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Re: 2 suggestions for improvement
Posted: 21 Jan 2010, 19:40
by quantum
I think the hittable volume is the intersection of hitsphere and footprint. That means that if the hitsphere is larger than the footprint (likely), increasing the hitsphere size will not make the unit more vulnerable.
Re: 2 suggestions for improvement
Posted: 21 Jan 2010, 22:40
by Saktoth
quantum wrote:I think the hittable volume is the intersection of hitsphere and footprint. That means that if the hitsphere is larger than the footprint (likely), increasing the hitsphere size will not make the unit more vulnerable.
False. Footprint is purely for pathing and unit avoidance.
My graphics bugged so I now see the default spring cloaking graphics. To fix your issue you could try many gfx cards until your graphics bugs.
Agree, it should have both the swirly colour effect and the transparent unit underneath.
Re: 2 suggestions for improvement
Posted: 30 Jan 2010, 04:12
by quantum
Saktoth wrote:quantum wrote:I think the hittable volume is the intersection of hitsphere and footprint. That means that if the hitsphere is larger than the footprint (likely), increasing the hitsphere size will not make the unit more vulnerable.
False. Footprint is purely for pathing and unit avoidance.
Last time I tried, a unit with 0 footprint was unhittable. Lasers would fly through, only nearby explosions would damage it.
Re: 2 suggestions for improvement
Posted: 30 Jan 2010, 15:10
by Saktoth
quantum wrote:Last time I tried, a unit with 0 footprint was unhittable. Lasers would fly through, only nearby explosions would damage it.
It may be due to the hit volume change or it may be due to the collisionvolumetest we have on all units, but this isnt the case, i tested.