing the trigger and actually releasing the beam.


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* In ''Anime/VoicesOfADistantStar'', Mikako is shown doing this against a target drone during her Tracer training.
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* This is the main thing that sets [[EliteMooks Veteran Bulletkin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, [[PainfullySlowProjectile something that in this game is not exactly hard to dodge]] ([[BulletHell the problem]] is that all mooks have a nasty habit of [[ZergRush ganging up on you]]), but Veterans will lead you and can and most probably will catch you off guard the first few times.

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* This is the main thing that sets [[EliteMooks Veteran Bulletkin]] Bullet Kin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, [[PainfullySlowProjectile something that in this game is not exactly hard to dodge]] ([[BulletHell the problem]] is that all mooks have a nasty habit of [[ZergRush ganging up on you]]), but Veterans will lead you and can and most probably will catch you off guard the first few times.
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** This is the main thing that sets [[EliteMooks Veteran Bulletkin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, [[PainfullySlowProjectile something that in this game is not exactly hard to dodge]] ([[BulletHell the problem]] is that all mooks have a nasty habit of [[ZergRush ganging up on you]]), but Veterans will lead you and can and most probably will catch you off guard the first few times.

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** * This is the main thing that sets [[EliteMooks Veteran Bulletkin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, [[PainfullySlowProjectile something that in this game is not exactly hard to dodge]] ([[BulletHell the problem]] is that all mooks have a nasty habit of [[ZergRush ganging up on you]]), but Veterans will lead you and can and most probably will catch you off guard the first few times.
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** This is the main thing that sets [[EliteMooks Veteran Bulletkin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, something that in this game is not exactly hard to dodge, but Veterans will lead you and can and most probably will catch you off guard the first few times.

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** This is the main thing that sets [[EliteMooks Veteran Bulletkin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, [[PainfullySlowProjectile something that in this game is not exactly hard to dodge, dodge]] ([[BulletHell the problem]] is that all mooks have a nasty habit of [[ZergRush ganging up on you]]), but Veterans will lead you and can and most probably will catch you off guard the first few times.
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** This is the main thing that sets [[EliteMooks Veteran Bulletkin]] apart in ''VideoGame/EnterTheGungeon''. Normal Bulletkin will just fire wildly in your general direction, something that in this game is not exactly hard to dodge, but Veterans will lead you and can and most probably will catch you off guard the first few times.
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** During the Korean War, one of the advantages held by the F-86 over the MiG-15 was its radar controlled gunsight that automatically calculated lead.

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** During the Korean War, one of the advantages held by the F-86 over the MiG-15 [=MiG=]-15 was its radar controlled gunsight that automatically calculated lead.
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Added link to Battle at Procyon.

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* ''VideoGame/TreasurePlanetBattleAtProcyon'':
** Leading the target is often required to hit when using Mortars and Grav Charges, especially when firing Mortars at long range, due to their [[{{Painfully Slow Projectile}} low velocity projectiles]].
** Gunners will do this automatically when ordered to fire, more skilled gunners will lead their shots more accurately, where as less skilled gunners may fire directly at moving targets.
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* In ''Film/UnderworldBloodWars'', Selene is training some Death Dealer recruits. They practice shooting holograms of Lycans. Selene tells them, "Don't aim, anticipate."

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