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Lead the Target

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Guns are incredibly psychologically powerful as symbols, let alone weapons. Aim, pull, kill. However, The Gunslinger knows that this isn't some holy trinity of death, and is the more lethal because of it. When gunning for a fast-moving or far-away target, he won't aim at the target (often shocking companions) and instead aim where they are going to be. Instead of a Hero-Tracking Failure he will get the target cleanly because they almost literally ran into the bullet.
This is called leading (or windage), and is a Real Life 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. Video Games used to avert this trope with hitscan weapons, which were an Acceptable Break from Reality 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 Painfully Slow Projectile, 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.
This is also relevant in sea and air combat with broadside weapons: even if the target isn't moving, the shooter usually is. This is the source of the "firing solution" you'll sometimes hear shouted about on the bridge of naval vessels (or, less commonly, by artillery gun crews).
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. 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.
See Hero-Tracking Failure for when the villains fail to do this and Wronski Feint for an aviation variant.
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S.T.A.L.K.E.R. Shadow of Chernobyl and its sequels have a realistic ballistics model almost similar to Operation Flashpoint and you have to account for gravity and lead your target. This is especially the case when using something like the AS VAL given its special subsonic ammo.
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In Sonic the Hedgehog (Archie Comics), Mecha manages to hit Sonic with her laser eyes by aiming where he will be, not where he is.
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In the Battlefield series, this is the proper way to use the flak cannons. Unfortunately, some players are not aware of it and simply aim directly at the target aircraft.
Sniper rifles in the Battlefield series behave fairly realistically. The bullets have travel time meaning that your shots won't instantly hit your opponent, especially at long range. If you place your scope a certain distance ahead of a moving enemy and fire ahead of time then the enemy will run straight into your bullet. At long ranges, bullet drop affects the bullet and makes it go off target so you have to raise your scope high above the enemy so the bullet will drop onto the enemy and hit him. On rare occasions you can even lead the target and have the bullet drop and kill a moving target.
It actually is possible to shoot and kill a target who is hiding behind cover and you can't see by using the bullet drop and bullet travel time. Pulling it off, however, is another story.
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The Legend of Zelda: Breath of the Wild 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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Starlancer, in addition to featuring the usual lead indicator, has an interesting twist on the mechanic: Several ships are equipped with the "Blind-Fire" abillity, which automatically leads your shots as long as you aim at the general vicinity of the target. However, this is balanced by the fact that only one set of weapon at a time can be used with Blind-Fire.
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Essential with energy weapons in the 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 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 Grand Theft Auto V, 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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The best-ever usage of this trope occurs in Operation Flashpoint, in which, true to its realistic nature, you not only have to lead the target, but if you're using a sniper rifle, you even have to take into account elements like elevation and even wind resistance. Needless to say, the game makes Nintendo Hard look like a walk in the park.
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In Jedi Starfighter, Saesee Tiin actually explains the principle to you in the tutorials.
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Steel Battalion: 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 Painfully 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 Game-Breaker. 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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MechWarrior 3 had a rather extreme example in ballistics-only online matches due to the typical Internet connection at the time being dial-up. Every player could adjust to bullet lag fairly easily if you loaded a targeting computer, but to be competitive online, you needed to be able to accurately read how much lag there was and adjusting your lead accordingly.
Mechwarrior games present a further challenge with any mech equipped with mixed laser and ballistic weapons. Lasers will typically not require leading the target,note or at least, minimal lead Gauss Rifles slightly more lead, and autocannon and machine guns more lead still, a combination that makes the famous Alpha Strike an Awesome, but Impractical tactic for all but near point blank shots.
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The siege engine in The Elder Scrolls IV: Oblivion will fire projectiles aimed ahead of you from a disance and will hit you if you run at the same speed.
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Shows up in Free Willy 2. "Shoot where he'll be, not where he is". Of course, given the target...
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In Kid Icarus: Uprising, Palutena advises you to do this when fighting against the Phoenix.
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Similarly, the Ace Combat series and other games about fighters typically have a targeting reticule for the guns that indicate where the bullets will go. Very important when shooting while making tight turns.
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World of Warships also requires this to an even larger 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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Bungie's Marathon series required you to lead targets with all of your weapons (perhaps except your fists). This is partly due to engine limitations. The engine did not support hitscan weapons so all weapons fired projectiles. Pistol shots in the game move less than 1/5 the speed of real life pistol shots (for the same caliber), and nothing in the game moves faster than pistol shots.
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Red Orchestra: Ostfront 41-45 has (fairly) realistic bullet and shell physics, requiring players to learn not only to lead their targets, but also to estimate ranges and compensate for bullet drop. Nailing a moving T-34 with a StuG III is hard.
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 Red Orchestra (Video Game)
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Some enemy bombers in Gatling Gears attempt this trope by dropping their bomb prematurely, hoping that you would walk directly into the explosions. Unfortunately for them, they still do this even in the player keeps still.
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This is the tactic one should use to play Space Invaders and other games of the like.
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In Max Payne 3, this is necessary to hit targets during the Sniping Mission if Bullet Time is not available.
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One of the stages in Donkey Kong Country 3: Dixie Kong's Double Trouble! has frequent lightning strikes aimed in this way. When you see the lightning flash, slow down or Take Cover!!
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The photon torpedoes shot at the climax of Star Trek: First Contact are shot noticeably in front of the target... and miss just behind it, as the shooter intended.
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In Super Mario Bros., Lakitu normally throws Spiny Eggs straight down, without any horizontal momentum or really aiming at Mario. However, there is a patch that unlocks some unused Lakitu behaviour that makes him take aim at Mario by taking into account the relative positions and speeds of himself and Mario. The added horizontal momentum also allowed the Spiny Eggs to bounce off vertical surfaces such as the sides of pipes.
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In Princess Mononoke, Irontown's riflemen consistently do this while fending off San's assault. They only miss because San is more agile than a superball on speed, but every last shot is millimeters off (and the last one successfully blows her off her feet and stuns her). Additionally, Lady Eboshi specifically instructs the riflewomen flanking her to hold their fire while San is on the roof, and aim for her landing spot instead.
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Silent Scope. Several levels take place on moving vehicles, further emphasizing this trope.
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Elite Dangerous requires you to lead when aiming anything besides lasers and railguns. Fixed weapons have the hardest time since they have barely any ability to flex on their mounts, but have the highest damage output, whilst gimballed weapons can flex a bit and thus lead more easily but deal less damage, and then turrets can aim in a very wide field but are the weakest of the three types. It also gives pilots the choice of "leading" or "trailing" gunsight modes.
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In Age of Empires II, this is a researchable upgrade called "Ballistics" which improves the accuracy of your ranged 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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In Banjo-Tooie, Banjo and Kazooie have to fight Klungo multiple times as a boss. The main source of his difficulty increase between the first and last encounters with him is that he'll throw his exploding flasks where Banjo is in the first duel, but he'll try to anticipate where Banjo will be in the last.
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Bullets have a slight delay in Fallout 3, but lasers, correctly, hit instantly. Plasma however tends to toe the line between this and Painfully Slow Projectile.
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In Voices of a Distant Star, Mikako is shown doing this against a target drone during her Tracer training.
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In the Borderlands games, you're usually shooting from close enough range that the bullets fired might as well instantly teleport to their final destination. However, all of the guns in both games are projectile, meaning sniping from any kind of distance requires the ability to shoot where your target is going to be. Lilith, Maya, and Zer0 all have skills that increase bullet velocity to mitigate this, however.
There is actually a single weapon in the first game that is hitscan. It is the Eridian Lightning sniper rifle; it hits instantaneously from any range.
Torgue weapons in 2 all fire Painfully Slow Projectiles; they basically function as pint-sized rocket launchers. One of the loading screen tips emphasizes the important of 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.
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Halo's precision weapons tend to be hitscan, but some of its weapons do still require you to lead a moving target, like the rocket launcher.
Halo 3 is particularly notable for requiring you to do this, since virtually none of its weapons are hitscan.
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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Banjo-Kazooie: One major source of difficulty in the Final Boss 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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In Quigley Down Under, Quigley, being established as one of the best long-range sharpshooters in the world, is a master of this. He kills several Mooks who are riding horses at full gallop perpendicular to his line of fire at ranges of several hundred yards...on the first shot. He is shown very carefully lining up his shot and adjusting his sights when he does so.
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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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While flying any aircraft in War Thunder, Leading is the only way to hit anything. This is occasionally averted by More Dakka.
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The N64 versions of GoldenEye (1997) and Perfect Dark had this inverted; round-firing weapons worked with hitscan, while energy and laser weapons had to lead the target (primarily because the laser beams had to be animated traveling from barrel to target). It's hard to notice this because of both games' default auto-aim setting and slow movement speed, but it's there.
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Lead the Target
 Lead the Target / int_84c0895d
comment
In early chapters of O-Parts Hunter it is repeatedly made a point that you should not dodge attacks by 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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Lead the Target
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Full Metal Jacket:
 Lead the Target / int_88f055ec
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1.0
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 Full Metal Jacket
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Lead the Target / int_88f055ec
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Lead the Target
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Sniper Elite, which puts you in the shoes of a American OSS Agent and sniper in Berlin during World War II, had simulated gravity, wind, breathing, and bullet travel time. All except the travel time could be turned off.
 Lead the Target / int_8a344f1
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1.0
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Lead the Target
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In Kirby 64: The Crystal Shards, one room in the third stage of Shiver Star has three Shotzos in the background of a cyclical room. Not only do they shoot much more often than other Shotzos in the game but they predict where Kirby is likely to be going and shoot there instead. Since they're the only Shotzos 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.
 Lead the Target / int_8cadb510
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1.0
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Lead the Target / int_8cadb510
 Lead the Target / int_8e8086c3
type
Lead the Target
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In Goldfinger, part of Oddjob's Improbable Aiming Skills 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.
 Lead the Target / int_8e8086c3
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1.0
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 Goldfinger
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Lead the Target / int_8e8086c3
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Lead the Target
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World of Tanks requires the player to do this, unless the target is stationary. That goes double for artillery, whose large range and long reload times mean they have to anticipate enemy movements by a large margin. So much for the "arty noob" myth.
World of Warships also requires this to an even larger 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.
 Lead the Target / int_989298d3
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1.0
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Lead the Target
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Similar to Sukiyaki Western Django, Wanted had the assassins curve the bullets mid-flight as part of their Gun Kata powers, effectively leading and boomeranging shots.
 Lead the Target / int_9d0340d
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1.0
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 Sukiyaki Western Django
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Lead the Target / int_9d0340d
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Lead the Target
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This is how Fry loses the "real life" game of Space Invaders in the Futurama episode "Anthology of Interest II".
 Lead the Target / int_a183d57f
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1.0
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Lead the Target
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At least one example of such a feature, in the Wing Commander series, places the reticule based on the average velocity of your weapon projectiles. Given that you have a variety of energy weapons mounted on your ships, with widely varying projectile speeds, and it is possible to bracket the enemy, simultaneously over- and under-shooting your target, depending on your weapons loadout.
 Lead the Target / int_aedc983a
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1.0
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Lead the Target / int_aedc983a
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Lead the Target
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In Deus Ex: Human Revolution, there are two weapons that have a significant curve to the projectile path: the crossbow and tranquilizer rifle. There is also an upgrade to help you lead your shots.
 Lead the Target / int_b9419bd1
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1.0
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Lead the Target
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Metroid Prime 2: Echoes has two examples: the Alpha Splinter, who only uses this tactic before it gets possessed by the Ing; and the Power Bomb Guardian, who tries to throw its Power Bombs ahead of Samus as she navigates along Spider Ball tracks.
 Lead the Target / int_be492827
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1.0
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Lead the Target / int_be492827
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Lead the Target
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Team Fortress 2: You have to lead with the Soldier's rocket launcher, since the rockets are slow. The same with the Demoman's grenade launchers, the Medic's Syringe Gun and the Sniper's Huntsman.
And the Scout's "milk," the Scout's baseballs, the Pyro's flares, and the Sniper's jarate.
 Lead the Target / int_c0d295c4
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1.0
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Lead the Target / int_c0d295c4
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Lead the Target
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Most Human weapons in Jeff Wayne's War of the Worlds don't do this unless specifically ordered to by the Force Fire function, meaning that Martian units on the move (particularly flying machines) are quite hard to hit. This is balanced by the Martians being generally short ranged and subscribing to Do Not Run with a Gun.
 Lead the Target / int_c3e9076e
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1.0
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Lead the Target
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In Star Wreck, when Pirk realizes that twinklers (phasers) do nothing against the Excavator (Excalibur from Crusade), he decides to fire all of the Kickstart's (Sovereign from Star Trek) light balls (photon torpedoes) at it. While 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. 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 and that the computer should've been able to lead the target for him, even though he purposefully switched to manual targetting before taking the shot.
 Lead the Target / int_ca7eba72
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1.0
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1.0
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Lead the Target / int_ca7eba72
 Lead the Target / int_cb6abef3
type
Lead the Target
 Lead the Target / int_cb6abef3
comment
Strongly implied in The Avengers by Hawkeye. One shot has him rather spectacularly looking at a target while apparently pointing his bow the wrong way. Careful analysis shows that he's aiming quite in advance of his (fast-moving) target to hit it dead on.
 Lead the Target / int_cb6abef3
featureApplicability
1.0
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1.0
 The Avengers (2012)
hasFeature
Lead the Target / int_cb6abef3
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type
Lead the Target
 Lead the Target / int_cfb3439a
comment
In Brütal Legend, Eddie needs to help a neurotic bouncer operating a mortar cannon hit his targets, not only by spotting, but teaching him how to lead moving targets.
 Lead the Target / int_cfb3439a
featureApplicability
1.0
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Lead the Target
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comment
Halo 3 is particularly notable for requiring you to do this, since virtually none of its weapons are hitscan.
 Lead the Target / int_d5166b44
featureApplicability
1.0
 Lead the Target / int_d5166b44
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Lead the Target / int_d5166b44
 Lead the Target / int_d59e2ca4
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Lead the Target
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comment
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 may have to lead your target (and pray). This has been mostly averted by lag compensation, and is only common in older games like Quake and Doom. Still alive and well for players with satellite-based net, depending on the game.
 Lead the Target / int_d59e2ca4
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Lead the Target / int_d59e2ca4
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Lead the Target
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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 converge, assuming it doesn't evade. Obviously, you want to be aiming for this.
At least one example of such a feature, in the Wing Commander series, places the reticule based on the average velocity of your weapon projectiles. Given that you have a variety of energy weapons mounted on your ships, with widely varying projectile speeds, and it is possible to bracket the enemy, simultaneously over- and under-shooting your target, depending on your weapons loadout.
Similarly, the Ace Combat series and other games about fighters typically have a targeting reticule for the guns that indicate where the bullets will go. Very important when shooting while making tight turns.
Starlancer, in addition to featuring the usual lead indicator, has an interesting twist on the mechanic: Several ships are equipped with the "Blind-Fire" abillity, which automatically leads your shots as long as you aim at the general vicinity of the target. However, this is balanced by the fact that only one set of weapon at a time can be used with Blind-Fire.
StarCitizen uses something a bit different. Rather than show an icon ahead of the target to line up with, you have a marker coming back from your aiming reticule, showing where your shots will be once they've travelled the distance between you and the target (ie; if the enemy's 400m away, the trailing aim point will show where your shots will be after they travel 400m). This lets you keep your eye on the target directly rather than focusing on a point ahead of them, this way you can aim for specific points of their ship based on things like their shield coverage, weapon and thruster placement, etc.
Elite Dangerous requires you to lead when aiming anything besides lasers and railguns. Fixed weapons have the hardest time since they have barely any ability to flex on their mounts, but have the highest damage output, whilst gimballed weapons can flex a bit and thus lead more easily but deal less damage, and then turrets can aim in a very wide field but are the weakest of the three types. It also gives pilots the choice of "leading" or "trailing" gunsight modes.
 Lead the Target / int_d5f34c70
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1.0
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Lead the Target / int_d5f34c70
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Lead the Target
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League of Legends requires this with every character that has a skill shot ability. Ezreal is a prime example, as all of his abilities are either a skill shot or a targeted blink, giving him a very high difficulty rating.
 Lead the Target / int_d616724d
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1.0
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Lead the Target / int_d616724d
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Lead the Target
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Pinky in Pac-Man doesn't target Pac-Man's position, but rather four spaces in front of him.
 Lead the Target / int_db59313b
featureApplicability
1.0
 Lead the Target / int_db59313b
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 Pac-Man (Video Game)
hasFeature
Lead the Target / int_db59313b
 Lead the Target / int_dca082c3
type
Lead the Target
 Lead the Target / int_dca082c3
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StarCitizen uses something a bit different. Rather than show an icon ahead of the target to line up with, you have a marker coming back from your aiming reticule, showing where your shots will be once they've travelled the distance between you and the target (ie; if the enemy's 400m away, the trailing aim point will show where your shots will be after they travel 400m). This lets you keep your eye on the target directly rather than focusing on a point ahead of them, this way you can aim for specific points of their ship based on things like their shield coverage, weapon and thruster placement, etc.
 Lead the Target / int_dca082c3
featureApplicability
1.0
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 Star Citizen (Video Game)
hasFeature
Lead the Target / int_dca082c3
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Lead the Target
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comment
BattleZone has a lead-assist marker for targeted enemies. It also helps a player with a mortar-class weapon, which can use indirect fire, pick the proper elevation angle.
 Lead the Target / int_df8e09e
featureApplicability
1.0
 Lead the Target / int_df8e09e
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1.0
 Battlezone (1998) (Video Game)
hasFeature
Lead the Target / int_df8e09e
 Lead the Target / int_e31f2cd8
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Lead the Target
 Lead the Target / int_e31f2cd8
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Tribes is one of the poster children of this trope. Very few weapons are hitscan (laser rifles and the like only), few projectiles are really fast, and most have significant bullet drop over long range. Combine this with the fact that everyone is skiing/flying around at 100+ kph, which of course also affects the trajectory of your shots, and you get more fun than you thought you could possibly have doing split-second vector calculations.
 Lead the Target / int_e31f2cd8
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1.0
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Lead the Target
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Though the Mancubus in Doom doesn't actually have the capability to predict the player's location, it nonetheless does a very good impression of this in its attack pattern. Specifically, a Mancubus fires a pattern of three volleys of two shots: the first two volleys will always have one shot aimed directly at the player while the other is aimed to the side of the player, and the third volley has both shots aimed closely to either side of the player. Because of this, simply trying to strafe a Mancubus will often result in one of its shots still hitting you.
 Lead the Target / int_e5d5d23c
featureApplicability
1.0
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 Doom (Video Game)
hasFeature
Lead the Target / int_e5d5d23c
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Lead the Target
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Armored Core has two Camera Lock-On states: an orange* (or whatever color your UI is currently set to) "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 Difficult, but Awesome weapons can only be aimed manually, requiring you to do this yourself.
 Lead the Target / int_e60954ea
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1.0
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Lead the Target
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Brendan Fraser brings this up in The Mummy Returns just before Rachel Weisz is about to cover him with a rifle.
 Lead the Target / int_eb9e3429
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1.0
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 The Mummy Returns
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Lead the Target / int_eb9e3429
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type
Lead the Target
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Spyro: Year of the Dragon:
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 does this fairly well as well. If you run in a straight line for a while then those fireballs will hit you.
 Lead the Target / int_ecccafaa
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1.0
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Lead the Target
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Vega Strike has wide range of velocities assigned to all bolt and beam weapons. Kinetic weapons mostly fire at several km/s, "Mini Grav-Thumper" bolt flies away at mere 400 m/s. Military radars have a tracking system that shows where to shoot to hit the current target. An expensive per-mount autotracker device also keeps its gun trained at this mark as long as the target is within the tracking cone and you maintain radar lock. Turrets use the same ITTS, so even those without beam weapons aren't here just for flashes. But the tracking is "fair", i.e. true only if the target won't maneuver (good luck with that), so autotracking can—and sometimes needs to—be toggled off.
 Lead the Target / int_f189f12e
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1.0
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Lead the Target
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In The Lord of the Rings, 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 on a target that has covered about a hundred yards in the intervening time.
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Lead the Target
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In My Little Pony: Equestria Girls – Friendship Games, during the archery contest, Applejack points out to Human Twilight that she needs to do this to hit the moving target: aim where it's going to be and not where it is. This comes packaged with Sour Sweet remarking on how counter-intuitive this sounds.
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Lead the Target
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Treasure Planet: Battle at Procyon:
Leading the target is often required to hit when using Mortars and Grav Charges, especially when firing Mortars at long range, due to their 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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Nearly every gun in Guns of Icarus requires this to some extent, unless you're at point-blank range. Some of the especially slow projectiles, like the Hades and harpoon launcher, actually require the player to take into account the movement of their own ship on top of the motion of the enemy.
A variation is used with the mine launcher. Skilled players can typically get the mines to deploy just in front of the direction the enemy ship is headed so that its own momentum will carry it into the mine before anything can be done to avoid it.
 Lead the Target / int_f7570366
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Lead the Target
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In The Last Starfighter, this is one of the things Grig tells Alex to do when he's getting used to operating the gunner's chair in their Gunstar.
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Lead the Target / int_fad1ddfe
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Lead the Target
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The Tank in Left 4 Dead will do this against you when throwing concrete blocks.
 Lead the Target / int_fd8ef85e
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The following is a list of statements referring to the current page from other pages.

 Lead the Target
processingCategory2
Guns and Gunplay Tropes
 Voices of a Distant Star / int_d2f577a1
type
Lead the Target
 A New Hope / int_d2f577a1
type
Lead the Target
 Battle: Los Angeles / int_d2f577a1
type
Lead the Target
 Battleship / int_d2f577a1
type
Lead the Target
 Full Metal Jacket / int_d2f577a1
type
Lead the Target
 Goldfinger / int_d2f577a1
type
Lead the Target
 Quigley Down Under / int_d2f577a1
type
Lead the Target
 Star Trek: First Contact / int_d2f577a1
type
Lead the Target
 Sukiyaki Western Django / int_d2f577a1
type
Lead the Target
 The Mummy Trilogy / int_d2f577a1
type
Lead the Target
 AgeOfEmpires
seeAlso
Lead the Target
 Xenos / int_d2f577a1
type
Lead the Target
 Battle Action Harem Highschool Side Character Quest (Roleplay) / int_d2f577a1
type
Lead the Target
 The Witcher: Game of Imagination (Tabletop Game) / int_d2f577a1
type
Lead the Target
 Age of Empires I (Video Game) / int_d2f577a1
type
Lead the Target
 Air-SeaBattle
seeAlso
Lead the Target
 Allegiance (Video Game) / int_d2f577a1
type
Lead the Target
 Allegiance (2000) (Video Game) / int_d2f577a1
type
Lead the Target
 Anti Aircraft (Video Game) / int_d2f577a1
type
Lead the Target
 Battlefleet Gothic: Armada 2 (Video Game) / int_d2f577a1
type
Lead the Target
 Bounty of One (Video Game) / int_d2f577a1
type
Lead the Target
 Chippy (Video Game) / int_d2f577a1
type
Lead the Target
 Daemon X Machina (Video Game) / int_d2f577a1
type
Lead the Target
 Donkey Kong Country (Video Game) / int_d2f577a1
type
Lead the Target
 Donkey Kong Country 3: Dixie Kong's Double Trouble! (Video Game) / int_d2f577a1
type
Lead the Target
 Doom (2016) (Video Game) / int_d2f577a1
type
Lead the Target
 Earth Defense Force 2025 (Video Game) / int_d2f577a1
type
Lead the Target
 FreeSpace (Video Game) / int_d2f577a1
type
Lead the Target
 God of War (Video Game) / int_d2f577a1
type
Lead the Target
 Hardwar (Video Game) / int_d2f577a1
type
Lead the Target
 Insurgency: Sandstorm (Video Game) / int_d2f577a1
type
Lead the Target
 Jedi Starfighter (Video Game) / int_d2f577a1
type
Lead the Target
 League of Legends (Video Game) / int_d2f577a1
type
Lead the Target
 Marathon (Video Game) / int_d2f577a1
type
Lead the Target
 MechWarrior (Video Game) / int_d2f577a1
type
Lead the Target
 Metroid Prime 2: Echoes (Video Game) / int_d2f577a1
type
Lead the Target
 NightFire (Video Game) / int_d2f577a1
type
Lead the Target
 Pac-Man (Video Game) / int_d2f577a1
type
Lead the Target
 Pacific Fleet (Video Game) / int_d2f577a1
type
Lead the Target
 Panther (Video Game)
seeAlso
Lead the Target
 Paper Mario: Sticker Star (Video Game) / int_d2f577a1
type
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 PlayerUnknown's Battlegrounds (Video Game) / int_d2f577a1
type
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 Primal Carnage (Video Game) / int_d2f577a1
type
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 Rise of the Tomb Raider (Video Game) / int_d2f577a1
type
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 S.T.A.L.K.E.R. (Video Game) / int_d2f577a1
type
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 Serious Sam II (Video Game) / int_d2f577a1
type
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 Shadow of the Colossus (Video Game) / int_d2f577a1
type
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 Sky Rogue (Video Game) / int_d2f577a1
type
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 Sniper Elite (Video Game) / int_d2f577a1
type
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 Sniper Elite V2 (Video Game) / int_d2f577a1
type
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 Space Battle (Video Game) / int_d2f577a1
type
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 Space Invaders (Video Game) / int_d2f577a1
type
Lead the Target
 Star Conflict (Video Game) / int_d2f577a1
type
Lead the Target
 Star Wars: Battlefront (Video Game) / int_d2f577a1
type
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 Star Wars: Squadrons (Video Game) / int_d2f577a1
type
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 Steel Battalion (Video Game) / int_d2f577a1
type
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 SubSpace (Video Game) / int_d2f577a1
type
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 Superhot (Video Game) / int_d2f577a1
type
Lead the Target
 Tachyon: The Fringe (Video Game) / int_d2f577a1
type
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 The Binding of Isaac (Video Game) / int_d2f577a1
type
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 The Simpsons: Virtual Bart (Video Game) / int_d2f577a1
type
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 Time Commando (Video Game) / int_d2f577a1
type
Lead the Target
 Treasure Planet: Battle at Procyon (Video Game) / int_d2f577a1
type
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 Vega Strike (Video Game) / int_d2f577a1
type
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 War Thunder (Video Game) / int_d2f577a1
type
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 World of Warplanes (Video Game) / int_d2f577a1
type
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 World of Warships (Video Game) / int_d2f577a1
type
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 XIII (Video Game) / int_d2f577a1
type
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 X-Wing (Video Game) / int_d2f577a1
type
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 Yars' Revenge (Video Game) / int_d2f577a1
type
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 Zuma (Video Game) / int_d2f577a1
type
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 Crossout / Videogame / int_d2f577a1
type
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 Elite: Dangerous / Videogame / int_d2f577a1
type
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 [PROTOTYPE] / Videogame / int_d2f577a1
type
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 Sniper Elite 4 / Videogame / int_d2f577a1
type
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 Sniper Elite III / Videogame / int_d2f577a1
type
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 My Little Pony: Equestria Girls – Friendship Games / int_d2f577a1
type
Lead the Target